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Me(tm)
  Wed Sep 20, 2006 9:24 pm
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I think I just found a demo, but if you could, can you upload it?

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Italianstal1ion
  Thu Sep 21, 2006 2:08 am
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OK uploaded http://savefile.com/files/94614

Note: I'm pretty sure you need rgss100J for it.

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Me(tm)
  Thu Sep 21, 2006 6:22 pm
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I can bypass that.

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~Atlaswing~
  Thu Sep 21, 2006 6:26 pm
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how about making it(VISUAL EQUIP) compatible with rataime's shadow script...

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Me(tm)
  Thu Sep 21, 2006 8:03 pm
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How about I said I was going to do so...

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Drake Miriel
  Thu Sep 21, 2006 10:12 pm
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I'm wondering, if I were to set up an NPC of another character in the party, is there something I can use in the Call Script event that retrieves what they're wearing and puts it on the sprite?

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Italianstal1ion
  Fri Sep 22, 2006 5:23 am
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@~Atlaswing~ Have you not been paying attention to the posts at all? Why dont you try reading before you write?

Oh and in retaime's demo, just get rid of the ring menu. IT causes errors. And Im not sure why but retaime's visual equipment isnt in there, but I know I put it somewhere...

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Me(tm)
  Fri Sep 22, 2006 2:50 pm
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Drake Miriel,
Expand to see the code.

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Drake Miriel
  Fri Sep 22, 2006 10:13 pm
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I know that, I read how to set it up. I'll give you an example of what I meant.
Let's say I equipped the second member of my party with Iron Armor. However, by this point in time Steel Armor is available. As I don't know what the player will equip to the event, I want to be able to check which armor the actor's wearing and then add that to the event, instead of guessing which one out of 10 armors the person' wearing.

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~Atlaswing~
  Fri Sep 22, 2006 10:42 pm
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Well, sorry.. :D
(i'll wait anyway)

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tibuda
  Thu Dec 28, 2006 11:29 pm
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Nice script. I will just add a tip.
To make it compatible with f0tz!baerchen caterpilar and pixel movement (click here) look for the following:
Expand to see the code.

and add the folowing
Expand to see the code.

and add the following somewhere after the script last line
Expand to see the code.

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Me(tm)
  Fri Dec 29, 2006 8:05 pm
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Ehm, THanks!. UI will pload version 2.0 (compatibility with Netplay Plus v2.X +) too adn include this comp.

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Rytheon
  Tue Jan 09, 2007 10:02 am
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I am using the side-view CBS found here. however, the equipment is not showing up in battle.':| Anyone got any ideas?

Thanks,

Rytheon

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tibuda
  Tue Jan 09, 2007 1:07 pm
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[QUOTE=Rytheon;130623]I am using the side-view CBS found here. however, the equipment is not showing up in battle.':| Anyone got any ideas?

Thanks,

Rytheon[/QUOTE]

You will need to change something in the following code in your CBS script (Sprite_Battler class). Try looking in the visual equip script and adding some coding here.
Expand to see the code.

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Rytheon
  Tue Jan 09, 2007 6:20 pm
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Hmm...I still can't figure it out. In addition it might be helpful to know that the CBS uses the character sprite rather than a battler. And since I'm awful at coding, I don't know if that affects what we're trying to do or not.

Rytheon

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tibuda
  Fri Jan 12, 2007 12:22 pm
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@Me(tm)
When using Character Icon Graphics from SephirothSpawn with this script, the icons will not work. That's because you are not aliasing the update method from Sprite_Character class. I think you should check if the char has equip to show, and if it's not execute the aliased method...

@Rytheon
What I've posted is where your CBS is drawing the characters, so is where you have to write something to draw the equips too. If you look into the visual equip script how the equips are drawn and write something like that there.

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rpgmaker
  Fri Jan 12, 2007 1:14 pm
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can i make a suggestion on this line
Expand to see the code.


why not do this

Expand to see the code.

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Me(tm)
  Fri Jan 12, 2007 4:59 pm
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Maybe because one frame is not 32 pixels width or height?

Quote:
When using Character Icon Graphics from SephirothSpawn with this script, the icons will not work. That's because you are not aliasing the update method from Sprite_Character class. I think you should check if the char has equip to show, and if it's not execute the aliased method...

