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Replace the "" around birdkeeper, you have the decorative directional quotation marks which don't work (notice how they look different to the ones surrounding Mom)
Replace the "" around birdkeeper, you have the decorative directional quotation marks which don't work (notice how they look different to the ones surrounding Mom)
I have an intro event to run the portraits. When I changed the settings to turn off the outlines, it doesn't load the portraits in the intro scene. Any other event past the scene works fine.
Once I put back the outlines, run the game, the portraits come back and any other event past the intro has an outline. I wish to have no outlines at all.
I have an intro event to run the portraits. When I changed the settings to turn off the outlines, it doesn't load the portraits in the intro scene. Any other event past the scene works fine.
Once I put back the outlines, run the game, the portraits come back and any other event past the intro has an outline. I wish to have no outlines at all.
I believe the problem is caused by the Show Picture event command. I have update the script to force the portraits to draw over any pictures shown with the Show Picture event command. Thank you for pointing this out as I wouldn't have noticed otherwise (I don't use Show Picture ever)
I believe the problem is caused by the Show Picture event command. I have update the script to force the portraits to draw over any pictures shown with the Show Picture event command. Thank you for pointing this out as I wouldn't have noticed otherwise (I don't use Show Picture ever)
Thanks for making this plugin! For my use case, it would be useful if I can have the portrait show up at a chosen location on screen. Do you know if there is a way to do that?
Thanks for making this plugin! For my use case, it would be useful if I can have the portrait show up at a chosen location on screen. Do you know if there is a way to do that?
How big are your portraits? This script was designed with large "visual novel style" portraits in mind, so if your images aren't roughly the same size as the screen they will be mostly covered by the dialog box.
Regardless, you can move the portrait up by changing line 44 of script_portraits.rb
Ruby:
@sprite.y = Graphics.height
to something like
Code:
@sprite.y = Graphics.height - 96
I wouldn't recommend it however as the animation to show/hide portraits won't look correct.
How big are your portraits? This script was designed with large "visual novel style" portraits in mind, so if your images aren't roughly the same size as the screen they will be mostly covered by the dialog box.
Regardless, you can move the portrait up by changing line 44 of script_portraits.rb
Ruby:
@sprite.y = Graphics.height
to something like
Code:
@sprite.y = Graphics.height - 96
I wouldn't recommend it however as the animation to show/hide portraits won't look correct.
Roughly the same size as your screen. As said in the resource description I'd recommend drawing your portraits on a 192x384 canvas (or more accurately 96x192 then scale the image 200% with nearest neighbour filtering to make sure there's no mismatch in pixel density).
I'm not sure what you mean by the colour of the speakers, if you mean the colour of the outline then this can be achieved either by changing the RGB values of DEFAULT_OUTLINE_COLOR in config.rb from
Ruby:
DEFAULT_OUTLINE_COLOR = Color.new(255,255,255)
to something like
Ruby:
DEFAULT_OUTLINE_COLOR = Color.new(255,0,128)
or by calling
Ruby:
Rf.portrait_outline_color = Color.new(255,0,128)
Obviously with whatever RGB values you want.
If you want to change the colour of the text in the speaker name window, there is currently no way to do this but I can look into adding it.
Roughly the same size as your screen. As said in the resource description I'd recommend drawing your portraits on a 192x384 canvas (or more accurately 96x192 then scale the image 200% with nearest neighbour filtering to make sure there's no mismatch in pixel density).
I'm not sure what you mean by the colour of the speakers, if you mean the colour of the outline then this can be achieved either by changing the RGB values of DEFAULT_OUTLINE_COLOR in config.rb from
Ruby:
DEFAULT_OUTLINE_COLOR = Color.new(255,255,255)
to something like
Ruby:
DEFAULT_OUTLINE_COLOR = Color.new(255,0,128)
or by calling
Ruby:
Rf.portrait_outline_color = Color.new(255,0,128)
Obviously with whatever RGB values you want.
If you want to change the colour of the text in the speaker name window, there is currently no way to do this but I can look into adding it.
Thank you, I solved my problem, about the color change, it would be about the text in the window. It would be interesting to put different colors for different characters, thanks for the help friend.
Hello! Sorry to bother, but is there any way to call portraits according to a variable or something similar?
For example, if I have multiple trainer options available (like, more than just a boy and girl option) and want to have a range of emotions for each of them, is there any way I could specify which trainer I want to call the portraits of? I'd like to avoid an extremely long conditional branch for every instance of my trainer portraits if at all possible ^^;;
Hello! Sorry to bother, but is there any way to call portraits according to a variable or something similar?
For example, if I have multiple trainer options available (like, more than just a boy and girl option) and want to have a range of emotions for each of them, is there any way I could specify which trainer I want to call the portraits of? I'd like to avoid an extremely long conditional branch for every instance of my trainer portraits if at all possible ^^;;
assuming you have the name of the chosen player trainer stored in that game variable, and that the name matches the name on all the portraits for that trainer
That's a little bit verbose so I would write a helper function like this
Ruby:
def get_player_portrait(emotion)
return "#{$game_variables[100]}_#{emotion}"
end
# which you can call from an event script call like
Rf.new_portrait(get_player_portrait("neutral"))
(if you want to use this you can just put it at the bottom of one of the .rb files of the plugin)
assuming you have the name of the chosen player trainer stored in that game variable, and that the name matches the name on all the portraits for that trainer
That's a little bit verbose so I would write a helper function like this
Ruby:
def get_player_portrait(emotion)
return "#{$game_variables[100]}_#{emotion}"
end
# which you can call from an event script call like
Rf.new_portrait(get_player_portrait("neutral"))
(if you want to use this you can just put it at the bottom of one of the .rb files of the plugin)
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