Event Graphic Changer
Authors: Nathmatt
Version: 1.05
Type: Graphic changer for events
Key Term: Misc Add-on
IntroductionThis will make it easier to change all your main events if you decide to change what they look like.
Features
- Can have the event always match any actor in the database
- Can have the event always match any actor in the party
- Can have the event always match a defined graphic
- can now change the pose
Screenshotsno screenshot needed
Demono demo
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# Event Graphic Changer by (EGC) Nathmatt
# Version: 1.05
# Type: Graphic changer for events
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#
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# Instrutions:
#
# To use the event effects in this script you will need to name the following.
#
# \p[id] Will make the events graphic always be the same as
# the actor in the specified parties position
#
# \a[id] Will make the events graphic always be the same as
# the actor in the specified position
#
# \c[id] Will make the events graphic always be the same as
# the graphic specified in the script
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# Script Calls:
#
# defenition:
#
# id = events id
# d = the direction of the pose
# p = the pattern of the pose
#
# $game_map.events[id].change_pose(d,p)
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$egc = 1.05
class Game_Map
Auto_Update = true
# custom graphics
def graphic(id)
case id
when 1 then return 'LOS-Ethnic05'
end
end
alias setup_graphic setup
def setup(map_id)
setup_graphic(map_id)
$game_map.events.each_key {|i|
graphic_check(i) if $game_map.events[i] != nil}
end
def graphic_check(event_id)
event = @map.events[event_id]
if event.name.clone.gsub!(/\\[Pp]\[(\d+)\]/) {"#[$1]"}
$game_map.events[event_id].character_name =
$game_party.actors[$1.to_i].character_name
$game_map.events[event_id].refresh
end
if event.name.clone.gsub!(/\\[Aa]\[(\d+)\]/) {"#[$1]"}
$game_map.events[event_id].character_name =
$game_actors[$1.to_i].character_name
$game_map.events[event_id].refresh
end
if event.name.clone.gsub!(/\\[Cc]\[(\d+)\]/) {"#[$1]"}
$game_map.events[event_id].character_name = graphic($1.to_i)
$game_map.events[event_id].refresh
end
end
alias update_graphic update
def update
update_graphic
if @party != $game_party.actors && Auto_Update
@party = $game_party.actors.clone
$game_map.events.each_key {|i|
graphic_check(i) if $game_map.events[i] != nil}
end
end
end
class Game_Event
attr_accessor :character_name
def change_pose(d,p)
@direction = d
@pattern = p
@original_pattern = p
end
end
InstructionsIn the script
Compatibilityno compatibility issues known
Credits and Thanks
Author's Notesif you have any issues / suggestions post here
To be honest, I don't see the usefulness in this. You can already change their graphic, its an event command on Page 3. And I don't understand how to even use it.
So, this could, for example, set events that look just like your current party members or something like that? I suppose there could be times where it would be useful.
This is useful, but not one I'd use myself (as it's easy to event). If you're playing a game that the player will choose which characters are with you and what you look like in the beginning, this would be an awesome script. If you add support for Blizz's visual equipment, everyone would love you for this.
i mainly made it for say about halfway through your game you decide to change your main char instead of going through all ur events just change the graphic of the main char
Quote from: nathmatt on August 07, 2010, 04:17:15 pm
i mainly made it for say about halfway through your game you decide to change your main char instead of going through all ur events just change the graphic of the main char
There's already an event command for that. Of course, if this is compatible with BABS, then it's definitely a useful script, as the event method doesn't work.
He means if you've made several events that use the main character's graphics (if you want to have the character use poses, you have to do it this way, at least when blizz was still making blizzABS), you'd need to manually go through and change tons of event commands. It'll speed things up for a lot of people. One thing that'd REALLY help though is if you could give us a script call to change the event's graphics to currentGraphic_pose (then the frame via a 2D array). That way every pose could be based on the graphic in the database, rather than doing it manually. Trust me, Rose, it's a useful script.
Quote from: legacyblade on August 07, 2010, 04:43:50 pm
He means if you've made several events that use the main character's graphics (if you want to have the character use poses, you have to do it this way, at least when blizz was still making blizzABS), you'd need to manually go through and change tons of event commands. It'll speed things up for a lot of people. One thing that'd REALLY help though is if you could give us a script call to change the event's graphics to currentGraphic_pose (then the frame via a 2D array). That way every pose could be based on the graphic in the database, rather than doing it manually. Trust me, Rose, it's a useful script.
Oooh, alright; I get it now. That is indeed useful. Your explanation helped considerably; he was a little vague in his description.
Ya, it was a bit vague, but I knew what he meant when he said decide to change the main character's graphic halfway through the game, as I already had to do that. It took HOURS.
ill look into that but its easier to use a dummy graphic all directions stay the same only thing that changes is the graphic
If you did it that way, it'd still work. I just use LOTS of poses, and most have transition frames from any given pose in my games, so to save on file-space, I group them into charsets with different poses in each frame. But it'd still be really useful if you just made it so I could change the graphic based on the event's current graphic (which was based on the character's graphic)
update: 1.05 added the ability to change the pose
@legacyblade i believe thats what you wanted
That's exactly it, nath, thanks. This is going it be a really useful script. WHy isn't it databased though?