01-18-2015, 11:13 PM
Hey, Steel Beast 6Beets. I read what you said about the MACL and did a little investigation.
Well, the generic [Change Graphics] event command does work fine. I take it your issue is with the option within the Move Route system. I'm saying that because I finally found your problem in that system.
It appears, they opted (whoever 'THEY' are) to have a new refresh method within the Game_Character class that uses a new @battler value. This value stores a copy of your character_name and stuff. While the Change Graphic command in your editor actively changes the character graphic in the Game_Actor class, the feature doesn't know which actor this event is being changed with the move route system. And thus, this new refresh method comes into play and returns your characterset graphic.
You have two options:
1) Removal of specific MACL code that causes issue.
2) Addition of code to Move Route system to fix
Option 1: This is the section of the MACL to remove
The code within the macl complete page is from lines 5622 (** RGSS.Character) to line 6055 (** Sprite_Character). Or if you did it piecemeal, the offending script is "macl_rgss_character.txt".
Option 2: This is an edit to Game_Character 2 > def move_type_custom:
Head down towards line 321: @character_hue = command.parameters[1]
Below that line, include the following code:
Scary enough, that fixes the issue as it now alters the Game_Player's new @battler value with the new graphic (or lack thereof). And since it only operates on the Game_Player, it won't affect other events.
Well, the generic [Change Graphics] event command does work fine. I take it your issue is with the option within the Move Route system. I'm saying that because I finally found your problem in that system.
It appears, they opted (whoever 'THEY' are) to have a new refresh method within the Game_Character class that uses a new @battler value. This value stores a copy of your character_name and stuff. While the Change Graphic command in your editor actively changes the character graphic in the Game_Actor class, the feature doesn't know which actor this event is being changed with the move route system. And thus, this new refresh method comes into play and returns your characterset graphic.
You have two options:
1) Removal of specific MACL code that causes issue.
2) Addition of code to Move Route system to fix
Option 1: This is the section of the MACL to remove
The code within the macl complete page is from lines 5622 (** RGSS.Character) to line 6055 (** Sprite_Character). Or if you did it piecemeal, the offending script is "macl_rgss_character.txt".
Option 2: This is an edit to Game_Character 2 > def move_type_custom:
Head down towards line 321: @character_hue = command.parameters[1]
Below that line, include the following code:
Code:
if self.is_a?(Game_Player)
@battler.character_name = command.parameters[0]
@battler.character_hue = command.parameters[1]
end