Michael Caiola

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The way images are loaded has changed.


Rexal's plugin overwrites the way images are loaded, which conflicts with 1.3.x


Add this to the bottom of the JS.


Just open it in notepad or something and then paste it at the very end.



Rexal.ImageManager.isReady = function() {
for (var key in this.cache._inner) {
var bitmap = this.cache._inner[key].item;
if (bitmap.isError()) {
bitmap = this.loadEmptyBitmap();
}
if (!bitmap.isReady()) {
return false;
}
}
return true;
};



Himeworks to the resuce! @Tsukihime, I tried PMing you but it said you don't accept messages. Could you take a look at this thread:




If you're using something like Galv's Character Frames(Diagonal, Idle, Running, Walking, etc) and extra frames for sideview, will this still work, or does it only work for images that are in the default format?



I don't know the answer to that question, but if I had to guess based on how I've seen the plugin work, I'd wager it isn't compatible with those. Especially diagonal sprites since those are completely custom.


UPDATE: I can't get it to work with GALV's Character Frames...
 
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Tsukihime

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It would be rare to have two plugins written by completely different authors (without any collaboration) to be compatible, because they are both changing the way the sprite is loaded. For example Galv's plugin seems to be adding extra text to the filename. Would it then require the different equipment images to also have this pattern?


If both authors had agreed on a standard way to load sprites (ie: what filename patterns to use, and so on), then it might work, but without any collaboration it would likely not work.
 
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Aragorn1

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Code:
ERROR
cannot read "_inner" property
 
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haldarc

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I'm sad to say that the game I've been working on also relies on this awesome plugin, but since the latest update it is no longer working.  I have tried to implement the fix that "Tsukihime" has suggested, but, much like Aragorn1 above me I just get this message:


ERROR


cannot read "_inner" property message


And advice or guidance would be much appreciated.  Of course if Rexal happens to read this, message me!  I'll gladly pay to have this plugin updated and working again.
 
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ERROR


cannot read "_inner" property message



Well, the only time I got this message was when I accidentally used Hime's fix on a project that hadn't been upgraded to 1.3.3 or 1.3.4. It loads fine on my project as long as it's running one of those versions.


The problem I'm now having is that it doesn't seem to be completely compatible with encryption. Once encrypted, the game sometimes randomly gets stuck on Loading screens, which doesn't happen when this plugin is disabled. It works perfectly as long as the project isn't encrypted.
 

esziaprez

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Hi,


This script is very very cool and useful.


But I have a problem.


In the code, the $gameSystem._actorPose and $gameSystem._pose are only for one character simultaneously and I want to change pose to more than one character same time with différent poses.


I'm trying to make an array with the variables (Something like "$gameSystem._pose[ 'ACTOR_ID' ]= 'POSE_NAME' or null"). It will change a lot of things I think. I am afraid of having to rewrite a large part of the code :o .


I'm very lazy ;_; ... so if somebody have a better solution or an idea,  I'll take it! :p  If not I'll do it and your help is welcome.


I also have another concern. When the image of the new pose has not been loaded the character disappears. It's not very big but needs to be improved.
 

esziaprez

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First I try to change this


Game_System.prototype.setPose = function(id,pose){ this._pose =this._pose || []; if(pose){ this._pose[id] = "_" + pose; }else{ this._pose[id] = null; Game_System.prototype.updateActors(); }}



Code:
 Sprite_Part.prototype.HSV = function(){ Sprite.prototype.HSV.call(this,this,this._hsv); $gameSystem._pose = $gameSystem._pose || []; $gameSystem._pose[this._actor._actorId] = $gameSystem._pose[this._actor._actorId]  || null; if(!$gameSystem._pose[this._actor._actorId]  == null){  this._pose = $gameSystem._pose[this._actor._actorId] ; }else{  this._pose = ""; } this.bitmap = Rexal.ImageManager.loadCharacterPart(this._part, this._hsv[0],this._prefix,this._pose);};


The pose don't work no more! D:<
 

esziaprez

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It was very easiest finaly... BD


Change at line 221

Game_System.prototype.setPose = function(id,pose){
 this._pose =this._pose || [];
 if(pose){
  this._pose[id] = "_" + pose;
 }else{
  this._pose[id] = "";
   Game_System.prototype.updateActors();
 }
}



Change at line 585 or Something like that...

