horatius

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Alright, I'm at my wit's end- I can't figure out what I'm doing wrong. I can't get composite_custom or composite_force to work. 

I've created an event, and then told it to run a script. I type what I believe are the correct values-

 

where the format is composite_custom(id, handler, name, hue). I enter this: 

 

Code:
composite_custom(1, :hair, "Long", 100) 

 

and have it set to run on Action button. The result is that the event occurs, but it ignores the composite_custom part. Since no one else has reported this issue, all I can think is that I must have done something wrong, and no attempt at typing it in differently has gotten me anywhere (although I have generated a fair number of errors). Where is my error?

 

Thank you to anyone who can help me.
 

luiscesjr

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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.
I tried removing all scripts, but it still wouldn't work (Today it started not to work again), so I don't really know what it could be, 

could it be the way I arranged the initial equipment or something?

Also, my characters always show up blank whenever I am able to get to the editing screen. Like, showing nothing at all.

If I put an initial chacter sprite, it shows up whatever I set, but of course, it won't edit.

Any ideas what this could be?
 
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alberach

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I'd really like to use this in a commercially released game I'm working on. Can I have your permission to do so, as long as I post your name in the game credits?
 

Andar

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I'd really like to use this in a commercially released game I'm working on. Can I have your permission to do so, as long as I post your name in the game credits?
Please follow the links in the very first post to learn how to obtain a commercial license - posting here is not the correct way.
 

alberach

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I'm sorry, I just saw that he wanted us to ask first, and jumped the gun. Won't happen again.
 

Andar

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yes, he still wants to be asked first - but not on the forum, on the link he provided...
 

horatius

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I figured out my problem, which was multifold- worn equipment overrides  any other setting of the same layer, and changes using composite_custom don't take efect until the sprite updates- I am able to force this by entering and leaving the character menu or changing to another map.

I still can't get composite_force to work, which seems odd.

Now here's a real complex question- is it possible to reference a layer selection? For instance, if they have a specific hairstyle, can I use that in a conditional branch?
 

kusczackir77

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thanks for this script Neon Black it's help my problem

I've edited this script for composite sprite battlers using victor's scripts
and the script is working..  BD   
this is my game:

[IMG]http://oi59.tinypic.com/v8oo06.jpg[/IMG]
 

kusczackir77

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I've edited this neonblack's script
 
 
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mandalorianjedi

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Call me a n00b, but my default keeps having the name's alphabet in hiragana. What do I have to do to set the default to the Latin alphabet?
 

Andar

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Call me a n00b, but my default keeps having the name's alphabet in hiragana. What do I have to do to set the default to the Latin alphabet?
Please give us a screenshot of the problem
 

mandalorianjedi

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Please give us a screenshot of the problem
I'm not sure if a screenshot would help but here you go.It's just set to the incorrect alphabet default and I don't know how to correct it.

[IMG]http://img.photobucket.com/albums/v643/flash-master/screenshot-4.png[/IMG]
My current script for it is here, in case I accidentally changed something, though all I did was add equipment. I even redid it in hopes that it would fix it, but it did not.

