It's the Visual Equipment script by Me(TM), but the problem is I haven't used it forever and it doesn't seem to be working. It's not that it gives me an error message, it's that none of the equipment shows up. The files all exist. I tried using the path at the return (below the config; commented "When not found, return nothing") for if there are none, and it worked, but that would make it for every piece of equipment. I then tried making sure it wasn't another script interfering, so I started a new project, and the same result happened.
I'm absolutely horrible at RGSS, so can any scripters please figure out what I did wrong and how to fix it?
I'm absolutely horrible at RGSS, so can any scripters please figure out what I did wrong and how to fix it?
Code:
#==============================================================================
# â– Visual Equipment
#------------------------------------------------------------------------------
# Author  | Me™ / [email=me@solarsoft.nl]me@solarsoft.nl[/email]
# Version | 2.2.32
# Date   | 13 / 02 / 07 (DDMMYY)
# Credit  | Raitaime - Geso Chiku
#==============================================================================
# Â â–¼ New in version 2.2.X
# Â - guill_trick_*: Compatible with tricks multi-equip
#
# Â â–¼ New in version 2.1.X
# Â - Can now return false and [false]
# Â - Fixed: Not updating
#
# Â â–¼ New in version 2.0.X
# Â - Now Compatible with N+
#
# Â â–¼ New in version 1.2.X
# Â - Now possible to use other maps then Visual Equipment
# Â - Fixed: Unable to load bug
# Â - Fixed: Guillaume update bug
# Â - Fixed: Guillaume Weapon not showing bug
#
# Â â–¼ New in version 1.1.X
# Â - Equipment visible in windows (using draw_actor_graphic)
# Â - Compatible with Guillaume777's Multi-Slot script version 6.2.1
#
#==============================================================================
#
# Â â–¼ Instructions (updated: version 1.0.0)
#
# Â Hello dear reader. Thank you for choosing my Visual Equipment
# Â script, based on the originals by Raitaime and Geso Chiku.
#  This script contains new elements, and rewritten  code, and copied
# Â code from the old scripts.
#
#------------------------------------------------------------------------------
#
# Â â–¼ What does this script:
# Â - Shows the players equipment on map
# Â - Initial body value possible (skin, eyes and hair)
# Â - Up to 5 types of equipment. From weapons to accesoiry's
# Â - Shows NPC equipment on the map events if set
# Â - Compatible with Caterpillar and Squad Based Action Battle System
# Â - Compatible with Half Kaizer- and other different size-sprites
#
#------------------------------------------------------------------------------
#
# Â â–¼ How to add your own graphics:
# Â - Make or locate the Visual Equipment - folder which should be in Graphics
# Â - You can choose to place your files here, or make submaps
# Â - Scroll down for the Get_file method in module Visual Equipement
# Â - Add a line like this: return ["FILENAME, HUE] if item_id = ID
# Â Â Â Â where Filename is the filename between quotes without extension
# Â Â Â Â Hue is the hue which the sprite should take (usually 0)
# Â Â Â Â ID is the ID number of the weapon/armor
# Â â— NOTE: Make sure you add weapons above the else, and the rest after it!
# Â â— NOTE: The equipment on a frog should match the frogs size, the equipent
# Â Â Â Â Â on a standard event should thus be 128x192.
#
#------------------------------------------------------------------------------
#
# Â â–¼ How to give my character default skin, eyes and hair:
# Â - Add somewhere after you initialized $game_party the following lines:
# Â Â Â $game_party.actors[0].set_body(0, "FILENAME")
# Â Â Â $game_party.actors[0].set_body(1, "FILENAME")
# Â Â Â $game_party.actors[0].set_body(2, "FILENAME")
# Â - Change the line according to your needs, just replace the '' with the
# Â Â Filename. 0 is for skin, 1 for eyes and 2 for hair. If this is left
# Â Â empty (like what it is now) the body[0] will be replaced by the graphic
# Â Â set in the database. (So, no skin is set ;))
#
#------------------------------------------------------------------------------
#
# Â â–¼ How to add Equipment to the characters as in Events:
# Â - Add comments in this format:
# Â Â Â Comment: Visual Equipment
# Â Â Â Comment: Body | [charset] | [hue]
# Â Â Â Comment: Armor | [charset] | [hue]
# Â Â Â Comment: Helmet | [charset] | [hue]
# Â Â Â Comment: Weapon | [charset] | [hue]
# Â Â Â Comment: Accessory | [charset] | [hue]
# Â Â Â Comment: Shield | [charset] | [hue]
# Â - Replace [charset] by the filename without extension
# Â - Replace [hue] by the hue, default 0
# Â â— NOTE: please use: Â | Â (with spaces) instead of | (without spaces)
# Â â— NOTE: when no hue was found, the hue will be set to 0 (default)
# Â â— NOTE: when not entering the hue, remove the last collon. (ex. Body | [charset])
# Â â— NOTE: more/less maximum event equipments can be set at Visual_Equipment
# Â â— NOTE: Body/Armor/Helmet etc. can be replaced by ex. 1, 2, 3, 4
#
#------------------------------------------------------------------------------
