Visual Equipment!

Discussion in 'JS Plugin Releases (RMMV)' started by Rexal, Nov 12, 2015.

  1. Michael Caiola

    Michael Caiola The Stone Bull Veteran

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    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:






    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...
     
    Last edited by a moderator: Nov 3, 2016
    #61
  2. Tsukihime

    Tsukihime Veteran Veteran

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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.
     
    Last edited by a moderator: Nov 4, 2016
    #62
  3. Aragorn1

    Aragorn1 Warper Member

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    Code:
    ERROR
    cannot read "_inner" property
     
    Last edited by a moderator: Nov 12, 2016
    #63
  4. haldarc

    haldarc Villager Member

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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.
     
    #64
  5. Pilgrim Adventures

    Pilgrim Adventures Veteran Veteran

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    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.
     
    #65
  6. esziaprez

    esziaprez I'm in the Gaame !!! Veteran

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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.
     
    #66
  7. esziaprez

    esziaprez I'm in the Gaame !!! Veteran

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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:<
     
    #67
  8. esziaprez

    esziaprez I'm in the Gaame !!! Veteran

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    It was very easiest finaly... BD


    Change at line 221



    Change at line 585 or Something like that...



    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.
     
    Last edited by a moderator: Jan 22, 2017
    #68
  9. mjshi

    mjshi Jack of Most Trades Veteran

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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
     
    Last edited: Feb 13, 2017
    #69
  10. Sicon3

    Sicon3 Veteran Veteran

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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
     
    #70
  11. Tatsumaro

    Tatsumaro Veteran Veteran

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    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
     
    #71
  12. Tatsumaro

    Tatsumaro Veteran Veteran

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    i cant find a alternative for this please helllpppppp.........
     
    #72
  13. IttleRPG

    IttleRPG Veteran Veteran

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    Well it would make my art burden heavier... but ain't this worth it!? So good looking one thanks!
     
    #73
  14. Tatsumaro

    Tatsumaro Veteran Veteran

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    Still frozen :(
     
    #74
  15. KittRen

    KittRen Villager Member

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    Any chance this will be fixed to work with the new update?
     
    #75
  16. Tatsumaro

    Tatsumaro Veteran Veteran

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    when you say new update? are you talking about 1.4.0?
     
    #76
  17. KittRen

    KittRen Villager Member

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    Yeah, this plugin is no longer compatible and messes with the tilesets
     
    #77
  18. Tatsumaro

    Tatsumaro Veteran Veteran

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    :( Rexal is AFK this is roosted... i rely need this so the updates stop for me.
     
    #78
  19. Tatsumaro

    Tatsumaro Veteran Veteran

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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 :)
     
    #79
  20. ChampX

    ChampX Veteran Veteran

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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.
     
    #80

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