Code:
##----------------------------------------------------------------------------#### Composite Character v2.1## Created by Neon Black#### Only for non-commercial use.  See full terms of use and contact info at:## [URL="http://cphouseset.wordpress.com/liscense-and-terms-of-use/#%23----------------------------------------------------------------------------%23%23"]http://cphouseset.wordpress.com/liscense-and-terms-of-use/##----------------------------------------------------------------------------##[/URL]                                                                              ####----------------------------------------------------------------------------####    Revision Info:## V2.1 - 2.12.2013##  Added new script calls## V2.0 - 1.24.2013##  Rewrote entire script from scratch## V1.0 - 10.17.2012##  Wrote and debugged main script##----------------------------------------------------------------------------##                                                                              ##$imported = {} if $imported.nil?                                              ##$imported["COMPOSITE"] = 2.1                                                  ##                                                                              ####----------------------------------------------------------------------------####    Instructions:## Place this script in the "Materials" section of the scripts above "Main".## To use this script you must have additional composite graphics in a folder## for characters and a folder for faces.  Charactersets will use composites## based on their names in the NAMES setting.  Some layers of the composite## may also change based on the equipped items on the actor associated with## file name.  There are several tags that work with both actors and equips.####    Tags:## tag init[Handler, hue]##  - Can only be tagged in actors.  Changes composite layer :tag to handler##    "Handler" with the defined hue.  Do not use colons for layer names or##    quotes for file handler names.## gender[male]##  - Sets the character's initial gender to "male" or "female" depending on##    which you place in the brackets.  This can only tag actors.## alt name[Christopher]##  - Sets the character's name for the opposite gender.  If the player changes##    the gender in the GUI and has not changed the name, the new name will be##    displayed.  The name "Christopher" here can be any name you desire.## tag image[Handler, hue]##  - Changes the default images for layer :tag to file handler "Handler".####    Script Calls:## The character creation screen can be called with either of these two script## calls from an event.  Other script calls also exist.#### creation(id)  -or-  creation(id, array)##  - The value "id" can be either the actor's ID or the name of the character##    set to modify.  The "array" value does not need to be used ever.  This is##    the array of handlers from "GUI_LISTS" to use.  If no array is defined,##    "BASE_GUI" is used instead.## composite_custom(id, handler, name, hue)##  - Changes composite "id"'s layer "handler" into file "name" with a hue of##    "hue".  This occurs on the same priority level as the character creation##    screen, so it is covered by armour and can be modified by the player.##    "id" must be a value from NAMES, "handler" a layer from COMPOSITE, "name"##    a file from FILE_HANDLERS, and "hue" a number from 0 to 255.## composite_force(id, handler, name, hue)##  - Similar to the command above, but this takes the highest priority when##    being drawn and cannot be changed by the player.## composite_reset(id)##  - Removes all layers added using the "composite_force" script call.####    Special Layers:## In order to allow a slight bit more customization, there are 3 types of## special layers that link directly to other layers.  These layers end with## "Back", "Hueless", and "All".#### Back Layers##  - These layers do not actually need to be behind the normal layer.  They##    are simply a second layer with all the same properties of the parent##    layer.  An example would be :hairRear which would be a rear layer of##    :hair.## Hueless Layers##  - These layers ignore the changed hue values.  The main use of these would##    be objects with skin tone or perhaps objects that you only want to change##    part of the colour on.  The only object that uses this in the example##    is :eyesHueless which is a hueless layer of :eyes.## All Layers##  - These are special layers on the character.  They are a layer that appears##    on the character no matter what the player does.  The file that appears##    is still linked to the file part it is attatched to for the sake of hue.##    The file that appears for one of these layers is defined in the hash##    GUI_OPTIONS.##----------------------------------------------------------------------------##                                                                              ##module CP        # Do not touch                                               ##module COMPOSITE #  these lines.                                              ##                                                                              ####----------------------------------------------------------------------------####    Config:## The config options are below.  You can set these depending on the flavour of## your game.  Each option is explained in a bit more detail above it.####------# The folders containing the composite parts for characters and for facesets.CHAR_FOLDER = "Graphics/Composite/Charas/"FACE_FOLDER = "Graphics/Composite/Faces/"# Determines if the creation screen uses face sets are not.  Set to false if# you do not want a faceset displayed.USE_FACESETS = true# The width and height of the character window in the creation screen.  The# character in the screen is zoomed in to 200%.WINDOW_WIDTH = 90WINDOW_HEIGHT = 112# The text options for the character selection GUI.  