#
# Â â–¼ Additional Information...
# Â - You probably need to alter the script yourself a bit when usong 8 frames
# Â Â etc. I already did a little thing by adding the options frames and
# Â Â directions in the visual equipment module. Make sure any directions script
# Â Â is ABOVE this script, and copy the edits from Sprite_Character to this
# Â Â script or it won't work anyway.
#
#------------------------------------------------------------------------------
#
# Â â–¼ Known compatibility issues
# Â - With extra equipments scripts, does not shows things in the extra slots
# Â - With Raitaimes shadow script, only shows character sprite, not equipments
# Â - With Only scripts like Netplay and Netplay+, only shows head/does not work
# Â - Only works with SDK version of Caterpillar
#
#------------------------------------------------------------------------------
#
# Â â— NOTE: Merges can always be requested on the topic on rmxp.org
# Â Â Â Â Â [url=http://www.rmxp.org/forums/showthread.php?t=9112]showthread.php?t=9112[/url]
#
# Â Have fun and Take care,
# Â Meâ„¢
#==============================================================================
#
# Â â–¼ This script aliases:
# Â - Game_Actor > setup
# Â - Sprite_Character > initialize
#
# Â â–¼ This script rewrites:
# Â - Sprite_Character > update
# Â - Window_Base > draw_actor_graphic
#
#==============================================================================
Â
#------------------------------------------------------------------------------
# * SDK Log Script and Begin SDK Enable Test
#------------------------------------------------------------------------------
SDK.log('Visual Equipment', 'Meâ„¢', 1, '12.09.06')
if SDK.state('Visual Equipment') == true
Â
#==============================================================================
# *** module Visual Equipment
#------------------------------------------------------------------------------
# Â This module handles the image name and equipment draw order processing
#==============================================================================
module Visual_Equipment
 module_function
Â
 #--------------------------------------------------------------------------
 # * Configuration
 #--------------------------------------------------------------------------
 #   Width       : The default file width.
 #   Heigth      : The default file heigth.
 #   Event_equipments : How many comments will be used after Visual Equipment
 #   Frames      : How many frames do the sprites contain (left right)
 #   Directions    : How many directions do the sprites contain (up down)
 #   Guillaume777   : Set to true if you are using Guillaume777's script
 #   Trickster     : Set to true if you are using Tricksters Multi Equip
 #--------------------------------------------------------------------------
 Width         = 128
 Height         = 192
 Event_equipments    = 5
 Frames         = 4
 Directions       = 4
 Guillaume777      = false
 Trickster       = false
Â
 #--------------------------------------------------------------------------
 # * Gives the file name which corresponds to the item ^^
 #--------------------------------------------------------------------------
 def get_file(type, item_id)
  case type
   when 5
   #---------------------------------------------------------
   # Weapons should have type 5
   #---------------------------------------------------------
   return ['#Characters/weapon',0] if item_id == 1
  else
   #---------------------------------------------------------
   # Body Armors should have type 1
   #---------------------------------------------------------
    return ['#Characters/Armor1',0] if item_id == 13
   #---------------------------------------------------------
   # Helmets should have type 2
   #---------------------------------------------------------
    return ['#Characters/Helm1',0] if item_id == 35
   #---------------------------------------------------------
   # Assesoiry's should have type 3
   #---------------------------------------------------------
    return ['#Characters/003-Fighter03',0] if item_id == 33
   #---------------------------------------------------------
   # Shields should have type 4
   #---------------------------------------------------------
    return ['#Characters/004-Fighter04',0] if item_id == 1
  end
  # When not found, return nothing
  return [false,0]
 end Â
 #--------------------------------------------------------------------------
 # * Set the order or drawing the equipments / returns the id of the item
 #--------------------------------------------------------------------------
 def get_itemid(order_i,actor)
  return -1 if Guillaume777 == true or Trickster != true
  return -1 if actor == nil
  case order_i
   when 0 # Body (Skin/Eyes/Hair)
   return actor.body
   when 1 # Body Armor / Trousers
   return actor.armor3_id
   when 2 # Helmet / Top
   return actor.armor2_id
   when 3 # Assesoiry / Extra
   return actor.armor4_id
   when 4 # Shield
   return actor.armor1_id
   when 5 # Weapon
   return actor.weapon_id
  end
 end
 #--------------------------------------------------------------------------
 # * Set the order or drawing the equipments / returns the ids of the items
 #--------------------------------------------------------------------------
 def guill_trick_itemid(type, actor)
  return [] if Guillaume777 != true and Trickster != true
