How to make dialogue Portrait the one assigned to your actor.

TicklishWasabi

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So, because I allowed the player to choose if they were a boy or a girl, (by changing actor 1's graphic to either a boy or a girl). I've just been using no portrait for them in conversations. Because If i input the male one, anyone who chooses female will have a male portrait too. So is there a way to input dialogue portraits, of the assigned gender? Because I know with names you can do it with \N[x]. But is there a command, or an option to just use the assigned actors portrait?
 

Guiguimu

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Yes, I actually did that. It's really simple. You just need the portraits, switches and conditional branches.
You will need to make this for every event tho.

The way I did it is:
You create two switches: 1 - Boy 2 - Girl
Then you have the choice part, when the player picks the gender. If he picks boy, you turn the switch boy on. If he picks girl, the Girl switch needs to be activated.


And that's when you use conditional branches. When creating events, you make a condition if switch x is on. Then the dialogue on that conditional branch has gender x face/portrait. Kinda like:

My actor3 is the girl's face and my actor5 is the boy's face, which will then select the portrait with the aid of a script. I even change the dialogue depending on which character you play.


I think I covered it all but if you have any other questions do tell!
Hope this helps!

Edit: Oh wait, you have the same character as boy or girl. I think my option works for you anyway, the only difference is that I made two different actors. Ignore the Rose in and Peter out then ahah
 
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Shaz

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You really only need one switch - if you have It's a Boy, then if that switch is on, the actor is a boy, and if that switch is off, then the actor is a girl ... unless you have more than 2 genders. Then you just need one conditional branch with an Else statement.
 

Guiguimu

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@Shaz yep, basically it's all what it's needed. I only showed how I did, to try to help a little more... When I made the option a year ago, making two switches sounded way easier for me xD Dunno, maybe a noob solution!
But @TicklishWasabi one switch and conditional branches is all you need.
Hope it helps
 

TicklishWasabi

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Awesome, it worked! I can't express how much not knowing how to do that was bugging me. Thank you both!

- I do have one question however, although I might just need to make a new thread for this. I have an auto run dialogue at the start of the game. But now it just continues to loop when you pick a girl, even though it works fine with a boy. Here's the event page:Dialogue.PNG Dialogue1.PNG

Edit: Nvm, I figured it out.
 
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Shaz

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For those who didn't pick it up, the control self switch needs to be at the end of the event, not within the conditional branch blocks.

It's going to be a pain to have to use conditional branches all the time. For MV I wrote a plugin that would allow you to use the face assigned to a given actor, so as long as you only have one actor and you use Change Actor Sprites to change their map sprite and portrait (and in MV their battler sprite), you didn't have to use conditional branches at all.

it might be worth your checking if there's something similar for Ace. I think I actually did make one, but don't recall if I posted it as a thread in the VX Ace (RGSS3) Scripts subforum, or as a response to a request in the RGSS3 Script Requests.
 

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