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Geso's Visual Equipment armor help

Scuff

Member

Code:
Code:
#==============================================================================

# â–  Visual Equipment

#------------------------------------------------------------------------------

# Geso Chisku

# Version 2

# 14.02.06

#==============================================================================

# FEATURES

# - Shows the player equipment on the map

# - Shows NPC equipment on the map events

# - Compatible with Caterpillar and SBABS

# - Shows the equipment in windows

#------------------------------------------------------------------------------

# FUTURE WORK

# - Compatibility with Guillaume multi-equip

# - Compatibility with Netplay

# - Compatibility with different size graphics

# - Compatibility with shadows/reflection (that is gonna be hard)

#------------------------------------------------------------------------------

# BUGS

# - Don't work with shadow/reflection script

#------------------------------------------------------------------------------

# MAKING YOUR OWN GRAPHICS

# - All graphics must be in 128 x 192 size

# - For main character graphic, make only the hair and the eyes

# - Use the template to see if the equips fits well

#------------------------------------------------------------------------------

# SETTING UP YOUR GAME

# To set up the default body templates, search for "DEFAULT_ACTOR_BODY"

#

# To add a graphic to a equipment, search for "def equip_character"

#

# To add visual equipment to a event, add comments in this format:

#  Comment: Visual Equipment

#  Comment: Body [charset] [hue]

#  Comment: Armor [charset] [hue]

#  Comment: Helmet [charset] [hue]

#  Comment: Weapon [charset] [hue]

#  Comment: Accessory [charset] [hue]

#  Comment: Shield [charset] [hue]

# Replace [charset] with the filename of the equipment or with none

# and [hue] with the graphic hue, the default hue is 0

#==============================================================================

 

#------------------------------------------------------------------------------

# * SDK Log Script

#------------------------------------------------------------------------------

SDK.log('Visual Equipment', 'Geso Chisku', 2, '14.02.06')

 

#------------------------------------------------------------------------------

# * Begin SDK Enable Test

#------------------------------------------------------------------------------

if SDK.state('Visual Equipment') == true

  #--------------------------------------------------------------------------

  # This method returns the character name based on equipment type and id

  # To add a item to the list, add the following line:

  #   return [char_name, hue] if id == item_id

  # To add the charset 'equip-helmet', hue 0, for item 8 add the following

  #   return ['equip-helmet', 0] if id == 8

  #--------------------------------------------------------------------------

  def equip_character(type, id)

    if type == 2

      # WEAPONS GRAPHICS

      # Add your weapon lines here

      return ['equip\\weapon-sword01', 0] if id == 1

    else

      # ARMORS, HELMETS, SHIELDS, ACCESSORIES GRAPHICS

      # Add your armor lines here

      return ['equip\\head-helmet01', 0] if id == 1

      return ['equip\\Robe', 0] if id == 22

 

    end

    return false

  end

  #----------------------------------------------------------------------------

  # ** Game_Actor

  #----------------------------------------------------------------------------

  class Game_Actor < Game_Battler

    attr_accessor :body

    #--------------------------------------------------------------------------

    DEFAULT_ACTOR_BODY = ['body-male', 'body-male', 'body-male', 'body-male']

    #--------------------------------------------------------------------------

    alias geso_visual_actor_init initialize

    def initialize(actor_id)

      geso_visual_actor_init(actor_id)

      @body = DEFAULT_ACTOR_BODY[actor_id]

    end

    #--------------------------------------------------------------------------

    def equip_char_array

      equips = []

      equips.push([@body, 0])

      item = equip_character(0, actor_equip_id(0, self))

      equips.push(item) unless item == false

      equips.push([@character_name, @character_hue])

      for i in 1..4

        item = equip_character(i, actor_equip_id(i, self))

        equips.push(item) unless item == false

      end

      return equips

    end

  end

  #----------------------------------------------------------------------------

  # ** Game_Event

  #----------------------------------------------------------------------------

  class Game_Event < Game_Character

    attr_reader :page

  end

  #--------------------------------------------------------------------------

  # Determines the order the equips are draw

  #--------------------------------------------------------------------------

  def actor_equip_id(i, actor)

    case i

    when 0 # Body

      return actor.armor3_id

    when 1 # Helmet

      return actor.armor2_id

    when 2 # Weapon

      return actor.weapon_id

    when 3 # Accessory

      return actor.armor4_id

    when 4 # Shield

      return actor.armor1_id

    end

  end

  #----------------------------------------------------------------------------

  # ** Sprite_Character

  #----------------------------------------------------------------------------

  class Sprite_Character < RPG::Sprite

    #--------------------------------------------------------------------------

    alias geso_visual_equip_sprite_char_init initialize

    def initialize(viewport, character = nil)

      if character.is_a?(Game_Player)

        @actor = $game_party.actors[0]

      elsif SDK.state('SBABS') == true and character.is_a?(Game_Ally)

        @actor = $game_party.actors[character.actor_id]

      elsif SDK.state('Caterpillar') == true and character.is_a?(Game_Party_Actor)

        @actor = character.actor

      else

        @actor = nil

      end

      @equips_id = [0, 0, 0, 0, 0]

      geso_visual_equip_sprite_char_init(viewport, character)

    end

    #--------------------------------------------------------------------------

    def equip_changed?

