heavenlysynner

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Mother of god.... It is beautiful...

Now that it is updated, I would severely appreciate a little help with storing something like "Race" into a variable to use in game. Not only would it help me, but anyone else who would like to use this beautiful script with added races.
 
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ct_bolt

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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.
Oh my goodness... thank you so much! :D

I haven't tested it with my other scripts yet but I love that demo. BD
 

Internetakias

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Really like the update but there still doesn't seem to be a way to change an actor's gender through a script call.
 

heavenlysynner

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Dont you just have to define it in 'array' when calling a new scene?
 

Neon Black

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Gimme a chance to catch up with what I'm up to, I'll help with both things on this page.
 

ct_bolt

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Thanks again for the script!  :D   It's working great with my other scripts with one small exception.

When I use this with Yanfly Engine Ace - Ace Save Engine v1.03, it will save/load the correct composite every time.
The only problem is when the game is started fresh & then I go to load a file the characters displayed are the default non-composited characters.
Do you think you could help me solve this problem? :unsure:

Script Order:

▼ Materials

YEA - Ace Save Engine

CP Character Composite

▼ Main Process
Edit:
I just noticed when using that script with yours the characters will be set to whatever the composite character is at the time.
This happens only on the save/load screen though, not the actual game.
 
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Kilravok

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would it be possible to have this, instead of using an in-game sprite creator (as I understand this to work), with automatic changes to the sprite and picture everytime equipment is changed? Kinda like in Knights of Xentar?
 

Neon Black

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Yup, that's built into the system as well.  Which is why I also call it a composite characters system.  In fact, that much of the system is easier to use than the character generator.
 

ct_bolt

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Could you possibly add a saturation feature? So I can make white, grey, & black (for hair mostly)?
 

Cazziuz

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Greetings,

Sorry if I sound like a complete noonb , but i keep getting a error message and i cant figure out where i have messed this amazing script up ...

here is a image of the error code :

Errormessage1.png


any help in figuring out what i am messing up i would be really grateful.

i feel like its something simple, but i am really really bad at scripting , so i am not certian .

again thank s you for your help :)  

-Cazziuz
 

ct_bolt

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any help in figuring out what i am messing up i would be really grateful.
I can't seem to re-create that error message. When does that error occur? Is it on start up?

Made a demo for you to check out, just make sure you have it all set up the same way.

Demo: Composite Characters.zip
 

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  • Composite Characters.zip
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Neon Black

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Most likely you were just trying to change a composite file that does not exist.  Make sure that all actors you want to be able to modify have composites up in the "NAMES" hash at line 131.  Quite simply I forgot to add error checking to the GUI in the case of a composite that does not exist.
 

Allmyfault

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Quick question which I have a feeling won't be too difficult to answer. How would I go about calling the name I chose up in text? Small example, having a conversation between a Mother and son. The Mother gets angry and as most Mothers do calls the son by his name.
 

ct_bolt

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Quick question which I have a feeling won't be too difficult to answer. How would I go about calling the name I chose up in text? Small example, having a conversation between a Mother and son. The Mother gets angry and as most Mothers do calls the son by his name.
Don't think this is the right place to ask that but...

In the text for a message box use the following:

RMVXAce - Help Contents said:
\N[n] The control characters are replaced by the name of actor n.

The number (n) that you specify with control characters can also be specified using a variable.

For example, entering "\N[\V[1]]" displays the name of the actor with the same ID as the value of the first variable (\V[1]).
Ya know if you leave the mouse in the text field for just a second without moving it, it tells you that stuff. ;)

You can also get that from the help contents.
 
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Cazziuz

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@ct_bolt

thank you for the Demo i have double checked everything and playtested it a couple of times , but now instead of crashing it will pull up a choice of two names which is good , but when you click on either one of them nothing happens ? 

sorry for how long it has taken me to reply but i have had a few RL issues this past week ,lol again thank you for your help :)  

@Neon Black 

thank you for writing this amazing script , if i can ever get it working it will be just what i needed for my game :) again thank you for your help :)  

-Cazziuz
 

Kunabee

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'Ello there.

I absolutely adore this script.  It's perfect for a game I'm working on.  I also love the random discovery I had (when putting this into my game - in the demo I had no idea) of that CLOTHES CAN HAVE GRAPHICS OMG THEY CAN BE DRESSED lghgkhge.  Clothes!

That being said, I obviously added some graphics and such (and will probably add more - I like people having a lot of customization in the game, and I plan to add for different skintones, too, at some point... gyah).  Anyway, I then tried to add a cloak.  Well it didn't work so well (it showed up on the sprite and overlapped) so I thought 'mehh, it's my fault, I'll fix it later but I don't want to deal with it right now'.  Because it is that way.  Haha.

 But then I tried to add four accessories - a mask, two headbands (in different colors) and earrings.  I added an ":earrings" to the composite section.  I made it so the mask = glasses ("glassesmask"), and the headbands I counted as helmets ("helmetbandblack" and "helmetbandwhite" for file names).

Then I put them in the handler section (the earrings also), made armors with that, and labelled them.  I had them all go in the "head" section (so, when equipped, the player would equip them with 'headgear').

The graphics, however, don't show up.  At all.

When I put, say, the headband on (despite having files in the "chara" AND the "faces" section of the composite)... there's no change.  You don't see it on the character.  It doesn't cause an issue (no errors) I just don't see the graphic.

Is this because it's coded in that only "accessory" and "body" items show up?  If so, where can I change it so that head items can show up too?

Sorry to be a bother, it's just I've spent four hours on this issue alone with it, and at this point I'm headbanging.

(also, about the cloaks.  Cloaks would have to have a front and a back layer.  Is the back layer showing in front of the character (despite having a :cloakRear) be coded into it, too?  And where/how do I change that?)

Your help would be greatly appreciated, thank you.

Kunabee.
 

Arisete™

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Kind of curious if you're going to add more hue/color options as in Black.

There does not seem to be and Black color hair/eyes/etc, or brightness of the colors.
 

Neon Black

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Without rewriting how bitmaps work, saturation and lightness are pretty much impossible, sorry.
 

Arisete™

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Without rewriting how bitmaps work, saturation and lightness are pretty much impossible, sorry.
Dang that kind of bums it out.

There is only one possible way I can think of doing my own hair colors.

and that is editing the hair colors in GIMP/Photoshop but doing this causes the hue to not change the color.

However, since this is the case I might have to just limit a certain hair color for each hair, which will indeed take a lot of time.

Edit: is there no way to use the same type of hue that the 'Windows" use in the Database under System?

and I don't really understand the second hue bar if I set the hair colorize to 2 in the script.

It only lets me move the bottom bar, Am I suppose to be able to mix 2 colors together? because I cannot move the upper bar.
 
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Neon Black

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Not on a single piece of the bitmap, no.  I'd considered that, but it's impossible.
 

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