  return [] if actor == nil
  case type
   when 0
   return actor.body
   when 1...4 # Includes originial armors (armor1_id ... armor4_id)
   return actor.armor_ids
   when 5 # Includes weapon 1
   return actor.weapon_ids
  end
 end
end
Â
class Game_NetPlayer < Game_Actor
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# Â This class handles the actor. It's used within the Game_Actors class
# Â ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * Aliases
 #--------------------------------------------------------------------------
 alias tm_visualequipment_gameactor_setup setup
 #--------------------------------------------------------------------------
 # * Public instance variables
 #--------------------------------------------------------------------------
 attr_accessor :body
 #--------------------------------------------------------------------------
 # * Setup
 #   actor_id : actor ID
 #--------------------------------------------------------------------------
 def setup(actor_id)
  @body = []
  tm_visualequipment_gameactor_setup(actor_id)
 end
 #--------------------------------------------------------------------------
 # * Set's a actors body
 #   thing: 0 should be Template (Skin)
 #       1 should be Eyes
 #       2 should be Hair
 #--------------------------------------------------------------------------
 def set_body(thing, value)
  # If value is not the 'remove' code.
  if value != nil and value != ''
   # Put the filename into the body array.
   @body[thing] = value
  else
   # Clear the filename in the body array.
   @body[thing] = nil
  end
 end
 #--------------------------------------------------------------------------
 # * Get's the needed equipments / Also determines ordeR!
 #--------------------------------------------------------------------------
 def get_equipments
  return [] if Visual_Equipment::Guillaume777 == true or
         Visual_Equipment::Trickster == true
  # Empty's equipments array for use
  equipments = []
  # Add the skin/default char and eyes to the array
  equipments.push([@body[0][0],@body[0][1]])     if @body[0] != nil
  equipments.push(["#Characters/#{@character_name}", @character_hue]) if equipments.size != 1
  equipments.push([@body[1][0], @body[1][1]])     if @body[1] != nil
  # Add the hair to the array, if any is set
  equipments.push([@body[2][0], @body[2][1]]) if @body[2] != nil
  # Add the equipments, if there is a file for the equipments
  for equipnumber in 1...5
   # First, get the item_id of the equipment
   item_id = Visual_Equipment.get_itemid(equipnumber, self)
   # Second, get the filename and hue of the file attached to the id
   item = Visual_Equipment.get_file(equipnumber, item_id)
   # Put the item into the array if a file name was found
   equipments.push(item) unless item == false or item == nil
  end
 Â
  # Return all the equipments
  return equipments
 end
 #--------------------------------------------------------------------------
 # * Get's the needed equipments / Also determines ordeR!
 #--------------------------------------------------------------------------
 def guill_trick_equipments
  return [] unless Visual_Equipment::Guillaume777 == true or
       Visual_Equipment::Trickster == true
  # Empty's equipments array for use
  equipments = []
  # Add the skin/default char and eyes to the array
  equipments.push([@body[0], @character_hue])     if @body[0] != nil
  equipments.push(["#Characters/#{@character_name}", @character_hue]) if equipments.size != 1
  equipments.push([@body[1], @character_hue])     if @body[1] != nil
  # Gets wepaons and armors
  weapons   = Visual_Equipment.guill_trick_itemid(5, self)
  armors   = Visual_Equipment.guill_trick_itemid(2, self)
  # Add the hair to the array, if any is set
  equipments.push([@body[2], @character_hue]) if @body[2] != nil
  # Add the equipments, if there is a file for the equipments
  for armor_id in armors
   # Get the filename and hue of the file attached to the id
   item = Visual_Equipment.get_file(1, armor_id)
   # Put the item into the array if a file name was found
   equipments.push(item) unless item == false or item == nil
  end
   # Add the equipments, if there is a file for the equipments
  for weapon in weapons
   # Get the filename and hue of the file attached to the id
   item = Visual_Equipment.get_file(5, weapon)
   # Put the item into the array if a file name was found
   equipments.push(item) unless item == false or item == nil
  end
  return equipments
 end
end
Â
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# Â This sprite is used to display the character.It observes the Game_Character
# Â class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < RPG::Sprite
 #--------------------------------------------------------------------------
 # * Aliases
 #--------------------------------------------------------------------------
 alias tm_visualequipment_spritecharacter_initialize initialize
 #--------------------------------------------------------------------------
 # * Object Initialization
 #   viewport  : viewport
 #   character : character (Game_Character)
 #--------------------------------------------------------------------------
 def initialize(viewport, character = nil)
  # Make an body array
  @body_id = Array.new(3,nil)
