How do I implant 'costumes' without...

YEEART

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... messing up story related cut scenes?


As a big fan of the Tales of franchise, I just couldn't help but take reference from their idea of cosmetic costumes implanted in the game. However, I'd confused as to how I'd implant this without destroying cut scenes due to such a minor, unnecessary feature (but it'd be nice to implant it into the game).


I don't use the character follower feature, so when a cut scene occurs and all characters in my party are present, their costume wouldn't appear, and their original costume would. My concern being that how the sprite wouldn't match the face portrait shown in the dialogue. One of my solutions being that I could use 'bubble text' (text that appears above each individual sprite), but it's not something I 'enjoy' using per say.


Thanks in advance.
 
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Uzuki

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What I did was just turn a switch on for every costume and have a page for costume switch for each other actor. Then have a specific page where you have these events saved so you won't have to constintly remake them. If it's just the face portrait it shouldn't be a deal breaker, but that might just be my opinion. 
 

Dalamar

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I would use variables for each actor instead of switches, especially if you are going to be making a game with as many costume changes as a Tales of game.
 

YEEART

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I would use variables for each actor instead of switches, especially if you are going to be making a game with as many costume changes as a Tales of game.
Apologies for the late reply.


Can you develop on this somewhat if possible? I've never actually used variables so I'm a bit baffled how to use it.
 

Dalamar

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You would have a variable for each actor/piece of clothing you want to change, then have an event that looks for each value of the variables to change actor graphics/faces.


Although this might be easier than either switches or variables: http://mvplugins.com/plugin/Jeneeus/Graphics%20Changer
 
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