Pets can join your party, but don't appear in your inventory

Zoltor

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I'm really bad at making sprites. Could you find a cat item icon or make it yourself? I am REALLY BAD at making sprites.
As I mentioned, you should look through the resource section of the site, there's sure to be free to use icons there.

You can find all kinds of resources there, icons, sprites, tiles, battlers, ect.
 
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Vilius

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As I mentioned, you should look through the resource section of the site, there's sure to be free to use icons there.

You can find all kinds of resources there, icons, sprites, tiles, battlers, ect.
All I can find is pet sprites, but not icon. I can't find any pet icons.
 

Zevia

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Well, for this particular example, I'm actually just going to use the cat sprite from the default maker's Characters/Animal folder. However, you could also browse the forums to see if people have made animal icons for other projects already, or perhaps make a request for someone to make one for you. You could try Googling for images to use, but you need to make absolutely sure that any picture you want to use is not copyrighted or licensed for commercial use only.

So here's the Characters/Animal picture, exported from a new project:

And here, I've selected a 24x24 section of the cat - the cat is actually 25 pixels wide, so it will be missing the right outline of its tail, but for an icon, it's not a huge deal to me. If I wanted, I could select the whole cat and shrink it, or perhaps alter the picture in some other way to make it fit in the 24x24 box necessary, but for tutorial's sake, I'll just leave it as is.

So after I've exported Graphics/System/IconSet, I've opened it up in PAINT.net. In a second layer, I added a 24x24 grid so I could see where all the icons fit, including spaces I could use for new icons.

Then I pasted our 24x24 cat into the IconSet where it will fit properly.

I removed the grid layer, saved the file as IconSet.png, then imported it back into the Graphics/System folder, where it would overwrite the original IconSet with the new one. Now, when I go into my items tab and select an icon, the cat is available as an icon:

 

Vilius

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Well, for this particular example, I'm actually just going to use the cat sprite from the default maker's Characters/Animal folder. However, you could also browse the forums to see if people have made animal icons for other projects already, or perhaps make a request for someone to make one for you. You could try Googling for images to use, but you need to make absolutely sure that any picture you want to use is not copyrighted or licensed for commercial use only.

So here's the Characters/Animal picture, exported from a new project:

And here, I've selected a 24x24 section of the cat - the cat is actually 25 pixels wide, so it will be missing the right outline of its tail, but for an icon, it's not a huge deal to me. If I wanted, I could select the whole cat and shrink it, or perhaps alter the picture in some other way to make it fit in the 24x24 box necessary, but for tutorial's sake, I'll just leave it as is.

So after I've exported Graphics/System/IconSet, I've opened it up in PAINT.net. In a second layer, I added a 24x24 grid so I could see where all the icons fit, including spaces I could use for new icons.

Then I pasted our 24x24 cat into the IconSet where it will fit properly.

I removed the grid layer, saved the file as IconSet.png, then imported it back into the Graphics/System folder, where it would overwrite the original IconSet with the new one. Now, when I go into my items tab and select an icon, the cat is available as an icon:

Thank you!!! I just used the pet sprites, which actually fit in the icon size! You are the best in this forum! THANK YOU FOR ALL THE IMAGES AND STUFF!
 
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Zevia

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Sure, glad I could help and it all worked out for you - Zoltor seemed to have a solution that only required using one common event instead of one for each pet, so there might be a more elegant or simple solution than the one I suggested. I tried it out in a new project, though, and everything works OK.

Definitely give the resource forums a browse if you ever need more artwork, there's lots of very useful stuff (and people!) in that area who are often more than happy to help out with simple requests.
 

Vilius

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Sure, glad I could help and it all worked out for you - Zoltor seemed to have a solution that only required using one common event instead of one for each pet, so there might be a more elegant or simple solution than the one I suggested. I tried it out in a new project, though, and everything works OK.

Definitely give the resource forums a browse if you ever need more artwork, there's lots of very useful stuff (and people!) in that area who are often more than happy to help out with simple requests.
Er, I didn't understand Zoltor's sulotion, could you explain it?
 

Zoltor

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Sure, glad I could help and it all worked out for you - Zoltor seemed to have a solution that only required using one common event instead of one for each pet, so there might be a more elegant or simple solution than the one I suggested. I tried it out in a new project, though, and everything works OK.

Definitely give the resource forums a browse if you ever need more artwork, there's lots of very useful stuff (and people!) in that area who are often more than happy to help out with simple requests.
Your solution definitely works fine, and is easier for new comers to understand. Where my method while harder, depending how you set it up will auto update its self, making it easier to add new pets to the game later on, without the need to edit many common events, just to add a new pet.

Also on a side note, learning to use common events, and condition branches this way, will condition a new user to beable to figure out solutions to more complex events, they might want to add to the game later on, so new users would do well to learn such eventing methods(it not only makes fairly simple systems easier to handle/more flexable, but it also allows for events that would be otherwise near impossible, be very easy to pull off), rather or not, they choose to use it for the less complicated systems or not, people should learn this method of eventing.

To OP: Well to put it in simple terms, you're using a condition branch to check if a Actor/pet is in your party. If your checking for any pet in general, you assign/set a variable to having a pet in party. If you are wanting to check if a specific Actor/pet is in party, you search by checking the actual actor its self.

