Author Topic: [XP] Visual Equipment for Blizz-ABS  (Read 40642 times)

Offline mroedesigns

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #60 on: December 29, 2011, 01:38:16 AM »
Darn. So how difficult would it be to implement a new layer into the system? I tried looking through it but I cant quite figure out how it would be done.  :wacko:

Offline Blizzard

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #61 on: December 29, 2011, 09:13:40 AM »
You can add new layers using just the configuration.
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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #62 on: December 30, 2011, 11:19:08 AM »
Ive been poking around with the script but I cant seem to figure it out :/ is there a written guide somewhere?

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #63 on: December 30, 2011, 12:17:12 PM »
No, but I think somebody made a demo and posted it somewhere. >.<
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Offline MOAL

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #64 on: April 25, 2012, 01:42:54 AM »
I'm having a hard time making the visual equipment show up, I name them accordingly and everything, along with the prefix. Is there anything else that needs to be done? I'm not getting any errors, just this issue. Can someone help me out?

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #65 on: April 25, 2012, 09:01:36 AM »
Does the game crash or is the equipment simply not displayed?
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Offline Dweller

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #66 on: April 25, 2012, 12:32:09 PM »
I'm having a hard time making the visual equipment show up, I name them accordingly and everything, along with the prefix. Is there anything else that needs to be done? I'm not getting any errors, just this issue. Can someone help me out?

The first time I used Visual Equipment I have a similar problem. I was testing the game with weapon id 1, and the deafult script comes with this configuration:
Code: [Select]
EXCLUDE_WEAPONS = [1, 3, 4, 5, 6, 7, 8]
EXCLUDE_ARMORS = [1, 2, 4, 5, 6, 7]

May this will help you.
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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #67 on: April 25, 2012, 01:12:19 PM »
Then I guess I should change the default configuration. :facepalm:
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Offline MOAL

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #68 on: May 01, 2012, 04:21:04 AM »
@Blizzard - It worked, thanks a load, mate! Sorry if it caused you any trouble.  :^_^':

Offline khkramer

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #69 on: December 25, 2012, 12:19:15 PM »
Sorry for the necro, but is still compatible with rmx-os?

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #70 on: December 25, 2012, 12:27:12 PM »
Sorry for the necro, but is still compatible with rmx-os?

It is, but if i remember correctly it is not global, meaning that only you can see the armour you wear, and you can't see anyone else's.

Offline khkramer

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #71 on: December 25, 2012, 12:42:49 PM »
Sorry for the necro, but is still compatible with rmx-os?

It is, but if i remember correctly it is not global, meaning that only you can see the armour you wear, and you can't see anyone else's.

Hmmm, that takes away the purpose for which I was going to use it (if possible)

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #72 on: December 25, 2012, 12:56:09 PM »
Actually I think I did make this work with RMX-OS. Best you try it out and you'll see for yourself. Then you'll know for sure.
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Offline glad300

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #73 on: August 13, 2013, 09:48:26 PM »
Would it be possoble to make that script (more) compatible with the multi-slot script by guillaume777 ? Actually it is, but extra-slot armors are not displayed  :(  Thank you for your excellent work, this script is as amazing as the other  :)

Offline Shalaren

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #74 on: August 30, 2013, 02:47:28 AM »
Quick question. I'm not sure if it was with this script or another, but is there a way to show equips on events?
I'm trying to event a character creation system, and using an event as an example dummy

Offline KK20

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #75 on: August 30, 2013, 02:53:53 AM »
There's no reference to events in the script at all. But I think the real question is:
I'm trying to event a character creation system, and using an event as an example dummy
Why can't you use the player itself?



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Offline Shalaren

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #76 on: August 30, 2013, 07:08:37 AM »
because I wanted it to be animated (showing the character walking as you design it)
I'm sure I can do somehting, just thought if it were possible to use an event it would make things a bit easier P:

Edit: here's a good question, can I make it sprite specific instead of actor specific?, since I want to make it so you can choose a gender, so one equip will look different for both genders.

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #77 on: August 30, 2013, 10:28:17 AM »
With a little bit of magic, you can have the player animate. Script call (assuming the player is controlling Actor 1)
Code: [Select]
BlizzABS::Config::ANIMATED_IDS.push(
1)
And 'Set Move Route' for the player to be 'Stop Animation ON'. And once you're done, call this afterwards
Code: [Select]
BlizzABS::Config::ANIMATED_IDS.
delete(1)

Can't you just make two actors? From what you proposed, I'm not sure that's even possible.



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Offline chaucer

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #78 on: August 30, 2013, 03:16:48 PM »
I actually have a character creation made up for my game, i can send you a small demo if you'd like although you'll need to change a few things for what you want but it'd be easy enough.

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Re: [XP] Visual Equipment for Blizz-ABS
« Reply #79 on: August 30, 2013, 04:44:08 PM »
With a little bit of magic, you can have the player animate. Script call (assuming the player is controlling Actor 1)
Code: [Select]
BlizzABS::Config::ANIMATED_IDS.push(
1)
And 'Set Move Route' for the player to be 'Stop Animation ON'. And once you're done, call this afterwards
Code: [Select]
BlizzABS::Config::ANIMATED_IDS.
delete(1)

Can't you just make two actors? From what you proposed, I'm not sure that's even possible.
Thanks KK :P looks great animated.

and no it won't really work easily considering everything is going to revolve around actor 1. Although I suppose I can just make a male and female switch and keep using a conditional branch, I was just hoping there was a way to make it so the sprites update themselves depending on something like sprite name or using a switch (like if switch X is on, then the image name has to be 'a12_ON' instead of just 'a12' this way if it was a female character lets say, I would turn the switch on and the 'a12_ON' would be the female version of the armor.

@chaucer
Thanks but I think my character creation screen turned out pretty sweet P: