Is this possible in VXA? (question about changing equipment)

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Started by Milennin 6 posts View original ↗
  1. The idea I have is to have the player sprites and facesets change depending on what equipment he wears.

    Example:

    Player wears leather armour:

    -Player has sprite #1 on map

    -Player has battle sprite #1 in Victor's Engine Animated Battles

    -Player has faceset #1 showing in game menu and dialogues

    Player wears plate armour:

    -Player has sprite #2 on map

    -Player has battle sprite #2 in Victor's Engine Animated Battles

    -Player has faceset #2 showing in game menu and dialogues

    Is this possible? If so, how?

    I'm especially worried about not being able to change the facesets in dialogue without making it extremely annoying, because VXA has its facesets tied to the messages now. In RPG Maker 2000, setting facesets was seperated from messages, which made it easy to make facesets change depending on equipment switches, using common events.

    In VXA, with the facesets tied to the message itself, the only way I see it possible is by creating a long fork covering all types of equipment for every single message (was planning on adding maybe 10 or so outfits for each of my 3 main characters), which would make it a hell if I want to change something or fix a typo...
  2. I'm sure there are plenty of script solutions to your problem but I personally like to try and do things with events.

    What I've done for a similar system is to save the message I want the character to say as a variable (in my case variable 100), using a script command in the event where they're talking, like below (It's important the whole text is between " marks, and where there's a line break in the script bos it'll put a line break in the message window.

    $game_variables[100]=

    "Insert your message here, if you want to use colours

    and things you need to put in an e after the \, like \ec[1]"

    Then I call a common event that will have a fork depending on what face to use, which will just have ..

    Conditional branch, hero_armour==1

    Show text, face "hero1", text to show "\v[100]"

    Conditional branch, hero_armour==2

    Show text, face "hero2", text to show "\v[100]"

    It's a bit cumbersome but works quite well and you only have to fix typo's once, I personally use it for showing full size busts when people are speaking and it also automatically puts their names at the top of the text box too. The main downside is you can't preview from the script box where you put in the message, but once you get the hang of it I've found it flows as fast as writing dialogues normally.
  3. Thanks a lot for your post. Yeah, I prefer working with events too, if possible.

    Could you please post a screenshot of a dialogue scene in your game using that? I'm still new to VXA, so it would help if I could see what it looks like in the program itself.
  4. Hi, hopefully the pictures show up ok, here's what I have (again mine is for busts but the the principal is the same).
     
    I have 2 common events, one for the hero speaking (becaues the player gets to choose from 6 heroes at the start of the game) and the other is for NPC's speaking. The pictures of both and a conversation are below.

    In your case you'll want something a bit like my hero speak event, but inside each of the conditional branches where I am showing a picture you'll want just show text, where you select the face you want to use and in the text box will just be \v[100].

    Also in the conversation, my lines are broken up funily, this is because the script window is quite narrow, it's not really an issue if you're showing a face though, it's about the right width.

    Hopefully the below give you some ideas (and actally show up). I'm fairly new to RPG Maker too so there might be better ways of doing things but I've found this workd for me.
     
    Hero Common Event

    Spoiler
     
     
    NPC Common Event
    Spoiler
    A Conversation

    Spoiler
  5. Thanks a lot again for your post. This should help me out a lot. :D

    edit: well, it would have if pictures wouldn't appear below text boxes... Friggin' VXA having so much less convenience options than RM2K. This is more trouble than it's worth, I wonder if I can get a refund...
  6. Ah, yeah, sorry. As I said, mine was a system for busts. For normal actor faces you will need to alter it slightly, to something like the below, you'd have one common event per actor and for each different face they can have there's a conditional branch that will show the text you saved in variable 100 along with the face you want.

    Spoiler