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Hi, so my character sprites have the hair included already on them, they are all the same body & head just with different hair.

 

What I want to do is on character creation & first login it stores which sprite you picked in the character creator & then have it so whenever you equip a helmet to swap to a bald sprite secretly to hide the hair for the paperdoll & then when they unequip the helmet it would revert them back to their original stored sprite from the variable. 

 

I'm pretty new to events but I did get a set respawn point event working; can anyone walk a dumby through how to achieve this? Thanks! 

2 answers to this question

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  • 0
Posted

hey Makusugi , Don't think we can set variables to individual sprites in the creation, so you'd need to do a in game character creation
example: have an area with the sprites you choose standing there you step up to them to add the variable change or talk them to do it,

(create a event tile with the sprite with player collide or interact, in command set either hairstyle variable to 1 while setting all variables to 0 repeat for all variables)


You need a player variable for each body sprite or hairstyles 

make a player variable integer they all start on 0
    *examples*
     bald ( integer )
     hairstyle1( integer ) 

    hairstyle2 ( integer )

 

 

make a new common event, change trigger to player variable change hairstyle1, in command conditional branch player variable hairstyle1 = 1,set sprite to hairstyle1 sprite, under else, leave blank
same common event, click new page, change trigger to player variable change hairstyle2,  in command conditional branch player variable hairstyle2 = 1,set sprite to hairstyle2 sprite, under else, leave blank
same common event click new page, change trigger to player variable change bald, in command conditional branch player variable Bald = 1,set sprite to bald sprite, under else, leave blank

 

make  helm item

in common events, make a trigger for equipment change, in commands make a conditional branch, item is equipped, helm item, add condition Branch player variable hairstyle1 = 1, set hairstyle1 = 2 then set variable bald to 1 , under else(equip branch not player variable branch), condition branch player variable hairstyle1=2 set variable bald to 0 and set variable hairstyle1 = 1

 
same page   in commands commands under end branch make new a conditional branch, item is equipped, helm item, add condition Branch player variable hairstyle2 = 1 ,set hairstyle2 = 2 then set variable bald to 1 , under else(equip branch not player variable branch), condition branch player variable hairstyle2=2 set variable bald to 0 and set variable hairstyle2 = 1

 

Should work like this

you equip a helm it sets bald variable to 1(changes sprite to bald) then sets which ever hairstyle variable to 2, then when you unequip the helm it sets bald variable to 0 and sets hairstyle variable back to 1(changes sprite back)

 

 

Hopefully this works for you

  • 0
Posted

Thank you this is extremely helpful!

I'm bummed in the sense that I can't store the variable for the sprite chosen at character creation; so i guess ill need to figure out a way for it to make sense game or story wise to reselect your sprite on the first spawn in screen of the game.

 

The only thing i can think of is have it so when you first spawn in you are locked in a room & have to talk to the npc to "reconfirm or reselect" a sprite; and have a tile that wont let you leave the room until you have a variable stored from talking to the npc & storing the chosen sprite as a variable. & then make it so you cant go back into this area after leaving.

 

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