EDIT2.: I found out it's actually because my actor name's empty. It will not work
if you want to process a character's whose name is empty, so this is a kind of a bug?
Well, I'm glad you got it to work! However, when I deleted the name of my character in the example project I posted pictures from above, it worked just fine for me. Line 493 deals with equipment hashes, so I tried removing all starting equipment from my actor as well, but that didn't seem to cause a crash either. I'm not really sure what else could be causing this issue, though I'm glad having a name input somehow solves it for you. Perhaps you have some other script that is interfering with how the Game_Battler class deals with equipment? I wish I could be of more help here, but I think the name needing to be non-empty is just a symptom of a larger problem elsewhere.
Can someone direct me to the right direction for Equipment tags? I figured out how to use the character creation. But i can't seem to figure out how to use tags on equipment so it will change the graphic of an actor.
I can help point you in the right direction! The important information for this can be found on lines 43 and 44 of the script itself which I'll reproduce below:
## tag image[Handler, hue]## - Changes the default images for layer :tag to file handler "Handler".Later on in the file is a list of composite layers:
# The order for composite layers. The first layer is the lowest layer.COMPOSITE =[ :hairRear, :cape, :armorRear, :headAll, :head, :eyes, :eyesAll, :eyesHueless, :armor, :hair, :glasses, :helmet,]So basically, you can create a tag on any piece of equipment by choosing a layer and then specifying a file handler. What are file handlers and how do you make more? File Handlers are specified starting on line 163 of the script. You can add your own pretty easily! Handlers go in this format:
# "Handler" => ["Male_File", "Female_File"],Note: Make sure that you have the comma at the end since these are elements in an array!
Double note: If an armor is only for one gender or effects no visual change on a gender, then you can use "nil" in place of a file name!
You can pick any name for the Handler so long as it is not already a name in the array (i.e. you can't have two handlers of the same name).
Finally, the Male_File and Female_File names need to be the names of files in the CHAR_FOLDER and/or FACE_FOLDER directories specified on lines 101 and 102.
It might sound like a lot, but it's really pretty simple. Let's put it all together!
Let's say I wanted to add some armor to my game that changed my character's appearance, we'll call it "Casual Clothes" armor.
- First I'll get the composite image I want to represent my armor and put it into the CHAR_FOLDER directory. Note: Make sure you use .png format for your images!
- Then, I add a file handler to the FILE_HANDLERS array in the script. "CasualClothes" => ["CasualClothesM", "CasualClothesF"],
[*]Next, I look for an appropriate composite layer and decide the default "Armor" suits my needs. I use it to construct a tag to put on my armor:
That's all there is to it! Hopefully that's enough to get you going. Please let me know if there are any more questions I could answer for you.
P.S. You could put multiple tags down on one piece of armor if you wanted!