Michael Caiola

The Stone Bull
Regular
Joined
Sep 14, 2016
Messages
392
Reaction score
78
First Language
English
Primarily Uses
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...
 
Last edited by a moderator:

Tsukihime

Regular
Regular
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,928
First Language
English
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:

Aragorn1

Warper
Member
Joined
Oct 2, 2016
Messages
1
Reaction score
0
First Language
Russian
Primarily Uses
Code:
ERROR
cannot read "_inner" property
 
Last edited by a moderator:

haldarc

Villager
Member
Joined
Mar 3, 2014
Messages
17
Reaction score
8
First Language
English
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.
 
Joined
Jul 9, 2015
Messages
34
Reaction score
17
First Language
English
Primarily Uses
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

I'm in the Gaame !!!
Regular
Joined
Aug 28, 2014
Messages
48
Reaction score
123
First Language
French
Primarily Uses
RM2k
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

I'm in the Gaame !!!
Regular
Joined
Aug 28, 2014
Messages
48
Reaction score
123
First Language
French
Primarily Uses
RM2k
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

I'm in the Gaame !!!
Regular
Joined
Aug 28, 2014
Messages
48
Reaction score
123
First Language
French
Primarily Uses
RM2k
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.
 
Last edited by a moderator:

mjshi

Jack of Most Trades
Regular
Joined
Feb 16, 2013
Messages
998
Reaction score
887
First Language
English
Primarily Uses
N/A
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:

Sicon3

Regular
Regular
Joined
Nov 26, 2016
Messages
33
Reaction score
6
Primarily Uses
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

Regular
Regular
Joined
Aug 11, 2016
Messages
205
Reaction score
42
First Language
Portugues
Primarily Uses
RMMV
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

Regular
Regular
Joined
Aug 11, 2016
Messages
205
Reaction score
42
First Language
Portugues
Primarily Uses
RMMV
i cant find a alternative for this please helllpppppp.........
 

IttleRPG

Regular
Regular
Joined
Mar 20, 2017
Messages
44
Reaction score
25
First Language
Not English
Primarily Uses
RMMV
Well it would make my art burden heavier... but ain't this worth it!? So good looking one thanks!
 

KittRen

Villager
Member
Joined
Aug 3, 2016
Messages
17
Reaction score
4
First Language
English
Primarily Uses
Any chance this will be fixed to work with the new update?
 

Tatsumaro

Regular
Regular
Joined
Aug 11, 2016
Messages
205
Reaction score
42
First Language
Portugues
Primarily Uses
RMMV
when you say new update? are you talking about 1.4.0?
 

KittRen

Villager
Member
Joined
Aug 3, 2016
Messages
17
Reaction score
4
First Language
English
Primarily Uses
Yeah, this plugin is no longer compatible and messes with the tilesets
 

Tatsumaro

Regular
Regular
Joined
Aug 11, 2016
Messages
205
Reaction score
42
First Language
Portugues
Primarily Uses
RMMV
:( Rexal is AFK this is roosted... i rely need this so the updates stop for me.
 

Tatsumaro

Regular
Regular
Joined
Aug 11, 2016
Messages
205
Reaction score
42
First Language
Portugues
Primarily Uses
RMMV
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

Regular
Regular
Joined
Aug 14, 2016
Messages
234
Reaction score
156
First Language
English
Primarily Uses
RMMV
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.
 

Latest Threads

Latest Posts

Latest Profile Posts

Proper localization into several languages on a commercial rpg project might be one of the best signs that the developer is super invested into making the game something high effort, because it ain't cheap to hire good translators.
6 hour drive back from Florida and I was able to plan out 6 mini game Common Events for my Game Jam entry, including a new one I hadn't thought of before. Also had some new ideas to improve what I already have and the post game options to continuing playing the mini games that you liked or didn't get to try. Pretty productive drive.
Christmas decorations! !! :kaojoy:
20231209_114754.jpg
Sophie is already helping dismantle the tree...a month early, of course. Such a helpful kitten!
making horse character for game :D at the end it will have 8 directions puling wagon

2p8jdax

Forum statistics

Threads
136,878
Messages
1,270,973
Members
180,647
Latest member
jucarave
Top