Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Luna Engine MV

A script that modifies RPG Maker MV UI easily · By Archeia

Rendering Sprite Characters in Save file with Luna

A topic by LadySalamander created Jul 08, 2020 Views: 290 Replies: 2
Viewing posts 1 to 3

I'm trying to figure out how to render the sprites in the save file manually with the end goal of just moving them over so I can have two columns of save files, I'm new to scripting and it's driving me bonkers.


I'm trying to grab the static sprite image like in the default, nothing moving or anything fancy like that. I'm sure I'm on the right track with this but, I have no idea what lunatic type to ask for.  Type character was my first guess but it comes back with the error unsupported, image obviously just looks for an image, type grid doesn't throw any errors, but it doesn't display any characters either. .... and that's where my knowledge runs out lol. I tried a workaround wherein I just called an image of the character saved in the system folder, but because I wanted it to reflect the party formation it fails on the load screen because well, there is no party formation yet. It also unfortunately changes the images in EVERY save file, regardless of the data saved there. I'll post an image of that too, just in case.


It's odd to me because the "data" condition in this case is getting the time properly and the map name properly, but hey, what do I know.

The only plugin I have that directly affects the save files is LunaSaveFileAdjust. Any advice is appreciated!

The type specifies the type of component, as in what the component literally is, Image, Text, etc etc. The correct setting there would probably be grid or image depending on how you've attempted to this this up. From what I can tell, you've already tried to set up a grid, so what you're aiming for is probably an image? If you've done lunatic items, you shouldn't have to manually define actor 1 image, actor 2 image, etc since it should render one image for each set of data that exists.


The type "face" from the sideview template draws on the face picture you've set in the engine for the character. I would suggest just directly taking that config if you're fine with that, but if you want to do custom images, take a look at how the busts in the main menu is handled and try that method with images instead.

Thanks for reaching out! I've got it working (I believe). lunatic type image does the job, but (and this probably sounds super basic) rather than grabbing whatever image the default save file grabs I had to put an image in the img/system folder with the same name as the character sprite sheet. I also had to change the itemList from  ${$gameParty.charactersForSavefile()} to  ${data ? data.characters : []} in order for the save file to reflect the party formation in the save rather than the party formation when the window is loaded (I'm new to this kind of scripting so I have no idea what this does it was kind of a crap shoot based on the examples provided with Luna Engine). 

And in case any other complete newbies like me are having this problem in the future:


(if you don't have any images in place, letting it error will tell you the names of the images the script is looking for)