

Var sy 0 = (this.characterPatternY()) * ph Var sx 0 = (0 + this.characterPatternX()) * pw Those 2, which are the same on all 8 chars You have 4 things to put in the " setframe" Because I could technically just intercept the image before this and parse it through my own function that changes the clothing on the character. This would also allow me to combine more variation, like a hat or something like that.Īnd it doesn't really matter if the image is reloaded from the source every time you enter a map, or every time the $gamePlayer.refresh() function runs. Then I could just have each character be nekkid and then add an armor on top of them. So that leads me to wonder if the images are stored in the game when running.įor example, if Actor1.png is loaded for Actor1._characterName, is the image then stored somewhere in the engine in such a way that changes can be made to it? Because I felt it would be too much effort to figure out how bitmaps work and if they are stored in the game somehow.īut, then I realized, what if I want to change something?! So then I started to generate variations for each character, which would total quite a lot of extra character, battler and face images. light, medium, heavy, magical, spiritual. So I wanted to make characters armor change based on what armor type it is. The reason for this is because I have some time left over and I can't figure out anything that really affects gameplay that needs to be fixed. I am wondering how different character images are stored, and if they are stored at all.
