11-11-2019, 06:54 AM
(11-10-2019, 04:30 PM)kyonides Wrote: Battler's animation files!? O_o? What animations are you talking about here?
I got to admit I am no expert on Atoa's CBS so I do not know if it already includes them and how it does that...
The script call would be RPG::Cache.bportrait(filename, hue) where the comma and hue are optional, meaning RPG::Cache.bportrait(filename) should also work normally.
Any call to RPG::Cache methods should be assigned to a bitmap variable like self.bitmap = RPG::Cache.bportrait(filename) or @sprite.bitmap = RPG::Cache.bportrait(filename) and so on.
Err, nope, down here in Costa Rica it is quite early, like 9:30 a.m. and I cannot say it is cold, perhaps you could find it temperate.
After a day, I was able to organize my thoughts.
I asked a stupid question. Sorry. And thanks for the answer.
Sorry to keep bothering you. Please help me a little more. (<I wanted to be polite in this part but the translator doesn't seem to work well)
I
self.bitmap = RPG :: Cache.battler (@battler_name, @battler_hue) <I would like to make this part of the Battler call a different command.
yes! I want to make a battler and a battle portrait a different illustration!
For example, if the name of the Battleter image is followed by the word '_r', I want to load the 001-Fighter01_r file in the BPortrait folder into the Battle Portrait.
I made some changes last night but I don't know where I'm making a mistake.
++ Costa Rica! Wow! (Based on where I am now) It's the other side of the earth! lol *