EMPTY_TEXT refers to an# option which is blank for some reason.GUI_CLOSE = "Finish Editing"EMPTY_TEXT = "None"# The number of allowed character spaces for names when input from the editor.CHARACTERS = 6# Names for the male and female genders.GENDER_NAMES = ["Male", "Female"]# Determines if male undefined characters start out as male characters.MALE_DEFAULT = true##------# Determine the files that are recognized as composite images and the actor# they are linked to, for the sake of armour, storage, etc.NAMES ={  "$Hero1" => 11,  "$Hero2" => 12,}# The switches related to characters.  A switch is turned ON when the character# is male and OFF when the character is female.SWITCHES ={  11 => 72,  12 => 73,}# 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,]# These are the handlers for all files in the composite folders.  Actor and# equip tags as well as GUI options point to a handler and the handler# determines the male and female files to look up.  Make sure every handler# has a different name.FILE_HANDLERS ={# "Handler"       => ["Male_File", "Female_File"],  "Shaggy"        => ["Hair1M", nil],  "Slick"         => ["Hair2M", nil],  "Spiked"        => ["Hair3M", nil],  "Fancy"         => ["Hair4M", nil],  "Stylish"       => [nil, "Hair1F"],  "Waist Length"  => [nil, "Hair2F"],  "Curled"        => [nil, "Hair3F"],  "Pigtails"      => [nil, "Hair4F"],  "Short"         => ["Hair1U", "Hair1U"],  "Long"          => ["Hair2U", "Hair2U"],  "Observant"     => ["Eye1M", "Eye1F"],  "Closed"        => ["Eye2M", "Eye2F"],  "Intent"        => ["Eye3M", "Eye3F"],    "HeadBase"      => ["HeadAll", "HeadAll"],  "FaceBase"      => ["FaceM", "FaceF"],  "BodyBase"      => ["BaseM", "BaseF"],    "Clothes"       => ["ClothesM", "ClothesF"],  "Cloth"         => ["ClothM", "ClothF"],  "Armor"         => ["ArmourM", "ArmourF"],  "Glasses"       => ["Glasses", "Glasses"],  "Sunglasses"    => ["Sunglasses", "Sunglasses"],  "Goggles"       => ["Goggles", "Goggles"],  "Catears"       => ["CatearsM", "CatearsF"],  "Earrings"       => ["Earrings", "Earrings"],  "Leather"       => ["LeatherM", "LeatherF"],}# Standard handlers.  These are default handlers of certain layers.STANDARD ={  :headAll  => "HeadBase",  :head     => "FaceBase",  :armor    => "BodyBase",}# The GUI options that may be called from an array.  If the "Name" field is set# to a :symbol like the :barber example, it will point back to another option# and use that option's name and layer.  The point is simply to link different# handlers to it as well as giving it different colour options.  The colorize?# option can be set to a value of 0, 1, or 2 depending on the style of hue bar# you would like displayed.  If it is set to 0, no bar will be displayed.GUI_OPTIONS ={# :handler  => ["Name",   colorize?, "AllFile"],  :Name     => ["Name",   0,         nil],  :Gender   => ["Gender", 0,         nil],  :hair     => ["Hair",   1,         nil],  :eyes     => ["Eyes",   1,         "EyeAll"],    :barber   => [:hair,    true,      nil],}# These are the basic options to use in the GUI if no array is defined.BASE_GUI = [:Name, :Gender, :hair, :eyes]# These are the lists that refer to the options.  Male and Female only options# are automatically filtered depending on the character's gender.GUI_LISTS ={  :hair     => ["Shaggy", "Slick", "Spiked", "Fancy", "Stylish", "Waist Length",                "Curled", "Pigtails"],  :eyes     => ["Observant", "Intent", "Closed"],      :barber   => ["Shaggy", "Slick", "Spiked", "Fancy", "Stylish", "Waist Length",                "Curled", "Pigtails", "Short", "Long"],}##----------------------------------------------------------------------------##                                                                              ##                                                                              ####----------------------------------------------------------------------------#### The following lines are the actual core code of the script.  While you are## certainly invited to look, modifying it may result in undesirable results.## Modify at your own risk!###----------------------------------------------------------------------------endendmodule Cache  class << self  ## Alias for the used methods in this module.    alias cp_cm_character character    alias cp_cm_face face    alias cp_cm_clear clear  end    def self.character(*args)  ## Checks if the file is a composite.    return cp_cm_character(*args) unless Composites.include?(args[0])    create_composite(args[0], "Graphics/Characters/")    hue = args[1] ? args[1] : 0    load_bitmap("Graphics/Characters/", args[0], hue)  end    def self.face(*args)  ## Checks if the face is a composite.    return cp_cm_face(*args) unless Composites.include?(args[0])    create_composite(args[0], "Graphics/Faces/")    hue = args[1] ? args[1] : 0    load_bitmap("Graphics/Faces/", args[0], hue)  end    def self.need_comp_ref?(file, path)  ## Checks refresh status.    return true if Composites.refresh?(file)    return true if @cache[path].nil? || @cache[path].disposed?    return false  end    def self.create_composite(file, folder)  ## Find and create the composite.    path = "#{folder}#{file}"    return unless need_comp_ref?(file, path)    foldrs = ["Graphics/Characters/", "Graphics/Faces/"]    Composites.constants.each_with_index do |fld, i|      paths = "#{foldrs[i]}#{file}"      array = Composites.images(file)      Composites.layers do |i|        image = array[i]        unless @temp          @temp = Bitmap.new("#{fld}#{image}") rescue next          @temp.hue_change(Composites.hues(file)[i]) unless Composites.hues(file)[i].nil?        else          t = Bitmap.new("#{fld}#{image}") rescue next          t.hue_change(Composites.hues(file)[i]) unless Composites.hues(file)[i].nil?          @temp.blt(0, 0, t, t.rect)          t.dispose; t = nil        end      end      @temp = Bitmap.new unless @temp      Composites.refreshed(file)      @cache[paths] = Bitmap.new(@temp.width, @temp.height)      @cache[paths].blt(0, 0, @temp, @temp.rect)      @temp.dispose; @temp = nil    end    Composites.remove_temp_layers(file)  end    def self.clear  ## Reset the composite cache.    