 Sprite_Part.prototype.HSV = function(){
  Sprite.prototype.HSV.call(this,this,this._hsv);
  $gameSystem._pose = $gameSystem._pose || [];
 var idEsz = Number(this._actor._actorId);
  this.bitmap = Rexal.ImageManager.loadCharacterPart(this._part, this._hsv[0],this._prefix,$gameSystem._pose[idEsz]);
};



It work but it was too easy to work well... I erase this._pose of the Sprite_Part.prototype to use directly the game system._pose value. i wish it don't have any importance for the reste of the code.
 
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mjshi

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Rexal's Visual Equipment has issues with hanging loading screens (game gets stuck on loading screens) when the project is deployed with encryption-- @Pilgrim Adventures asked me to write a fix.

This hotfix has a parameter ("Hotfix Enabled") that you need to set to "y" (without quotes) just before project deployment. It also includes Tsukihime's fix for 1.3.x with the updated version of ImageManager's isReady function. This second fix (Hime's) always on regardless of if the hotfix is enabled or not.

This hotfix has been tested and confirmed working on Windows.
Make sure that you read the help file before reporting any bugs-- this fix requires 3 "blank.png" files, one in each folder (face, character, battler), to work.

Get it here or direct link
 
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Sicon3

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So what is the verdict on this? Is there a way to make this reliably work or should i just use common events to change my character appearances. I'm only using a few separate images after-all not for each equipment
 

Tatsumaro

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Hi! I'm trying to mix this script with some of Yanfly's ones. It works perfect, but once in combat, the damage dealt by the enemies doesn't appear. Does anyone have the same problem or tried to find a solution?


Thanks!

love this plugin but this is a big problem, i tried everything but changing the JS code ( i dont know what im doing :) ) suggestions or an alternative plugin?

thanks
 

Tatsumaro

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i cant find a alternative for this please helllpppppp.........
 

IttleRPG

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Well it would make my art burden heavier... but ain't this worth it!? So good looking one thanks!
 

KittRen

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Any chance this will be fixed to work with the new update?
 

Tatsumaro

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when you say new update? are you talking about 1.4.0?
 

KittRen

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Yeah, this plugin is no longer compatible and messes with the tilesets
 

Tatsumaro

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:( Rexal is AFK this is roosted... i rely need this so the updates stop for me.
 

Tatsumaro

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Hello after 2 weeks work in Visual Equipment! I finally give up, I don’t have the knowledge to repair that plugin alone. So now I’m adapting SumRndmDde Character Creator + Dynamic Actors and I can make this work for my game. The plugin won’t reed notetag from the Actors, so I made a different Class for every Actor :D. But now I’m stuck. I need a way to activate the actors composite graphics whiteout let the player go throw character creator. thanks :)
 

ChampX

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If you download the plugin and then get the hotfix from mjshi's post and place it after the original plugin, then it will work fine with the latest version of RPG Maker MV.

Some people using the Victory Aftermath (level up screen) by Yanfly may notice that going through each actor that the previous actors faces don't reset, so you may see the hat of actor 1 on actor 2's face for example. This quick fix I made for my game remedies this.

//fixes layering issue on Visual Equipment based face images when leveling up
var _Window_VictoryLevelUp_draw_Actor_Appearance = Window_VictoryLevelUp.prototype.drawActorAppearance;
var _Window_Base_remove_Parts = Window_Base.prototype.removeParts;
Window_VictoryLevelUp.prototype.drawActorAppearance = function()
{
_Window_Base_remove_Parts.call(this);
_Window_VictoryLevelUp_draw_Actor_Appearance.call(this);
};

Just paste this into a new blank plugin script that is after your other plugins.

Users of Yanfly's Battle Status Window script may also notice that the Visual Equipment faces do not load when they should. I have a partial fix for this, but it's not fully versatile enough to be posted into the wild on these forums.
 

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