[Dev][0.2.0] Layered Actor Sprites - Edited 4-26-16 - Now with Images!

reta232

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Layered Actor Sprites


v0.2.0


 


Pastebin: [Link]


Please Check the Readme section of post before using.


Well I finally decided to get to posting this for criticisms and the like so here it is.


Currently this script has MANY flaws. I doubt it is compatible with the majority of plugins, any suggestions on how to fix that would be appreciated but for now this is a very brute-force method of doing things.


Also I may have a few* console.log() 's that  are completely unnecessary and my commenting is non-existent. 


*more than a few... I am lazy and haven't cleaned it up yet.


Also fair warning... This is my first script be gentle....


Changelog


0.2.0


-New-


   -Re-worked storage methods for the images. They no longer overwrite Game_Actor._characterName 


-Fixed-


   -Characters load into the first screen with the correct images... yay! (meant to do that)


-Bugs-


   -Saves won't load as I am currently bypassing saving the bitmaps and the game does not know about my _characterArray just yet (Plan to fix in 0.2.1)


README


This requires files from the RPGMaker Generator folder. 


These will (for now) go into your project's img/character/custom folder (if you don't have this make it)


You will need all of the files listed in the @params block at the top and their _c counterparts


You will need the gradients.png aswell


*if you do not include these files the script will cause the game to crash*


*Fixed* You also will need to create 2 maps to travel between. for now this is the only way to get the effects to appear.


Ingame:


Once ingame you should see the base characters standing there as the character generator's base image. Travel to another map to have the other layers appear. Saving and loading should also work but the colors are off in the menu and it hangs something terrible (this is a optimization issue on my part).


BEHOLD YOUR MULTICOLORED HATS!!! (if you want to delete the for loop that randomizes only the hats and specify everything... be my guest... should work in theory)


Pictures:







Notes:


I am a little at a loss where to go from here.. I would like to optimize the code in a way that the images are generated once but that doesn't play well... I have been trying to get it to save the image in.. something.. but again I am messing with so many prototypes here I am somewhat afraid I am going to end up changing every single one just to get this working.


I am looking for an Idea as to how the images should be specified by the end-user.. I am thinking note tags but again I am new to this and would appreciate suggestions.


Will remove crossed-out text at next release


I had an epiphany!


I am using note-tags that on Game_Actor creation will store into Game_Actor._characterObject with arrays at each position (or empty strings if not specified)


pros:


   Object won't need to be saved so the saves won't be much larger.


   Reference to the object is stored in each actor so they won't forget what they look like (Apparently they never have used a mirror)


   Probably other things


cons:


   Increased init time (negligible)


   I have to take the time to type out each array formatting... and I am currently bored


  I have to change the way the image loads from the actor... again...
 
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