cp_cm_clear    Composites.clear  endendmodule Composites  def self.include?(file)  ## Checks if a file is a composite.    return CP::COMPOSITE::NAMES.include?(file)  end    def self.options  ## Easy access of the options hash.    return CP::COMPOSITE::GUI_OPTIONS  end    def self.lists  ## Easy access of the gui lists hash.    return CP::COMPOSITE::GUI_LISTS  end    def self.list_by_block(handler, block)  ## Returns a list based on gender.    return [] unless [0, 1].include?(block) && lists.include?(handler)    return lists[handler].select {|a| !files[a][block].nil?}  end    def self.layers  ## Gets each layer key one at a time.    CP::COMPOSITE::COMPOSITE.each do |key|      yield key    end  end    def self.constants  ## Gets the folder constants.    if CP::COMPOSITE::USE_FACESETS      return [CP::COMPOSITE::CHAR_FOLDER, CP::COMPOSITE::FACE_FOLDER]    else      return [CP::COMPOSITE::CHAR_FOLDER]    end  end    def self.files  ## Gets the file handler hash.    return CP::COMPOSITE::FILE_HANDLERS  end    def self.include_block?(block, handler)  ## Checks gender blocks to handlers.    return false unless files.include?(handler)    return !files[handler][block].nil?  end    def self.standard  ## Gets the standard GUI display.    return CP::COMPOSITE::STANDARD  end    def self.get_first_handler(block, key)  ## Gets the init files based on block.    return nil if ![0, 1].include?(block) || !lists.include?(key)    lists[key].each do |handler|      next unless files.include?(handler)      return handler unless files[handler][block].nil?    end    return nil  end    def self.n(file)  ## Returns a number from a file.    return CP::COMPOSITE::NAMES[file]  end    def self.refreshed(file)  ## Resets a file's refresh status.    return unless n(file)    actor(file).composite_refresh = false  end    def self.images(file)  ## Get all images of a file.    return @temp_images[file] if @temp_images && @temp_images[file]    return actor(file).composite_images  end    def self.hues(file)  ## Get all hues of a file.    return @temp_hues[file] if @temp_hues && @temp_hues[file]    return actor(file).composite_hues  end    def self.remove_temp_layers(file)  ## Removes temporary (save) layers.    @temp_images.delete(file) if @temp_images    @temp_hues.delete(file) if @temp_hues  end    def self.make_temp_file(file, handlers)  ## Create a new temp of a file.    @temp_images = {} if @temp_images.nil?; @temp_hues = {} if @temp_hues.nil?    @temp_images[file] = {}; @temp_hues[file] = {}    handlers.each do |key, array|      @temp_images[file][key] = array[0]      @temp_hues[file][key] = array[1]    end  end    def self.refresh?(file)  ## Check if a file needs refreshing.    return false unless n(file)  ## Includes temp file checking.    return true if @temp_images && @temp_images.include?(file)    return actor(file).composite_refresh  end    def self.actor(file)  ## Gets a game actor from a file name.    return $game_actors[n(file)]  end    def self.clear  ## Allows forced reset of each file.    CP::COMPOSITE::NAMES.keys.each do |file|      actor(file).composite_refresh = true    end  endendclass Game_Actor < Game_Battler  attr_accessor :composite_refresh    alias cp_cmpst_init initialize  def initialize(*args)  ## Sets the initial values for composites.    cp_cmpst_init(*args)    @composite_refresh = true    @editor_changes = {}    @editor_hues = {}    @forced_composites = {}  end    def composite_images  ## Returns the composite images for an actor.    make_composite_lists if @composite_refresh    return @composite_images  end    def composite_hues  ## Returns the composite hues.    make_composite_lists if @composite_refresh    return @composite_hues  end    def edd_additions(hueless, rear)  ## Make a new filename based on layers.    a = ""    b = hueless ? "#{a}Hueless" : a    c = rear ? "#{b}Rear" : b    return c  end    def get_composite_lists  ## Gets a composite list for save files.    return {} unless Composites.include?(character_name)    make_composite_lists    r = {}    @composite_images.each {|k, v| r[k] = [v, @composite_hues[k]]}    return r  end    def make_composite_lists  ## Makes the list of composites and hues.    @composite_images = {}    @composite_hues = {}    @composite_male = get_base_gender  ## Sets gender.    if CP::COMPOSITE::SWITCHES.include?(@actor_id)  ## Sets a gender switch.      $game_switches[CP::COMPOSITE::SWITCHES[@actor_id]] = @composite_male    end    block = @composite_male ? 0 : 1    make_equip_hashes(block)  ## Ensures equips are set up.    Composites.layers do |key|  ## Check each layer.      @composite_hues[key] = 0  ## Gets init values for variables.      name = nil      string = key.to_s      hueless = string.include?("Hueless")      rear = string.include?("Rear")      all = string.include?("All")      string.gsub!(/(Hueless|All|Rear)/, '')      edd = edd_additions(hueless, rear)      line = CP::COMPOSITE::GUI_OPTIONS[string.to_sym]      handler = get_composite_handler(key)      parent = get_composite_handler(string.to_sym)      hues = get_composite_hue(key)      if all && !line.nil?  ## Determines the needed value.        name = line[2]      elsif handler && Composites.files.include?(handler) &&            Composites.files[handler][block]        name = "#{Composites.files[handler][block]}#{edd}"      elsif parent && Composites.files.include?(parent) &&            Composites.files[parent][block] && (rear || hueless)        name = "#{Composites.files[parent][block]}#{edd}"      elsif Composites.standard.include?(key)        name = Composites.files[Composites.standard[key]][block]      end      next unless name  ## Skips if there is no name.      @composite_images[key] = name  ## Creates the hashes.      @composite_hues[key] = hueless ? 0 : hues    end  end    def get_base_gender  ## Gets the gender.    