Yeah, realized that, I was looking through the code just now. The Game_Player#refresh needs to be modded too. I considered the following code:
FIX_MAP_GRAPHIC_SWITCH = 12 #####
class Game_Character
attr_accessor :character_name, :character_hue
end
class Game_Player
alias fts_jcsnider_fix_map_graphic_refresh refresh
def refresh
if $game_switches[FIX_MAP_GRAPHIC_SWITCH] #####
@opacity, @blend_type = 255, 0
else #####
fts_jcsnider_fix_map_graphic_refresh #####
end #####
end
end
But I get an "Undefined local var or method 'refresh' for Game_Player:class" :?
Here you go:
class Game_Player
attr_accessor :character_name, :character_hue
def refresh
@opacity, @blend_type = 255, 0
end
end
There's a good chance the player might be invisible at the beginning of the game, so set the graphic when the game starts.
You can't use the 'Change Graphic' event command anymore on the player. You can use it to change your pokemons' graphics, though. For changing the player's graphic, use this code in a call script command:
$game_player.character_name = '001-Fighter01'
$game_player.character_hue = 0 (a number b/w 0 and 360, both included)
You won't need to change the hue if I'm right, since you'll be using a customized graphic anyway.
For checking the name of the graphic, use this in a Conditional Branch:
$game_player.character_name == '001-Fighter01'
Don't forget to use the double '=' when
checking for the graphic.