  # How many id's are there?
  number = 0
  if Visual_Equipment::Guillaume777 == true
   number += G7_MS_MOD::WEAPON_KINDS.size + G7_MS_MOD::ARMOR_KINDS.size
  end
  if Visual_Equipment::Trickster == true
   number += Multi_Equip::Weapon_Slots.size + Multi_Equip::Armor_Slots.size
  end
  if Visual_Equipment::Guillaume777 != true and Visual_Equipment::Trickster != true
   number = 5
  end
  # Make the equipment array
  @equips_id = Array.new(number,0)
  # What kind is the character?
  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
  elsif character.is_a?(Game_NetPlayer)
   @actor = character
  elsif character.is_a?(Game_Event)
   @actor = 'event'
  else
   @actor = nil
  end
  tm_visualequipment_spritecharacter_initialize(viewport, character)
 end
 #--------------------------------------------------------------------------
 # * Did the equipment changed?
 #--------------------------------------------------------------------------
 def changed_equipment?
  return false if Visual_Equipment::Guillaume777 == true or
          Visual_Equipment::Trickster == true
  # According to the kind of the actor, the check is made...
  if character.is_a?(Game_Player) or character.is_a?(Game_NetPlayer)
   for equipment_id in 1...5
    item_id = Visual_Equipment.get_itemid(equipment_id, @actor)
    if @equips_id[equipment_id] != item_id
     return true
    end
   end
   body = Visual_Equipment.get_itemid(0, @actor)
   for i in 0..3
    if @body_id[i] != body[i]
     return true
    end
   end  Â
  elsif SDK.state('Caterpillar') == true and @character.is_a?(Game_Party_Actor)
   return (@actor != @character.actor ? true : false)
  elsif SDK.state('SBABS') == true and @character.is_a?(Game_Ally)
   return (@actor != $game_party.actors[@character.actor_id] ? true : false)
  elsif @character.is_a?(Game_Event)
   return (@page != @character.page ? true : false)
  else
   return false
  end
  return false
 end
 #--------------------------------------------------------------------------
 # * Did the equipment changed?
 #--------------------------------------------------------------------------
 def guill_trick_changed_equipment?
  return false if Visual_Equipment::Guillaume777 != true and
          Visual_Equipment::Trickster != true
  # According to the kind of the actor, the check is made...
  if character.is_a?(Game_Player) or character.is_a?(Game_NetPlayer)
   weapons  = Visual_Equipment.guill_trick_itemid(5, @actor)
   armors  = Visual_Equipment.guill_trick_itemid(2, @actor)
   for id in 0..armors.size
    return true if @equips_id[id] != armors[id]
   end
   for id in armors.size..weapons.size
    return true if @equips_id[id] != weapons[id]
   end
   body = Visual_Equipment.guill_trick_itemid(0, @actor)
   for i in 0..3
    return true if @body_id[i] != body[i]
   end
   return false
  elsif SDK.state('Caterpillar') == true and @character.is_a?(Game_Party_Actor)
   return (@actor != @character.actor ? true : false)
  elsif SDK.state('SBABS') == true and @character.is_a?(Game_Ally)
   return (@actor != $game_party.actors[@character.actor_id] ? true : false)
  elsif @character.is_a?(Game_Event)
   return (@page != @character.page ? true : false)