      if SDK.state('Caterpillar') == true

        if @character.is_a?(Game_Party_Actor)

          if @character.actor != @actor

            @actor = @character.actor

            return true

          end

        end

      end

      if SDK.state('SBABS') == true

        if @character.is_a?(Game_Ally)

          if $game_party.actors[@character.actor_id] != @actor

            return true

          end

        end

      end

      if @character.is_a?(Game_Player)

        if $game_party.actors[0] != @actor

          @actor = $game_party.actors[0]

          return true

        end

      elsif @character.is_a?(Game_Event)

        if @page != @character.page

          @page = @character.page

          return true

        end

        return false

      end

      if @actor == nil

        return false

      end

      for i in 0..4

        return true if @equips_id[i] != actor_equip_id(i, @actor)

      end

      return false

    end

    #--------------------------------------------------------------------------

    def adv_update

      @character_name = ''

      update

    end

    #--------------------------------------------------------------------------

    def update

      # If character is a event

      super

      # If tile ID, file name, hue or equipment are different from current ones

      if @tile_id != @character.tile_id or

         @character_name != @character.character_name or

         @character_hue != @character.character_hue or

         equip_changed?

        # Remember tile ID, file name and hue

        @tile_id = @character.tile_id

        @character_name = @character.character_name

        @character_hue = @character.character_hue

        # If tile ID value is valid

        if @tile_id >= 384

          self.bitmap = RPG::Cache.tile($game_map.tileset_name,

            @tile_id, @character.character_hue)

          self.src_rect.set(0, 0, 32, 32)

          self.ox = 16

          self.oy = 32

        # If tile ID value is invalid

        else

          equips = []

          # If handling a event

          if @character.is_a?(Game_Event) == true

            # Check for comment input

            parameters = SDK.event_comment_input(@character, 6, 'Visual Equipment')

            if parameters.nil?

              equips.push([@character_name, @character_hue])

            else

              for i in 0..5

                item = parameters[i].split

                hue = item.size > 2 ? item[2] : 0

                equips.push([item[1], hue]) if item[1] != 'none'

                if i == 1

                  equips.push([@character_name, @character_hue])

                end

              end

            end

          # If handling the player

          elsif @actor != nil

            equips = @actor.equip_char_array

          end

          # Dispose old bitmap

          self.bitmap.dispose unless self.bitmap == nil

          # Draws the character bitmap

          bmp = RPG::Cache.character(@character_name, @character_hue)

          self.bitmap = Bitmap.new(bmp.width, bmp.height)

          src_rect = Rect.new(0, 0, bmp.width, bmp.height)

          # If character fits the size

          if equips.size > 0 and bmp.width == 128 and bmp.height == 192

            size = equips.size -1

            for i in 0..size

              next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil

              bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)

              self.bitmap.blt(0, 0, bmp2, src_rect, 255)

            end

          else

            src_rect = Rect.new(0, 0, bmp.width, bmp.height)

            self.bitmap.blt(0, 0, bmp, src_rect, 255)

          end

          @cw = bitmap.width / 4

          @ch = bitmap.height / 4

          self.ox = @cw / 2

          self.oy = @ch

        end

      end

      # Set visible situation

      self.visible = (not @character.transparent)

      # If graphic is character

      if @tile_id == 0

        # Set rectangular transfer

        sx = @character.pattern * @cw

        sy = (@character.direction - 2) / 2 * @ch

        self.src_rect.set(sx, sy, @cw, @ch)

      end

      # Set sprite coordinates

      self.x = @character.screen_x

      self.y = @character.screen_y

      self.z = @character.screen_z(@ch)

      # Set opacity level, blend method, and bush depth

      self.opacity = @character.opacity

      self.blend_type = @character.blend_type

      self.bush_depth = @character.bush_depth

      # Animation

      if @character.animation_id != 0

        animation = $data_animations[@character.animation_id]

        animation(animation, true)

        @character.animation_id = 0

      end

    end

    #--------------------------------------------------------------------------

  end

  #----------------------------------------------------------------------------

  # ** Window_Base

  #----------------------------------------------------------------------------

  class Window_Base < Window

    #--------------------------------------------------------------------------

    def draw_actor_graphic(actor, x, y)

      bmp = RPG::Cache.character(actor.character_name, actor.character_hue)

      bitmap = Bitmap.new(bmp.width, bmp.height)

      src_rect = Rect.new(0, 0, bmp.width, bmp.height)

      

      # Setup actor equipment

      equips = actor.equip_char_array

      

      # If character fits the size

      if equips.size > 0 and bmp.width == 128 and bmp.height == 192

        size = equips.size -1

        for i in 0..size

          next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil

          bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)

          bitmap.blt(0, 0, bmp2, src_rect, 255)

        end

      else

        bitmap.blt(0, 0, bmp, src_rect, 255)

      end

          

      cw = bitmap.width / 4

      ch = bitmap.height / 4

      src_rect = Rect.new(0, 0, cw, ch)

      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)

    end

  end

end

#------------------------------------------------------------------------------

# * End SDK Enable Test

#------------------------------------------------------------------------------
When i equip the armor, it shows up behind the players body. Can anyone help me?
 

Thank you for viewing

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