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Graphics Auto-Changer
Version: 1.2.2
By Jeneeus Guruman
IntroductionVersion: 1.2.2
By Jeneeus Guruman
This plugin allows to change sprite, face, and sideview graphics automatically depending on the current battler's states, equipment, and class.
Features
- Changes sprites depending on states, equipment, and class.
- Changes faces depending on states, equipment, and class.
- Changes battler graphics depending on states, equipment, and class.
- Changes weapon animation depending on states.
- You can change the default graphics (if you don't equip anything that assigned to replace it) by Change Actor Graphic event command.
Base on these characters...
Harold is changing class to Bandit.
If the boys are equipping these rings...
They will become...
And then there's this weapon...
That make the wearer change too...
All of the changes can be also applied in battle.
Even states can change them.

Harold is changing class to Bandit.

If the boys are equipping these rings...


They will become...

And then there's this weapon...

That make the wearer change too...

All of the changes can be also applied in battle.

Even states can change them.

To use this, you need to put the following notetags:
To change sprites:
<ge: actor_id, sprite_name, sprite_index>
actor_id: The ID of the actor to be change graphics.
sprite_name: The filename of the sprite graphic to be placed.
sprite_index: The index of the sprite graphic to be placed.
To change face:
<fe: actor_id, face_name, face_index>
actor_id: The ID of the actor to be change face.
face_name: The filename of the face graphic to be placed.
face_index: The index of the face graphic to be placed.
To change sideview sprites:
<sve: [-]battler_id, sideview_name>
battler_id: The ID of the battler to be change for sideview graphics. Placing a negative sign will call the enemy instead.
sideview_name: The filename of the sideview graphic to be placed.
To change weapon animations:
<ae: battler_id, animationId, weaponSlot>
battler_id: The ID of the battler to be change sideview graphics.
Putting 0 instead will affect all actors inflicted.
animationId: The ID of the animation.
weaponSlot: The slot in the weapon to be changed the animation.
Notes:
- If you use a single-sprite file (files with $ at the beginning), you may also add it but the index must be 0.
- If the notetag is not fit in a single line, shorten the filename or use the other method below.
- You may put many notetags for the different actors at the same state, equipment, or class.
- The priority on the changes in graphics starting from the highest priority are states, equipment, and classes.
- The priority in "priorityEquip" is arranged from the highest priority to the lowest.
- The actor sideview battler image to be changed must be in "sv_actors" folder while the enemy must be in "sv_enemies".
Pastebin
GitHub
Known Bugs
- Not compatible with "Yanfly Item Core" when using this for changing graphics on equipment only. (FIXED)
- v1.2.2: Now compatible with Yanfly Item Core.
- v1.2.1: Will now load all possible sideview battler changes at the start of the battle to remove the blinking bug.
- v1.2.0: Now enemies can be change their battler images.
- v1.1.1: Renamed parameters to be readable easily.
- v1.1.0: Added "ae" tag to also change weapon animations depending on the actor's state.
- This script is free to use commercially or not. If commercially, you must credit me. If not, just don't claim this as your own but not crediting me is okay if you don't want to.
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