DYNWARDROBE

A DynRPG plugin to show equipment in battle by layering Animation2 sprites



The DynWardrobe plugin allows the appearance of actors (aka heroes) in battle to be altered at run-time by layering multiple Animation2 sprites together according to which equipment the actor currently has. One or more Animation2s can be associated with any conceivable combination of actor appearances and equipment, and assigned to a practically unlimited number of layers both above and below the actors. Create Animation2s to show your actors' armor, helmet, weapon(s), shield, and accessories! Think outside the box and give your actors non-clothing equipment effects like animal companions, power auras, and status icons!

Change Log

v1.0.1 (10/27/2021):
  • Fixed a bug which could cause a crash when the same BattleCharSet file is used for multiple Animation2s.


v1.0 (01/06/2016):
  • First public release.

Details

  • 922.0 KB
  • 127
  • 12/23/2023 04:29 PM

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Can you make an update like this?



Where -1 is "any armor as long as equipped" and there is a Job requirement for any non-zero in that slot? I want to clothing swap for when the character class changes, regardless of what you're wearing.
Technically that would be possible, but it sounds a bit too custom for the general-purpose plugin. The source code is included in the download, so if you want to you could take a crack at making your own custom version of it.

With that said, the functionality you're describing wouldn't be too hard to achieve with DynWardrobe as-is. When you change an actor's job/class, that also changes their Animation2. To make a DynWardrobe association for a particular job, you just have to put that job's Animation2 number in the Actor Animation2 IDs field for that association. As for the idea of making the association work for any item as long as there's something equipped, you just have to list every possible item for that equipment category. For example, if items 11-20 in your game are the Helmet items, then you would list "11;12;13;14;15;16;17;18;19;20" in the Item IDs field for that association. I pondered including capabilities for things like ranges of items and "everything EXCEPT these items" when I was making DynWardrobe, but it was too complicated considering most games would only have about 50 items of a given equipment type at most. Listing them all out individually isn't that hard.
Oh ho ho.


You remember what's wrong with my CodeBlocks, don't you? I'm the one that asked you to upload a plugin for me cuz it wouldn't compile at my end. There will be no custom edits for me today, tomorrow, or really ever. Either you wanna make an expanded version or you don't.

I have over 300 items, and closer to 210 equips. It kinda would be hard to keep semicoloning out when what I want is "whenever equipped".

Also, if you can, expanding functionality up to animation 30ish. She's wearing a dress, and would be in her skivvies otherwise for any custom poses (which given the nature of my game does include custom attacks, and custom status, that's kinda a thing).
I have over 300 items, and closer to 210 equips. It kinda would be hard to keep semicoloning out when what I want is "whenever equipped".


Well, here, have a listing of all the numbers from 1 to 500 with semicolons:

1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16;17;18;19;20;21;22;23;24;25;26;27;28;29;30;31;32;33;34;35;36;37;38;39;40;41;42;43;44;45;46;47;48;49;50;51;52;53;54;55;56;57;58;59;60;61;62;63;64;65;66;67;68;69;70;71;72;73;74;75;76;77;78;79;80;81;82;83;84;85;86;87;88;89;90;91;92;93;94;95;96;97;98;99;100;101;102;103;104;105;106;107;108;109;110;111;112;113;114;115;116;117;118;119;120;121;122;123;124;125;126;127;128;129;130;131;132;133;134;135;136;137;138;139;140;141;142;143;144;145;146;147;148;149;150;151;152;153;154;155;156;157;158;159;160;161;162;163;164;165;166;167;168;169;170;171;172;173;174;175;176;177;178;179;180;181;182;183;184;185;186;187;188;189;190;191;192;193;194;195;196;197;198;199;200;201;202;203;204;205;206;207;208;209;210;211;212;213;214;215;216;217;218;219;220;221;222;223;224;225;226;227;228;229;230;231;232;233;234;235;236;237;238;239;240;241;242;243;244;245;246;247;248;249;250;251;252;253;254;255;256;257;258;259;260;261;262;263;264;265;266;267;268;269;270;271;272;273;274;275;276;277;278;279;280;281;282;283;284;285;286;287;288;289;290;291;292;293;294;295;296;297;298;299;300;301;302;303;304;305;306;307;308;309;310;311;312;313;314;315;316;317;318;319;320;321;322;323;324;325;326;327;328;329;330;331;332;333;334;335;336;337;338;339;340;341;342;343;344;345;346;347;348;349;350;351;352;353;354;355;356;357;358;359;360;361;362;363;364;365;366;367;368;369;370;371;372;373;374;375;376;377;378;379;380;381;382;383;384;385;386;387;388;389;390;391;392;393;394;395;396;397;398;399;400;401;402;403;404;405;406;407;408;409;410;411;412;413;414;415;416;417;418;419;420;421;422;423;424;425;426;427;428;429;430;431;432;433;434;435;436;437;438;439;440;441;442;443;444;445;446;447;448;449;450;451;452;453;454;455;456;457;458;459;460;461;462;463;464;465;466;467;468;469;470;471;472;473;474;475;476;477;478;479;480;481;482;483;484;485;486;487;488;489;490;491;492;493;494;495;496;497;498;499;500


Listing numbers that aren't actually items that might be equipped in a given slot (like an Armor for a Helmet slot) won't hurt anything, although you do have to make sure none of the numbers are above the size of the Items array in your project's database. Trim this list down to whatever size you need, then paste it into the Item IDs field for whatever associations you want to happen when the Actor has anything at all equipped in that slot. Or better yet, put the list in an unused cell in row 1 -- say R1 -- then put the formula "=$R$1" in the Item IDs field. That way, if you ever need to expand it or change it in any way, you only have to change R1 and the rest will update automatically. Spreadsheet magic is handy stuff. :) Little note, though -- that formula business will only keep if you're doing it in the original DynWardrobe.xls file and using that to export DynWardrobe.csv files, as instructed in the readme.html. If you edit DynWardrobe.csv directly, like you appear to be doing in your screenshot, then any formulas you use will be replaced by raw data the next time you open the file.

Also, if you can, expanding functionality up to animation 30ish. She's wearing a dress, and would be in her skivvies otherwise for any custom poses (which given the nature of my game does include custom attacks, and custom status, that's kinda a thing).


You mean how in Animation2s there's room for up to 32 poses, but only the first 12 are used by the default system? DynWardrobe should already be capable of using all 32 poses, you just need to make sure the Animation2s for your clothing and whatever have graphics set to whatever poses are needed to match your Actors' Animation2s. Am I missing something?
Eek! 500 numbers?

It may work? You said something earlier about it either only having up to a certain number, and I probably put 0 rather than a specific number cuz I was like "hell no" to adding every single armor. From what you say, that only works unequipped.
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