return @editor_changes[:Gender] if @editor_changes.include?(:Gender)    return actor.gender_base  end    def get_composite_handler(key)  ## Complex method to find the file handler.    block = @composite_male ? 0 : 1    if @forced_composites.include?(key) && Composites.include_block?(block,       @forced_composites[key][0])      hues = @forced_composites[key][0]    elsif @equip_hashes.include?(key) && Composites.include_block?(block,       @equip_hashes[key][0])      handler = @equip_hashes[key][0]    elsif @editor_changes.include?(key) && Composites.include_block?(block,          @editor_changes[key])      handler = @editor_changes[key]    elsif actor.composite_init.include?(key) && Composites.include_block?(block,          actor.composite_init[key][0])      handler = actor.composite_init[key][0]    elsif Composites.get_first_handler(block, key)      handler = Composites.get_first_handler(block, key)    else      handler = nil    end    return handler  end    def get_composite_hue(key)  ## Same as above but for hues.    block = @composite_male ? 0 : 1    if @forced_composites.include?(key) && Composites.include_block?(block,       @forced_composites[key][0])      hues = @forced_composites[key][1]    elsif @equip_hashes.include?(key) && Composites.include_block?(block,       @equip_hashes[key][0])      hues = @equip_hashes[key][1]    elsif @editor_changes.include?(key) && Composites.include_block?(block,          @editor_changes[key])      hues = @editor_hues[key]    elsif actor.composite_init.include?(key) && Composites.include_block?(block,          actor.composite_init[key][0])      hues = actor.composite_init[key][1]    else      hues = 0    end    return hues  end    def make_equip_hashes(block)  ## Makes the handler hash for equips.    @equip_hashes = {}    equips.each do |eq|      next unless eq      eq.composite_hash.each do |key, array|        next if Composites.files[array[0]][male? ? 0 : 1].nil?        @equip_hashes[key] = array      end    end  end    alias cp_composite_change_eq change_equip  def change_equip(*args)  ## Ensures refreshing on equip change.    cp_composite_change_eq(*args)    @composite_refresh = true  end    def change_composite(hand, value = nil, hue = nil)    array = ["#{hand}".to_sym, "#{hand}Rear".to_sym, "#{hand}Hueless".to_sym,             "#{hand}All".to_sym]    array.each do |handler|  ## Changes values for a layer and sublayers.      unless value.nil?        @editor_changes[handler] = value        @editor_hues[handler] = hue if hue      else        @editor_changes.delete(handler)        @editor_hues.delete(handler)      end    end    @composite_refresh = true  end    def force_composite(hand, value = nil, hue = nil)    array = ["#{hand}".to_sym, "#{hand}Rear".to_sym, "#{hand}Hueless".to_sym,             "#{hand}All".to_sym]    array.each do |handler|  ## Changes values for a layer and sublayers.      unless value.nil?        @forced_composites[handler] = []        @forced_composites[handler][0] = value        @forced_composites[handler][1] = hue if hue      else        @forced_composites.delete(handler)      end    end    @composite_refresh = true  end    def reset_composite    @forced_composites = {}    @composite_refresh = true  end    def reset_name  ## Changes the name to a default name.    return if actor.alt_name.empty?    @composite_male = get_base_gender    if @composite_male == actor.gender_base      @name = actor.name if @name == actor.alt_name    else      @name = actor.alt_name if @name == actor.name    end  end    def male?  ## Check if the actor is male.    return @composite_male  endendclass Window_SaveFile < Window_Base  def draw_party_characters(x, y)  ## Creates a temp array for the save file.    header = DataManager.load_header(@file_index)    return unless header    header[:characters].each_with_index do |data, i|      Composites.make_temp_file(data[0], data[2])      draw_character(data[0], data[1], x + i * 48, y)    end  endendclass Game_Party < Game_Unit  def characters_for_savefile  ## Adds the composite arrays to a save file.    battle_members.collect do |actor|      [actor.character_name, actor.character_index, actor.get_composite_lists]    end  endendclass Scene_Load < Scene_File  ## Clears the composites on a load.  alias cp_comp_load_succ on_load_success  def on_load_success    Composites.clear    cp_comp_load_succ  endendclass Scene_Save < Scene_File  ## Clears the composites on save.  alias cp_comp_save_ok on_savefile_ok  def on_savefile_ok    Composites.clear    cp_comp_save_ok  endendclass Bitmap  def draw_rainbow(*args)  ## Draws a rainbow rectangle.    case args.size    when 1      rect = args[0].clone    when 4      rect = Rect.new(args[0], args[1], args[2], args[3])    end    ca = rainbow_colours    6.times do |i|      wv = rect.width / (6 - i)      n = i == 5 ? 0 : 1      r2 = Rect.new(rect.x, rect.y, wv + n, rect.height)      self.gradient_fill_rect(r2, ca[i], ca[(i + 1) % 6])      rect.width -= wv      rect.x += wv    end  end    def rainbow_colours  ## Colours for the rectangle.    c1 = Color.new(255,   0,   0); c2 = Color.new(255, 255,   0)    c3 = Color.new(  0, 255,   0); c4 = Color.new(  0, 255, 255)    c5 = Color.new(  0,   0, 255); c6 = Color.new(255,   0, 255)    return [c1, c2, c3, c4, c5, c6]  end    @@wheel = Bitmap.new(360, 1)  @@wheel.draw_rainbow(0, 0, 360, 1)    def self.hue_colour_wheel(hue)  ## Show the new hue colour.    if @@wheel.disposed?      @@wheel = Bitmap.new(360, 1)      @@wheel.draw_rainbow(0, 0, 360, 1)    end    return @@wheel.get_pixel(hue % 360, 0)  endend## The core bits of the script scene are below.class Window_CCFace < Window_Base  def initialize(actor, input)    super(0, 0, 120, 120)    self.visible = CP::COMPOSITE::USE_FACESETS    @input_window = input    self.y = @input_window.y    self.x = @input_window.x - (self.width + 8)    @actor = $data_actors[actor]    refresh  end    def refresh    contents.clear    draw_face(@actor.face_name, @actor.face_index, 0, 0)  endendclass Window_CCCharacter < Window_Base  def initialize(actor, input)    super(0, 0, CP::COMPOSITE::WINDOW_WIDTH, CP::COMPOSITE::WINDOW_HEIGHT)    @input_window = input    self.y = @input_window.y    self.x = @input_window.x + @input_window.width + 8    @actor = $data_actors[actor]    @ticker = 10    @last_frame = 1    @frame = 1    refresh  end    def update    @ticker += 1    @frame = (@ticker % 40) / 10; @frame = 1 if @frame == 3    return if @frame == @last_frame    @last_frame = @frame    refresh  end    def refresh    contents.clear    x = contents.width / 2    y = contents.height - 6    draw_character(@actor.character_name, @actor.character_index, x, y, @frame)  end    def draw_character(character_name, character_index, x, y, frame = 1)    return unless character_name    bitmap = Cache.character(character_name)    sign = character_name[/^[\!\$]./]    if sign && sign.include?('$')      cw = bitmap.width / 3      ch = bitmap.height / 4    else      cw = bitmap.width / 12      ch = bitmap.height / 8    end    n = character_index    src_rect = Rect.new((n%4*3+frame)*cw, (n/4*4)*ch, cw, ch)    ret_rect = Rect.new(x - cw, y - cw * 2, cw * 2, ch * 2)    contents.stretch_blt(ret_rect, bitmap, src_rect)  endendclass Window_CCGui < Window_Selectable  def initialize(file, list)    @list = list    extra_width = CP::COMPOSITE::WINDOW_WIDTH + 8    extra_width += 128 if CP::COMPOSITE::USE_FACESETS    x = (Graphics.width - (180 + extra_width)) / 2    x += 128 if CP::COMPOSITE::USE_FACESETS    y = (Graphics.height - window_height) / 2    h = window_height    super(x, y, 180, h)    @file = file    refresh  end    def window_height    [fitting_height(item_max * 2), Graphics.height].min  end    def item_max    @list.size + 1  end    def contents_height    (item_max * 2) * line_height  end    def item_height    line_height * 2  end    def refresh    contents.clear    draw_all_items  end    def data    @list[@index]  end    def adj_data    if Composites.options[data][0].is_a?(Symbol)      return Composites.options[data][0]    else      return data    end  end    def draw_item(index)    rect = item_rect(index)    lh = line_height    if index == @list.size      text = CP::COMPOSITE::GUI_CLOSE      change_color(normal_color)      draw_text(rect.x + 2, rect.y + lh / 2, rect.width - 4, lh, text, 1)    else      block = Composites.options[@list[index]]      if block[0].is_a?(Symbol)        title = Composites.options[block[0]][0]      else        title = block[0]      end      value = (CP::COMPOSITE::COMPOSITE.include?(@list[index]) ||              @list[index] == :Gender || @list[index] == :Name)      sym = value ? @list[index] : block[0]      change_color(system_color)      draw_text(rect.x + 2, rect.y, rect.width - 4, lh, title)      case sym      when :Gender        na = CP::COMPOSITE::GENDER_NAMES        name = Composites.actor(@file).male? ? na[0] : na[1]      when :Name        name = Composites.actor(@file).name      else        name = Composites.actor(@file).get_composite_handler(sym)        name = CP::COMPOSITE::EMPTY_TEXT if name.nil?        hue = Composites.actor(@file).get_composite_hue(sym)        if block[1]          c1 = Bitmap.hue_colour_wheel(hue)          c2 = Color.new(c1.red, c1.green, c1.blue, 0)          r2 = contents.text_size(name).width          hr = Rect.new(contents.width - (r2 + 6), rect.y + lh + 3, r2 + 1, lh - 6)          contents.gradient_fill_rect(hr, c2, c1)        end      end      change_color(normal_color)      draw_text(rect.x + 2, rect.y + lh, rect.width - 6, lh, name, 2)    end  endendclass Window_CCSelect < Window_Selectable  attr_reader :hue    def initialize(file, input)    super(0, 0, 160, 0)    @input_window = input    @file = file    @data = nil    @hue = 0  end    def item_max    return 1 if @data.nil? || @data.empty?    return @data.size  end    def refresh    contents.clear    draw_all_items    draw_hue_wheel  end    def draw_item(index)    rect = item_rect(index); rect.x += 2; rect.width -= 4    change_color(normal_color)    draw_text(rect, @data[index])  end    def draw_hue_wheel    rect = item_rect(item_max); contents.clear_rect(rect)    rect.y += 4; rect.height -= 8; rect.x += 8; rect.width -= 16    ind = Composites.options[@input_window.data]    return if !ind || ind[1] == 0    if ind[1] == 2      value = @hue >= 180 ? @hue - 360 : @hue      rect.height /= 2; rect.height -= 1; rect.x -= 60      contents.draw_rainbow(rect)      rect.y += (rect.height + 1); rect.x -= value / 3      contents.draw_rainbow(rect)      rect.x += 119      contents.draw_rainbow(rect)      rect.y -= (rect.height + 1); rect.x += value / 3      contents.draw_rainbow(rect)      bitmap2 = Bitmap.new(10, 19)      bitmap2.fill_rect(0, 0, 10, 19, Color.new(255, 255, 255))      c1 = Bitmap.hue_colour_wheel(0)      c2 = Bitmap.hue_colour_wheel(@hue)      bitmap2.gradient_fill_rect(1, 1, 8, 17, c1, c2, true)      rect = item_rect(item_max)      contents.blt((rect.width - 10) / 2, rect.y + 2, bitmap2, bitmap2.rect)      rect.width = 10      contents.clear_rect(rect)      rect.x = contents.width - rect.width      contents.clear_rect(rect)    elsif ind[1] == 1      contents.draw_rainbow(rect)      bitmap2 = Bitmap.new(7, 20)      bitmap2.fill_rect(0, 0, 7, 20, Color.new(255, 255, 255))      bitmap2.fill_rect(1, 2, 5, 16, Bitmap.hue_colour_wheel(@hue))      off = @hue / 3      contents.blt(rect.x - 3 + off, rect.y - 2, bitmap2, bitmap2.rect)    end  end    def show    val = @input_window.adj_data    ind = @input_window.data    actor = Composites.actor(@file)    block = Composites.actor(@file).male? ? 0 : 1    @name = Composites.list_by_block(ind, block).index(actor.get_composite_handler(val))    @index = val != :Gender ? @name : Composites.actor(@file).male? ? 0 : 1    @index = 0 if @index.nil?    @hue = actor.get_composite_hue(val) unless val == :Gender    cont = Composites.options[ind]    if val == :Gender      @data = CP::COMPOSITE::GENDER_NAMES    else      @data = Composites.list_by_block(ind, block)    end    add = Composites.options[ind][1] ? 