My last version is aliased. I have found a lot of bugs too, will upload it one of these days. You could just put this above sephsscript ...

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JonAmes
  Wed Jan 24, 2007 9:40 pm
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I was wondering if I could get this script to determine what faceset is displayed in the menu? I'm creating a game where the uniform displayed on the character will show you a picture on the collar. But with the latest version every time I try and tell it to read from the Game_Actor Class it keeps telling me that one or more of my methods aren't defined. Other scripts that I've hooked into it work perfectly but this one. Any Suggestions?


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WaronXXX
  Fri Jan 26, 2007 3:28 pm
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please reupload the demo, its down T_T


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Necrile
  Mon Jan 29, 2007 11:31 am
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BUMP. Please reupload. Still down.

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Me(tm)
  Mon Jan 29, 2007 12:37 pm
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Expand to see the code.


No time to make the demo, having exams.

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JonAmes
  Fri Feb 02, 2007 8:03 am
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Two things regarding this new script. There's a problem with the script crashing to desktop when put into a N+ game or if it is inserted into a normal game it comes up with an error about Game_NetPlayer not being present. Also is there a way to tell you're script to work off of variables. For example my game has a military in it and I would like the uniforms they wear to change as years go on. I have a bridge script running dubealex's Active Time Script and Kylock's Time System. What I need is to make your script work off of my scripts variables. The exact problem is that it won't read any methods in the Game_Actor class. Any help would be appreciated, thanks.


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Me(tm)
  Fri Feb 02, 2007 6:12 pm
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For the error put this above it:

Expand to see the code.


Quote:
For example my game has a military in it and I would like the uniforms they wear to change as years go on

You could make the page change (of the event)

Quote:
The exact problem is that it won't read any methods in the Game_Actor class. Any help would be appreciated, thanks.

Events go with the pages, not the game_actor class but Game_Event.

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JonAmes
  Mon Feb 05, 2007 1:47 am
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Well I was hoping the script could read the Actor class because my characters need to change cloths not only depending on the armor they are wearing, but the time period is also a factor in how the character looks. The way I had is before the last two updates was:

Quote:
"#{actor.time}/#{actor.class_name}/#{actor.time} (#{actor.class_id})


But for some reason it doesn't take too well to it.


Last edited by JonAmes on Mon Feb 05, 2007 1:49 am, edited 1 time in total.

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Me(tm)
  Mon Feb 05, 2007 6:15 pm
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I will see what I can do ;)

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JonAmes
  Tue Feb 06, 2007 11:39 pm
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Thankies ^_^


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chessplayer
  Wed Feb 07, 2007 5:21 am
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I would like to request a merge with the Train Actor script. I don't think the script is meant for SDK therefore it did not work with your visual equipment script. I really liked your script, Me, it was really cool. However is it possible to make it compatible with this script?

Content Hidden


And do I have to change anything if I want the visual equipment script to work with larger charactersets? I know your script supports even Half Kaizer sprites but if I want to have some standard RTP sized chars and some Half Kaizer sized chars, would I have to change any settings in your script? And what should I edit if I want the visual equipment overlay to disappear if the actor is knocked out? Or is it possible to have another set of 'down' armor sprites overlayed if the actor is 'down' to show the armor overlay even when the actor's graphic has changed? I am really interested to know. Thanks.

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Last edited by chessplayer on Wed Feb 07, 2007 5:30 am, edited 1 time in total.

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Me(tm)
  Wed Feb 07, 2007 5:51 pm
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train_actor
I am still working on that one. Should be not that hard, but did not figured it out yet however. I willl alsp try to make it work with Spehies one.

different_sizes
the script looks to the base image. So if the actors graphic is a RTP sized, all the equipments will be adapted to that, if the actors graphic is a Hal-Faizer, all the equipments will be adapdet to that. So yes, you can use both.

knock_out
Good Idea, I should write a little code for this.

btw... I am working to make thos work with Tricksters Mutli-Equip Script.

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DerVVulfman
  Thu Feb 08, 2007 4:59 am
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How about actor "battlers"? Granted, it would probably mean a single size/shape/pose for all the battler images so the armor and weapons would show on any battler... assuming that the armor/weapons are usable by all the battlers.

I know that Rytheon and tibuda mentioned it a month ago, but that seems to be a logical extension to the system.

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