Graphics Changer

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Started by Jeneeus Guruman 117 posts Page 2 of 6 View original ↗
  1. Whenever yanfly goes around to doing a class system for MV. I'll definitely use this along with it.
  2. Shiroi Akuma said:
    One moment, is it possible that this script can't affect enemies? It doesn't work, just only on my hero.  :( I thought it would change the battler in the sv_enemies folder as well, or did I mistaken.

    Just wanted to mention that I found another solution for myself, even if it takes more work.

    The plugin should come in handy anyways, I got an nice idea. :) Thank you very much!
    Only actors for now. I'm trying to include enemies before releasing this but I failed. I'll try to include enemies again if I can.

    Seacliff said:
    Whenever yanfly goes around to doing a class system for MV. I'll definitely use this along with it.
    Glad you like it. And so far, it's compatible with all of his scripts I tried so far.
  3. Hi! First of all, I love this script its just what I needed so thank you so much for creating this?

    But is there any way to make this work with items instead of equipment?
  4. antega34 said:
    Hi! First of all, I love this script its just what I needed so thank you so much for creating this?

    But is there any way to make this work with items instead of equipment?
    If you mean those consumable items, either put a common event that changes the graphics manually or make that item inflict a state that has assigned tag to change graphics.
  5. Ah ok thanks!
  6. I imagine you could also make a dud state (it wouldn't have any name or icon associated with it) to make it work
  7. Thank you so much Janeeuse! you just saved my life =D
  8. I have no plans to.  but with this I could make a ranma 1/2 RPG!!!
  9. Update

    • v1.1.1: Renamed parameters to be readable easily.
    In Progress

    • Making enemies also change graphics depending on the states.

    Joronjo said:
    I imagine you could also make a dud state (it wouldn't have any name or icon associated with it) to make it work
    Yes, you can also do this too. :)

    brunovisk2 said:
    Thank you so much Janeeuse! you just saved my life =D
    You're welcome and thank you too. :)

    kewitt said:
    I have no plans to.  but with this I could make a ranma 1/2 RPG!!!
    It's quite possible when some uses a water spell to make them change forms like what is on anime. :D
  10. I used to do this with some common event. 
    Now this is just perfect.
  11. Update

    • Added a GitHub link in the 1st post.
    PabloTheDinamic Games said:
    I used to do this with some common event. 
    Now this is just perfect.
    Glad you like it. :)
  12. I'm having a bit of trouble. I want a state to change an actor's SV sprite. When I put <sve: 3(which I'm assuming is the battler_id, the same as the actor_id?), Rhianna-T1>, my actor's sprite will change when the state is applied, but when she acts, she reverts back to normal, then back to her changed sprite when her turn ends.
  13. Syltti said:
    I'm having a bit of trouble. I want a state to change an actor's SV sprite. When I put <sve: 3(which I'm assuming is the battler_id, the same as the actor_id?), Rhianna-T1>, my actor's sprite will change when the state is applied, but when she acts, she reverts back to normal, then back to her changed sprite when her turn ends.
    Yes, the battler_id is the actor_id.

    Hmm... Mine seems okay on my end. What other plugins do you have there (aside from Yanfly's if you have any)? Maybe there are some incompatibilities with some plugins.
  14. These are the plugins I'm currently using:

    Spoiler
    1uTY7Jo.png

    w8qeT3Z.png
    [Edit] So, I tried something. I've been using a common event to handle a transformation using Yanfly's action sequences. I took out that common event before trying your plugin, and forgot that I had a conditional copy of that common event in my troops using his BaseTroops plugin. I took out that conditional, then tried using your plugin again... and saw that there was no change made. Meaning, my actor's SV sprite doesn't change at all. x-x
  15. Syltti said:
    These are the plugins I'm currently using:

    Spoiler


    Spoiler
    [Edit] So, I tried something. I've been using a common event to handle a transformation using Yanfly's action sequences. I took out that common event before trying your plugin, and forgot that I had a conditional copy of that common event in my troops using his BaseTroops plugin. I took out that conditional, then tried using your plugin again... and saw that there was no change made. Meaning, my actor's SV sprite doesn't change at all. x-x
    Did you put the "Add State" to add that state to change the sprite on the effects of that skill and set the scope to "The User"? Or maybe there are some mistypes on the tag?
  16. Yup. That's been there from the beginning. This is the result I'm trying to get (this is using a common event tied to the skill):

    Spoiler
    IweiWuM.png
    This is what I get when I use no common event and just your plugin:

    Spoiler
    qpPto4f.png
    And, yes, I made sure there's no typo in the tag.
  17. I missed to look at the filename. Try change it the dash "-" to underscore "_".
  18. Okay, that worked! Looks like the file names HAVE to be underscores in order for it to work. Still a small issue, though. When the sprite's being changed, there's a pause for a second before the new sprite comes in (The default sprite disappears and leaves a shadow there for a second, then the new sprite comes in.) One problem after another today... xD
  19. Syltti said:
    Okay, that worked! Looks like the file names HAVE to be underscores in order for it to work. Still a small issue, though. When the sprite's being changed, there's a pause for a second before the new sprite comes in (The default sprite disappears and leaves a shadow there for a second, then the new sprite comes in. One problem after another today... xD
    I myself also had that problem when I made the plugin but what I did is to put an animation first before applying the state to cover the disappearance of the sprite. It's most effective when used with Yanfly's Action Sequence to have more timing when changing sprites while animation is played.
  20. Hey! I just relieased what you did here and can use with this. A visual equipment system :o perhapes?