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Full Version: How to use Custom icons in ACE?
RPG RPG Revolution Forums > Game Engines > RPG Maker VX Ace Discussion
Lato
Ok the title pretty much says it all I guess, anyways im new to ace just like everyone else, I have done a lot of custom icons on a sheet but when I add the sheet to the resource section it doesnt show up in edit mode for me to switch to my custom ones, do I have to delete the default and rename mine the same name?
lenercopa
QUOTE (Lato @ Oct 4 2012, 12:14 PM) *
Ok the title pretty much says it all I guess, anyways im new to ace just like everyone else, I have done a lot of custom icons on a sheet but when I add the sheet to the resource section it doesnt show up in edit mode for me to switch to my custom ones, do I have to delete the default and rename mine the same name?


Yes, you Have to name your custom icon set to IconSet, or whatever the rtp icon set is named on your computer.
then replace the original.
make sure your icons are the same size as those in the rtp, as it is set to read them like that.
i find the easist thing to do is just add custom icons to the original, that way you know for sure.
ZarroTsu
QUOTE (Lato @ Oct 4 2012, 04:14 PM) *
Ok the title pretty much says it all I guess, anyways im new to ace just like everyone else, I have done a lot of custom icons on a sheet but when I add the sheet to the resource section it doesnt show up in edit mode for me to switch to my custom ones, do I have to delete the default and rename mine the same name?

The name, at the very least, needs to be the same. However, if you're unwilling to change the file name, open up the script editor, and open up the "Window_Base" script.

Look for the function "draw_icon"...
CODE
  def draw_icon(icon_index, x, y, enabled = true)
    bitmap = Cache.system("Iconset")
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
  end

...and change the second line's quoted "Iconset" (the original file name), to whatever your new file name is.

(If you really wanted you could swap around between multiple file names in this fashion, using an IF statement and a variable or switch from the game cache to control when. Although I can't think of an efficient reason to do this.)
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