1 : 0    add = 0 if val == :Gender    self.height = fitting_height(@data.size + add)    create_contents    refresh    self.x = @input_window.x + 16    iw = @input_window    self.y = iw.y + iw.standard_padding + (iw.index * (iw.line_height * 2)) - iw.oy + 28    self.y = Graphics.height - self.height if y + height > Graphics.height    super    activate  end    def cursor_right(wrap)    return if Composites.options.include?(@input_window.data) &&              !Composites.options[@input_window.data][1]    @hue /= 12; @hue *= 12    @hue += 12; @hue -= 360 if @hue >= 360    draw_hue_wheel  end    def cursor_left(wrap)    return if Composites.options.include?(@input_window.data) &&              !Composites.options[@input_window.data][1]    @hue /= 12; @hue *= 12    @hue -= 12; @hue += 360 if @hue < 0    draw_hue_wheel  endendclass Game_Interpreter  def creation(char, list = nil)  ## Allows for easy calling of the scene.    return if $game_party.in_battle    if char.is_a?(Integer)      return unless CP::COMPOSITE::NAMES.has_value?(char)      char = CP::COMPOSITE::NAMES.index(char)    else      return unless Composites.include?(char)    end    list = CP::COMPOSITE::BASE_GUI if list.nil?    return unless list.is_a?(Array)    SceneManager.call(Scene_CharacterCreation)    SceneManager.scene.prepare(char, list)    Fiber.yield  end    def composite_force(char, handler, name, hue = 0)    if char.is_a?(Integer)      return unless CP::COMPOSITE::NAMES.has_value?(char)    else      return unless Composites.include?(char)      char = CP::COMPOSITE::NAMES[char]    end    $game_actors[char].force_composite(handler, name, hue)  end    def composite_custom(char, handler, name, hue = 0)    if char.is_a?(Integer)      return unless CP::COMPOSITE::NAMES.has_value?(char)    else      return unless Composites.include?(char)      char = CP::COMPOSITE::NAMES[char]    end    $game_actors[char].change_composite(handler, name, hue)  end    def composite_reset(char)    if char.is_a?(Integer)      return unless CP::COMPOSITE::NAMES.has_value?(char)    else      return unless Composites.include?(char)      char = CP::COMPOSITE::NAMES[char]    end    $game_actors[char].reset_composite  endendclass Scene_CharacterCreation < Scene_MenuBase  def prepare(file, list)    @file = file    @list = list  end    def start    super    @actor = Composites.actor(@file)    create_windows  end    def create_windows    @input_window = Window_CCGui.new(@file, @list)    @input_window.set_handler(:ok,      method(:gui_ok))    @input_window.set_handler(:cancel,  method(:gui_cancel))    @select_window = Window_CCSelect.new(@file, @input_window)    @select_window.set_handler(:ok,     method(:select_ok))    @select_window.set_handler(:cancel, method(:select_cancel))    @chara_window = Window_CCCharacter.new(@actor.id, @input_window)    @face_window = Window_CCFace.new(@actor.id, @input_window)    @input_window.activate.select(0)    @select_window.hide  end    def gui_ok    val = @input_window.data    if val == :Name      SceneManager.call(Scene_Name)      SceneManager.scene.prepare(Composites.actor(@file).id, CP::COMPOSITE::CHARACTERS)      @input_window.refresh    elsif val == nil      return_scene    else      @select_window.show    end  end    def gui_cancel    @input_window.activate.select(@input_window.item_max - 1)  end    def select_ok    val = @input_window.data    adj = @input_window.adj_data    id = @select_window.index    if adj == :Gender      if id == 0        Composites.actor(@file).change_composite(:Gender, true)        Composites.actor(@file).reset_name      elsif id == 1        Composites.actor(@file).change_composite(:Gender, false)        Composites.actor(@file).reset_name      end    else      block = Composites.actor(@file).male? ? 0 : 1      handler = Composites.list_by_block(val, block)[@select_window.index]      hue = @select_window.hue      Composites.actor(@file).change_composite(adj, handler, hue)    end    @select_window.hide    @chara_window.refresh    @face_window.refresh    @input_window.activate.refresh  end    def select_cancel    @select_window.hide    @input_window.activate  endendclass RPG::BaseItem  def composite_hash    add_composite_data if @composite_hash.nil?    return @composite_hash  end    def composite_init    add_composite_data if @composite_init.nil?    return @composite_init  end    def gender_base    add_composite_data if @gender_base.nil?    return @gender_base  end    def alt_name    add_composite_data if @alt_name.nil?    return @alt_name  end    INITI_RE = /(.+) init\[(.+)[,]\s*(\d+)\]/i  IMAGE_RE = /(.+) image\[(.+)[,]\s*(\d+)\]/i  GENDER_RE = /gender\[(male|female)\]/i  ALT_NAME = /alt name\[(.+)\]/i    def add_composite_data    @gender_base = CP::COMPOSITE::MALE_DEFAULT    @composite_hash = {}; @composite_init = {}; @alt_name = ""    self.note.split(/[\r\n]+/).each do |line|      case line      when INITI_RE        @composite_init[$1.to_sym] = [$2.to_s, $3.to_i]        @composite_init["#{$1.to_s}Rear".to_sym] = [$2.to_s, $3.to_i]        @composite_init["#{$1.to_s}Hueless".to_sym] = [$2.to_s, 0]        @composite_init["#{$1.to_s}All".to_sym] = [$2.to_s, $3.to_i]      when IMAGE_RE        @composite_hash[$1.to_sym] = [$2.to_s, $3.to_i]        @composite_hash["#{$1.to_s}Rear".to_sym] = [$2.to_s, $3.to_i]        @composite_hash["#{$1.to_s}Hueless".to_sym] = [$2.to_s, 0]        @composite_hash["#{$1.to_s}All".to_sym] = [$2.to_s, $3.to_i]      when GENDER_RE        @gender_base = true if $1.to_s.downcase == "male"        @gender_base = false if $1.to_s.downcase == "female"      when ALT_NAME        @alt_name = $1.to_s      end    end  endend###--------------------------------------------------------------------------####  End of script.                                                              ####--------------------------------------------------------------------------###
 