  else
   return false
  end
 end
 #--------------------------------------------------------------------------
 # * Update known equipment
 #--------------------------------------------------------------------------
 def update_equipment
  return false if Visual_Equipment::Guillaume777 == true or
          Visual_Equipment::Trickster == true
  # Remember tile ID, file name and hue
  @tile_id = @character.tile_id
  @character_name = @character.character_name
  @character_hue = @character.character_hue
  # If the actor isent supported, return immideatly
  return if @actor == nil
   # According to the kind of the actor, the update is made...
  if character.is_a?(Game_Player) or character.is_a?(Game_NetPlayer)
   for equipment in 1...5
    @equips_id[equipment] = Visual_Equipment.get_itemid(equipment, @actor)
   end
   body = Visual_Equipment.guill_trick_itemid(0, @actor)
   for bodypart in 0..3
    @body_id[bodypart] = body[bodypart]
   end
  elsif SDK.state('Caterpillar') == true and @character.is_a?(Game_Party_Actor)
   @actor = @character.actor
  elsif SDK.state('SBABS') == true and @character.is_a?(Game_Ally)
   @actor = $game_party.actors[@character.actor_id]
  elsif @character.is_a?(Game_Event)
   @page = @character.page
  end
 end
 #--------------------------------------------------------------------------
 # * Update known equipment
 #--------------------------------------------------------------------------
 def guill_trick_update_equipment
  return false if Visual_Equipment::Guillaume777 != true and
          Visual_Equipment::Trickster != true
  # Remember tile ID, file name and hue
  @tile_id = @character.tile_id
  @character_name = @character.character_name
  @character_hue = @character.character_hue
  # If the actor isent supported, return immideatly
  return if @actor == nil
   # According to the kind of the actor, the update is made...
  if character.is_a?(Game_Player) or character.is_a?(Game_NetPlayer)
   weapons  = Visual_Equipment.guill_trick_itemid(1, @actor)
   armors  = Visual_Equipment.guill_trick_itemid(2, @actor)
   for id in 0..armors.size
    start = id
    @equips_id[id] = armors[id]
   end
   for id in (start+1)..weapons.size
    @equips_id[id] = weapons[id]
   end
   body = Visual_Equipment.guill_trick_itemid(0, @actor)
   for i in 0..3
    @body_id[i] = body[i]
   end
  elsif SDK.state('Caterpillar') == true and @character.is_a?(Game_Party_Actor)
   @actor = @character.actor
  elsif SDK.state('SBABS') == true and @character.is_a?(Game_Ally)
   @actor = $game_party.actors[@character.actor_id]
  elsif @character.is_a?(Game_Event)
   @page = @character.page
  end
 end
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------
 def update
  super()
  # If something changed...
  if @tile_id != @character.tile_id or
   @character_name != @character.character_name or
   @character_hue != @character.character_hue or
   changed_equipment? or guill_trick_changed_equipment?
  Â
   # First, update the information known
   if Visual_Equipment::Guillaume777 != true and
     Visual_Equipment::Trickster != true
    update_equipment
   elsif Visual_Equipment::Guillaume777 == true or
      Visual_Equipment::Trickster == true
    guill_trick_update_equipment
   end
   # Then update the graphics
   update_tile
  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 = $data_animations[@character.animation_id]
   animation(animation, true)
   @character.animation_id = 0
  end
 end
 #--------------------------------------------------------------------------
 # * Update Tile
 #--------------------------------------------------------------------------
 def update_tile
  # If tile ID value is valid
  if @tile_id >= 384
   self.bitmap = RPG::Cache.tile($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 (and thus a character is in that place ::))
  else
   # Create an Equpment awway
   equips = []
   # If handling a event
   if @character.is_a?(Game_Event) == true and @actor == 'event'
    # Check for comment input
    parameters = SDK.event_comment_input(@character, Visual_Equipment::Event_equipments, 'Visual Equipment')
    if parameters.nil?
