Changing actor graphic when equipping a weapon?

Amarok

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Hey there, noob question here, like the title says, is there any way to do this without plugins? i know about the script call to change the actors graphics but i dont know if it can be called somehow when you equip a weapon?
 

padr81

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Common Event Parallel Process turned on by a switch and conditional branches.

Switch 3 - ActorWeaponGraphic

Common Event: ActorWeaponGraphic set to Parallel Process which runs when switch 3 is on.

This is kind of pseudocode but it will be done like this with conditional branches in the common event.
If actor 1 has equipped(sword)
Change char : actor1_sword
else if actor 1 has equipped(axe)
Change char : actor1_axe
etc......
end

If actor 2 has equipped(gun)
Change char : actor2_gun
else if actor 1 has equipped(axe)
Change char : actor2_axe
etc......
end


If that doesn't make sense I can screenshot a few in game images to talk you through it.
 

Andar

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not really - theoretically it could be done with a parallel process checking for changes, but that will lag your game to hell and also be extremely complex to write.
visible equipment is one of the cases where a plugin really makes sense.
 

Amarok

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i see thank you both for your responses, indeed im not interested in adding this if it would lag the game, or if it would be too overly complicated, since its kind of a minor cosmetic feature.
 

Low

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I have my battlers with weapons drawn into the sideview graphics so i disabled the default weapon graphics. But I use something similar to Padr81's post. A parrallel process with a common event pictured below. I have not noticed any lag issues but I haven't gotten more than 3 weapons worked in so far. My goal is around 10 in total for both main characters so here's hoping it runs smoothly.
weapons.png
 

Amarok

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@Low i see yeah im also using custom battlers so i think this approach could work for me aswell, will give it a try thank you!
 

Astfgl66

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Just use a plugin that executes a common event each time you leave the menu. In that common event do the checks and change player appearance accordingly. There, no parallell process used and no lag possible.
You'll have to call the common event manually each time you change player equipment through event commands, but it's hardly aggravating.

For example Yanfly utility common events can do that.
 

Low

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Just use a plugin that executes a common event each time you leave the menu. In that common event do the checks and change player appearance accordingly. There, no parallell process used and no lag possible.
You'll have to call the common event manually each time you change player equipment through event commands, but it's hardly aggravating.

For example Yanfly utility common events can do that.
That is a great idea with yanfly's utility plugin. Now that it exists I will have my common event set up just like that instead of having that same parallel process on every map. That's probably the best solution.
 

padr81

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Just use a plugin that executes a common event each time you leave the menu. In that common event do the checks and change player appearance accordingly. There, no parallell process used and no lag possible.
You'll have to call the common event manually each time you change player equipment through event commands, but it's hardly aggravating.

For example Yanfly utility common events can do that.
Great idea.
 

Tatsumaro

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i dont know what you are looking for but i fund a perfect solution for my problem.

SDR - Character Creator + Dynamic Actors, now the actor can have multiple armors and weapons all whit the respective image. and you dont have to get a tone of PNG files and a rely rely long event.


 
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