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Andar

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No, I didn't want to ask for the game screenshot, I was asking for the event window screenshot where you used the commands
 

Shaz

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Also, the Window_NameInput script might be helpful.
 

mandalorianjedi

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No, I didn't want to ask for the game screenshot, I was asking for the event window screenshot where you used the commands
My apologies.

It is the first map and the first event to take place in the game when you start a new game:

[IMG]http://img.photobucket.com/albums/v643/flash-master/screenshot2-2.png[/IMG]
*EDIT:

Also, the Window_NameInput script might be helpful.
YES! Thank you. That did it.
 
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highvoltage

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i have a problem

i can't even start the game

FuNS5X6.png
 

Andar

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How did you try to start the game? By "New game" or by "Load savegame"?
 

highvoltage

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new game, blank map, auto start event with "creation(X)" script call

X is the same hero i use
 

Andar

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"creation(X)" script call
If that is how you spelled the script call, then it cannot work. If you read the instructions, the creation function can either be called with an ID (which is a number) or with the character name (which has to be a string for being a name).
X is neither, it would be detected as an undefined variable.


Try either creation(1) (for actor with the ID 1) or creation('X') (for an actor with the name X)


And I suggest always using ID-Numbers, just in case you might decide to rename an actor later, because that error will also happen if the name does not exist in the database.
 

highvoltage

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X is 11, that's the equivalent of ID of my hero
 

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