Neon Black

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In my script, change the following lines:



Code:
 def self.character(file) ## Checks if the file is a composite.
    return cp_cm_character(file) unless CP::COMPOSITE::NAMES.include?(file)
    create_composite(file, "Graphics/Characters/")
    load_bitmap("Graphics/Characters/", file)
  end
to this:



Code:
 def self.character(file, hue) ## Checks if the file is a composite.
    return cp_cm_character(file, hue) unless CP::COMPOSITE::NAMES.include?(file)
    create_composite(file, "Graphics/Characters/")
    load_bitmap("Graphics/Characters/", file)
  end
Then place my script UNDER the victor module. That ~should~ fix that issue.
 
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Matthiasdeo

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In my script, change the following lines:



Code:
 def self.character(file) ## Checks if the file is a composite.
return cp_cm_character(file) unless CP::COMPOSITE::NAMES.include?(file)
create_composite(file, "Graphics/Characters/")
load_bitmap("Graphics/Characters/", file)
end
to this:



Code:
 def self.character(file, hue) ## Checks if the file is a composite.
return cp_cm_character(file, hue) unless CP::COMPOSITE::NAMES.include?(file)
create_composite(file, "Graphics/Characters/")
load_bitmap("Graphics/Characters/", file)
end
Then place my script UNDER the victor module. That ~should~ fix that issue.
Thanks for the very quick reply, works wonderfully, many thanks!

Edit:

Sorry, I spoke too soon. Calling the creation script results in an error on your script at line 612 for me (I have added several options so our lines probably don't match up) which is:



Code:
bitmap = Cache.character(character_name)
 
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Neon Black

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Whoops. I forgot something.



Code:
def self.character(file, hue = 0)
That should be the first line of the changed section. My mistake. =x
 

Matthiasdeo

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Whoops. I forgot something.



Code:
def self.character(file, hue = 0)
That should be the first line of the changed section. My mistake. =x
Work's perfectly now. Thanks for both the wonderful script and the help!
 

Matthiasdeo

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Is there a way to give the player a specified range of options for hair or any other layer depending on what race they have picked?

Here's what I've got so far; it's just your original script with an added option for races. I've tried messing around with the script but I can't get anything to do what I described above. I would really appreciate a hand with this.

http://pastebin.com/rUGBwPnj
 

Neon Black

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Sorry, there's no way to restrict options based on anything other than gender. I didn't want to make it too complex to use. In the case of race you'd kinda need to double the amount of options as you have races to account for every male and female race. Sorry, when I upgrade it I'll see if there's an easy way to add race, but this isn't top priority at the moment.
 

jasonxt4c

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i do not understand how to work this script, i keep getting an error

Script 'Game_Interpreter' line 1411: NoMethodError occurred.

undefined method 'new' for nil:NilClass

can someone help me?
 

maniawill

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There is an error when closing the game. When you load a file, the characters' physical appearance goes back to its preset.

Just found a solution.
 
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heavenlysynner

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I don't know if I am doing something wrong, but when I save a game, and exit, and then load that save, my characters return to their default values. Any ideas? This is the only script I am using currently.
 

Neon Black

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Sorry, I had thought composites were being saved when I originally wrote this code.  As it turns out, they were not.  That was a mistake on my part and honestly I am a bit embarrassed by this code when I go back and look at it.

Good news, though.  I completely rewrote this script from the ground up and will be releasing it later this weekend.  It fixes all existing issues with the script as well as making it slightly more user friendly and adding a few new features.  I keep getting better every day, so the new script is leaps and bounds over the old one.  Look forward to the release on Monday at the latest.
 

heavenlysynner

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Sorry, I had thought composites were being saved when I originally wrote this code.  As it turns out, they were not.  That was a mistake on my part and honestly I am a bit embarrassed by this code when I go back and look at it.

Good news, though.  I completely rewrote this script from the ground up and will be releasing it later this weekend.  It fixes all existing issues with the script as well as making it slightly more user friendly and adding a few new features.  I keep getting better every day, so the new script is leaps and bounds over the old one.  Look forward to the release on Monday at the latest.
You honestly have no idea how amazing that is to hear. When I found this script, all of my feels were bombarded. If I make one slight suggestion? incorprating the "race" feature a bit more.. I set up mine to have races in the exact way that you helped him with the "Saiyan" race, and it works great, but in the end, its just cosmetics. What would be ideal is to store the race in a variable? Then the variable could be called in an event after creation to set up each race with different equips, special abilities and what-have-you. just a suggestion.
 

Neon Black

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The issues with races is how quickly it compounds everything about the script.  Currently there is the male and female choice, which causes each composite layer to alternate between 2 separate images.  If you have just 3 different races/classes, you now have this compounded up to 6 different images for a single piece of the composite.  Add more races and I just feel it's too much for the end user to handle.  I might still add it at a later date, but I haven't in this new version.
 

heavenlysynner

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The issues with races is how quickly it compounds everything about the script.  Currently there is the male and female choice, which causes each composite layer to alternate between 2 separate images.  If you have just 3 different races/classes, you now have this compounded up to 6 different images for a single piece of the composite.  Add more races and I just feel it's too much for the end user to handle.  I might still add it at a later date, but I haven't in this new version.
I understand what you mean. It was just a suggestion. Is there any way you could instruct me a little as to how I would go about saving my race in a variable for my own personal use? I feel as if I could handle the extra work. If you wouldnt mind, that is..

I dont personally need any more selection, just the option to store my race in a variable, saying that Human is 1, and Elf is 2 and Dwarf is 3 and so on.
 
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Neon Black

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Sure, when I release the new version I'll instruct you on how to do that.
 

Internetakias

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Will we be able to change the character's appearence and gender through script calls in this rewrite?
 

Neon Black

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Script updated to version 2.1.  The following is a list of just some of the changes:

  • Code completely rewritten.  It actually works now.Fixed a bug where composites were not saved.
  • Fixed a bug where composites were not displayed in the save menu.
  • Fixed a bug where the GUI would crash under certain circumstances.
  • General re-working for speed.
[*]Reworked the customization menu to make it easier to use in general.
  • Created a list of file handlers that store file names for better organization and faster modification.
  • Changed how GUI options and lists were stored and how they looked to make them simpler to use.
  • Other customization section changes.
[*]Added an option for a second character name for the opposite gender.
[*]Added 3 new script calls for changing composites manually.
[*]Added a second hue bar.
[*]Added support for changing the GUI mid-game.
[*]Numerous other small changes.
The new script can be found in the main post.  A demo is attached that shows some of the new changes.  As always, enjoy.
 

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