ashes999 13 Posted August 7, 2015 I'm using the Ace Item Menu script. If I want to use a picture as the giant, close-up picture for an item, I have to specify a note-tag, like: <image: inventory\dragon-herb> Is there a way to add/change notes dynamically? I'm making a detective game, with a magnfying-glass item. Once you pick it up, you should see different pictures (at least for one key item) -- so I need to set, or change, the note at runtime. Is this possible through scripting or any other means? Share this post Link to post Share on other sites
DoubleX 208 Posted August 8, 2015 DoubleX RMVXA Dynamic Data might help here. If you want to change the image notetag of an item, use this script call: $data_items[id].image = "filename" Where id is the id of the item to be concerned, and filename is the file name of the new image. 1 Share this post Link to post Share on other sites
ashes999 13 Posted August 8, 2015 (edited) Thanks. That works, and load/save works as expected, minus one case: - New game - Item 1 has image 1 - Set item 1 to image 2 - Save and quit - Start a new game - Look at item 1. You get image 2 instead of image 1. Loading/saving works as expected though, this is the only bug I see. I solved problems like this with my custom save system. It allows you to specify the data on startup (via DataManager.setup), and on load/save it persists the value. Edited August 8, 2015 by ashes999 1 Share this post Link to post Share on other sites
DoubleX 208 Posted August 8, 2015 Thanks. That works, and load/save works as expected, minus one case: - New game - Item 1 has image 1 - Set item 1 to image 2 - Save and quit - Start a new game - Look at item 1. You get image 2 instead of image 1. Thanks for reporting that, it should be fixed now in v1.00b Share this post Link to post Share on other sites
ashes999 13 Posted August 8, 2015 Sometimes I feel like a QA tester :/ I tested your script and it works great. Thanks for resolving my problem so fast. I'm not sure if you're calling the right methods internally, and what the side-effects are, but it works, so we'll see. FYI, I think the convention is to put the version in the file, not in the time. I've checked a copy into my RPG Maker Scripts repo here: https://github.com/ashes999/rpg-maker-resources/tree/gh-pages/vx-ace/scripts 1 Share this post Link to post Share on other sites
DoubleX 208 Posted August 8, 2015 Sometimes I feel like a QA tester :/ I tested your script and it works great. Thanks for resolving my problem so fast. I'm not sure if you're calling the right methods internally, and what the side-effects are, but it works, so we'll see. FYI, I think the convention is to put the version in the file, not in the time. I've checked a copy into my RPG Maker Scripts repo here: https://github.com/ashes999/rpg-maker-resources/tree/gh-pages/vx-ace/scripts A possibly noticeable side effect for the latest fix alone is that loading the title screen can be significantly slower if the database's massive and the machine's less powerful. For the whole script itself, the most obvious and severe side effect is that save files will be much, much larger(as you've probably noticed already) Share this post Link to post Share on other sites
ashes999 13 Posted August 8, 2015 For the whole script itself, the most obvious and severe side effect is that save files will be much, much larger(as you've probably noticed already) I don't think that's significant. A typical RPG Maker game, complete with assets, will weigh in at tens of megabytes (10-100MB). Bumping the save file size from 60kb to 430kb is insignificant compared to that. Cheers dude, thanks for your help. I really appreciate that you had this all figured out when I came along Share this post Link to post Share on other sites