[RMVX ACE] RANDOMIZING PC GRAPHICS
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I'm messing around with an idea. The PC has a child and then the generation shifts and you play as said child. The child's appearance is based on a set of variables and switches (species and elemental affinity).
I know how to consistently change the PC name and sprite but I was wondering if there was a way to use the correct face for each different child with out knowing which child the Player will choose.
I know how to consistently change the PC name and sprite but I was wondering if there was a way to use the correct face for each different child with out knowing which child the Player will choose.
1. Get facesets and charsets for every possible look the child can have
2. Determine via conditional branches (or a switch case if you write a script) which parameters yield which sprite - mind you that you can make the game throw a random number
3. Set the face/charset to whatever the given parameters should result in.
2. Determine via conditional branches (or a switch case if you write a script) which parameters yield which sprite - mind you that you can make the game throw a random number
3. Set the face/charset to whatever the given parameters should result in.
That one will require a script as far as I can tell as you can't tell the game "use whatever this actor's portrait is".
You'd have to make a ludicrous chain of conditional branches to find the portrait otherwise for every single event where the child speaks.
You'd have to make a ludicrous chain of conditional branches to find the portrait otherwise for every single event where the child speaks.
I think I could pull off the endless chain required and I might have to because I can't write scripts. I can just minimize the number of offspring possible and see if I can't avoid giving myself too much grief.
Thank you LightningLord2 for the help. That said any other voices would be great.
Thank you LightningLord2 for the help. That said any other voices would be great.
My guess is you'll have to manually create all message boxes featuring the 'offspring' actor(s) via script calls. That way, you can tell the message box to display the current face graphic of the actor(s) in question.
Here's the script calls you'll need (no need to include those after pounds (#)):
Here's the script calls you'll need (no need to include those after pounds (#)):
$game_message.face_name = $game_actors[actor_id].face_name #The name of the face graphic to use. $game_message.face_index = $game_actors[actor_id].face_index #Face index. Note that the first face is 0. $game_message.background = 0 #0 == Normal, 1 == Dim, 2 == Transparent $game_message.position = 2 #0 == Top, 1 == Middle, 2 == Bottom $game_message.add('Place what your character has to say here.') $game_message.add('If you want more lines to display,') $game_message.add('Just add another $game_message.add somewhere below.')
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