The 2nd thing people need to realize, is if a condition branch doesn't get triggered(aka the condition is filled), the event doesn't end(unless the condition branch is the only thing in the event), it effectively skips over the condition branch, and runs the next command or checks the next condition branch(whatever happens to be posted after the first condition branch), this is what's not evident to new users, because you need to understand how the engine reads events.

It keeps doing such, until a condition branch is filled or the event runs out of commands to run.

Basically It's just knowing how to put condition branches, and stand alone even commands, in a efficient order, that will save you from having to do additional steps, for making a event do the same actions.

For now, if you want to use the other method, go ahead, there's nothing wrong with it, it will work, but I suggest you toy with making events that deal with command, and condition branch placement order in events, It's especially useful in making single common events(that can be only 1 page), able to pull off multiple functions, where otherwise you may need a ton of different common events to pull off the same things.
 
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Vilius

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Delete this post
 
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Vilius

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Andar

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Vilius, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

Er, I'm having a problem. If you can come to http://rpgmakervxace.chatango.com/.
I HAVE A VERY BIG PROBLEM, COME TO http://rpgmakervxace.chatango.com/ FAST!!!!!!!!
It doesn't matter how big your problem is, the rules require you to wait 72 hours before you can bump your topic.


That is because everyone here has his/her own projects and life, and you can't expect people to drop what they're doing to help you (unless you pay them, bit that would be for the classified sections)
 

Zoltor

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What do you need help with, post SS, and whatnot if It's event related, ect.

PS. Posting in a chatroom seems counter productive, just post your issue here, this way everyone can see what's going on without the need to click a link, and then another one to to get into the chatroom, to hear what's going on.
 
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Zevia

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Wrong in what way?

As a best guess, if that's the whole spritesheet, you'll have to put a $ at the beginning of its name. So, instead of pinedavx_PIG.png, it would be $pinedavx_PIG.png. The $ tells the RPG Maker engine that there is only one sprite on the sheet, instead of the standard 8.
 

Vilius

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Wrong in what way?

As a best guess, if that's the whole spritesheet, you'll have to put a $ at the beginning of its name. So, instead of pinedavx_PIG.png, it would be $pinedavx_PIG.png. The $ tells the RPG Maker engine that there is only one sprite on the sheet, instead of the standard 8.
THANK YOU!
 

Vilius

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Is it possible to make that you can't buy the pet until you are level 3?
 

Shaz

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Vilius, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Please take a moment to read through the forum rules so that you don't keep breaking them and end up with a warning or unable to post for a period of time.


Also do not ask people to go to other forums to help you. If you want help from people here, post here and answer questions here.
 
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Zevia

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Is it possible to make that you can't buy the pet until you are level 3?
You could make the whole shop unavailable until level 3, by doing a variable and a conditional branch.

Set variable PlayerLevel equal to Game Data: Actor's Level (whoever you want to check the level of). Then, do a conditional branch "Variable PlayerLevel greater than or equal to 3," then inside the conditional branch, put the shop processing call.

Alternatively, you could do a complex series of conditional branches like that where the shop processing scene is different depending what level you are. So, if the PlayerLevel variable is equal to 3, maybe you do "Shop Processing: Cat," then in the else, you'd put conditional branch "Variable PlayerLevel greater than or equal to 5," and the shop processing would be Cat and Dog.

You also could make the common event have a conditional branch that checks the player's level and returns the message, "You are not a high enough level to use that pet," if it's not greater than or equal to 3.
 

Vilius

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You could make the whole shop unavailable until level 3, by doing a variable and a conditional branch.

Set variable PlayerLevel equal to Game Data: Actor's Level (whoever you want to check the level of). Then, do a conditional branch "Variable PlayerLevel greater than or equal to 3," then inside the conditional branch, put the shop processing call.

Alternatively, you could do a complex series of conditional branches like that where the shop processing scene is different depending what level you are. So, if the PlayerLevel variable is equal to 3, maybe you do "Shop Processing: Cat," then in the else, you'd put conditional branch "Variable PlayerLevel greater than or equal to 5," and the shop processing would be Cat and Dog.

You also could make the common event have a conditional branch that checks the player's level and returns the message, "You are not a high enough level to use that pet," if it's not greater than or equal to 3.
Er, could you do some images?
 

Zevia

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Sure, but you should really practice this kind of thing. Variables and conditional branches are pretty basic parts of operating the engine. You may want to search around for tutorials on them.

In this event, the entire pet shop is only available if the main actor is at least level 3:

In this event, the shop's available purchases change depending on level:

In this example, you can buy pets at any time, but you can't actually use them unless you're a certain level:

 

Vilius

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Sure, but you should really practice this kind of thing. Variables and conditional branches are pretty basic parts of operating the engine. You may want to search around for tutorials on them.

In this event, the entire pet shop is only available if the main actor is at least level 3:

In this event, the shop's available purchases change depending on level:

In this example, you can buy pets at any time, but you can't actually use them unless you're a certain level:

Thanks, I have another problem. Is it possible that at start the player chooses how he looks?
 

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