Tsukihime 1,489 Posted October 28, 2012 (edited) This script is no longer supported If you need to use icons as event graphics, simply create a "character" sheet with your icons and set that as your event graphic. Icon Event Graphics -Tsukihime This script allows you to set icons as an event graphic. It uses event page note tags. See below for more instructions. Download Demo: http://db.tt/HiPJ4J55 Script: http://db.tt/dUJkDOTk Required: Note Manager Usage Tag the event page note with <icon_index: x> For some icon index x. If you have never used the Note Manager before, first paste the script into your project, and then test play the game. You should see a new Notes folder inside your data folder. To check which note file you need to edit, you will need three things -the map ID -the event ID -the page number Then go into the following folder: Data -> Notes -> Maps -> map_ID Look for the file named event(ID)_page(ID).txt, and that's where you would add it. Look at the demo for an example. Edited March 2, 2014 by Tsukihime Share this post Link to post Share on other sites
Kayzee 4,066 Posted October 30, 2012 Wow neato, this is something I was thinking of doing as well. :3 I will probably convert it to use comments though... I know you don't really like them so much but... I really should experiment with self-deleteing comments. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted October 30, 2012 (edited) The note manager was designed so that data is separated from input. As long as you load stuff into an attribute called "note" it will work. So you just need to add a method for parsing event comments. Edited October 30, 2012 by Tsukihime Share this post Link to post Share on other sites
Kayzee 4,066 Posted October 30, 2012 (edited) You know, you might want to think about using hashes instead of aliasing load_notetag for each script. I just loooove hashes <3 Like for each line you could do something like: if line =~ /\A[^#]<([^\s:]*):\s*(.*)>/ hash[$1.to_sym] = eval($2) rescue $2 end Er... anyway... I also made this and stuck it at the end of my script list: class Game_Event < Game_Character alias_method :setup_page_delete_base, :setup_page def setup_page(new_page) setup_page_delete_base(new_page) unless @page.nil? @page.list.delete_if do |item| item.code == 108 || item.code == 408 end end end end Seems to work well so far :3 Though this is more related to your note script then this one so, I guess I shouldn't say anymore about it. Edited October 30, 2012 by KilloZapit Share this post Link to post Share on other sites
Tsukihime 1,489 Posted October 30, 2012 I could provide a "register" function just like all my other plugin scripts... load_notetag_YOUR_IDSTRING Share this post Link to post Share on other sites
Milky 1 Posted March 11, 2013 the third link labled required does not work. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted March 12, 2013 Should work now. Share this post Link to post Share on other sites
Parthanandix 3 Posted March 18, 2013 Sweet now it's easier to make a Zelda type shop rather than purely eventing all of it Share this post Link to post Share on other sites
johnnyistheman 2 Posted January 6, 2014 I followed everything in the instructions. But when i play test it, the graphic that should display an icon image turns out to be blank instead (nothing there). Please help. Thanks! Share this post Link to post Share on other sites
Mattyp1992 0 Posted March 2, 2014 I have also had the problem of no sprite appearing, I used the demo as a reference but I was not successful. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted March 2, 2014 Consider just cropping your icon set into a character sprite and using that. It makes...much more sense. Share this post Link to post Share on other sites
Kayzee 4,066 Posted March 2, 2014 (edited) I am not sure if this is related to the problem of no sprite appearing, but thew way the sprite is blitted into a new bitmap bitmap constantly and the bitmap source rect is not updated right doesn't seem like a good idea. I think the icon vanishes because the sprite src_rect get's overwriten in update_src_rect and memory fills up with new small bitmaps that are never disposed. Though I got a pm a little while ago asking me to make it use event comments instead, so I made one for use for this script. Here it is if you want to see how I set the bitmap/src_rect: class Sprite_Character alias_method :update_bitmap_icon_base, :update_bitmap def update_bitmap if @character.icon_index > -1 set_icon_bitmap else update_bitmap_icon_base end end def set_icon_bitmap self.bitmap = Cache.system("Iconset") self.ox = 12 self.oy = 28 end alias_method :update_src_rect_icon_base, :update_src_rect def update_src_rect if @character.icon_index > -1 self.src_rect = Rect.new(@character.icon_index % 16 * 24, @character.icon_index / 16 * 24, 24, 24) else update_src_rect_icon_base end end end class Game_Character attr_writer :icon_index def icon_index @icon_index ||= -1 end end class Game_Event < Game_Character alias_method :setup_page_icon_base, :setup_page def setup_page(new_page) setup_page_icon_base(new_page) @icon_index = self.note_field[:icon_index] || -1 end end Edited March 2, 2014 by KilloZapit Share this post Link to post Share on other sites
Tsukihime 1,489 Posted March 2, 2014 (edited) Going to have this topic closed to avoid people trying to use this script. Will keep it there for reference purposes (like what you should not do) Edited March 2, 2014 by Tsukihime Share this post Link to post Share on other sites
Jonnie91 1,149 Posted March 2, 2014 Locked as requested Share this post Link to post Share on other sites