     # Just draw the graphic
     equips.push(["#Characters/#{@character_name}", @character_hue])
    else
     # Catch the equipments
     for possible_item in 0..Visual_Equipment::Event_equipments-1
      item = parameters[possible_item].split(" | ") rescue ['none']
      hue = item.size > 2 ? item[2] : 0
      equips.push([item[1], hue]) if item[1] != 'none'
      equips.push(["#Characters/#{@character_name}", @character_hue]) if possible_item == 1
     end
    end
   # If handling the player
   elsif @actor != nil and @actor != 'event'
    if Visual_Equipment::Guillaume777 != true and
      Visual_Equipment::Trickster != true
     equips = @actor.get_equipments
    elsif Visual_Equipment::Guillaume777 == true or
       Visual_Equipment::Trickster == true
     equips = @actor.guill_trick_equipments
    Â
    end
   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 == Visual_Equipment::Width and bmp.height == Visual_Equipment::Height
    for graphic in equips
     next if graphic[0] == nil or graphic[0] == false or graphic[0] == "false"
     if graphic[0].include?("#Characters/")
      graphic_equipment = RPG::Cache.graphic("#{graphic[0]}", graphic[1].to_i)
     else
      graphic_equipment = RPG::Cache.equipment("#{graphic[0]}", graphic[1].to_i)
     end
     self.bitmap.blt(0, 0, graphic_equipment, src_rect, 255)
    end
   elsif equips.size > 0
    for graphic in equips
     next if graphic[0] == nil or graphic[0] == false or graphic[0] == "false"
     if graphic[0].include?("#Characters/")
      graphic_equipment = RPG::Cache.graphic("#{graphic[0]}", graphic[1].to_i)
     else
      graphic_equipment = RPG::Cache.equipment("#{graphic[0]}", graphic[1].to_i)
     end
     src_rect = Rect.new(0, 0, bmp.width, bmp.height)
     self.bitmap.blt(0, 0, graphic_equipment, 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
   # Divide the drawings into pieces ^^
   @cw = bitmap.width / Visual_Equipment::Frames
   @ch = bitmap.height / Visual_Equipment::Directions
   self.ox = @cw / 2
   self.oy = @ch
  end
 end
end
Â
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Â This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Draw Graphic
 #   actor : actor
 #   x   : draw spot x-coordinate
 #   y   : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_actor_graphic(actor, x, y)
  return if actor == nil
  # Get the equipments
  if Visual_Equipment::Guillaume777 != true and
    Visual_Equipment::Trickster != true
   equips = actor.get_equipments
  elsif Visual_Equipment::Guillaume777 == true or
     Visual_Equipment::Trickster == true
   equips = actor.guill_trick_equipments
  end
  # Set the basement
  bmp = RPG::Cache.character(actor.character_name, actor.character_hue)
  cw = bmp.width / 4
  ch = bmp.height / 4
  src_rect = Rect.new(0, 0, cw, ch)
  # Draw the equipments
  if equips.size > 0 and bmp.width == Visual_Equipment::Width and bmp.height == Visual_Equipment::Height
   for graphic in equips
    next if graphic[0] == nil or graphic[0] == false or graphic[0] == "false"
    if graphic[0].include?("#Characters/")
     graphic_equipment = RPG::Cache.graphic("#{graphic[0]}", graphic[1].to_i)
    else
     graphic_equipment = RPG::Cache.equipment("#{graphic[0]}", graphic[1].to_i)
    end
    self.contents.blt(x - cw / 2, y - ch, graphic_equipment, src_rect, 255)
   end
  elsif equips.size > 0
   for graphic in equips
    next if graphic[0] == nil or graphic[0] == false or graphic[0] == "false"
    if graphic[0].include?("#Characters/")
     graphic_equipment = RPG::Cache.graphic("#{graphic[0]}", graphic[1].to_i)
    else
     graphic_equipment = RPG::Cache.equipment("#{graphic[0]}", graphic[1].to_i)
    end
    self.contents.blt(x - cw / 2, y - ch, graphic_equipment, src_rect, 255)
   end
  else
   src_rect = Rect.new(0, 0, bmp.width, bmp.height)
   self.contents.blt(0, 0, bmp, src_rect, 255)
  end
 end
end
Â
#==============================================================================
# *** module RPG
#==============================================================================
module RPG
 #============================================================================
 # *** moduel Cache
 #============================================================================
 module Cache
  #--------------------------------------------------------------------------
  # * Load equipment
  #--------------------------------------------------------------------------
  def self.equipment(filename, hue)
   self.load_bitmap("Graphics/Visual Equipment/", filename, hue)
  end
  #--------------------------------------------------------------------------
  # * Load graphic
  #--------------------------------------------------------------------------
  def self.graphic(filename, hue)
   filename.slice!("#")
   self.load_bitmap("Graphics/", filename, hue)
  end
  #--------------------------------------------------------------------------
  # * Load GUI
  #--------------------------------------------------------------------------
  def self.gui(filename,hue=0)
   self.load_bitmap("Graphics/GUI/",filename,hue)
  end
 end
end
Â
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Â This class deals with events. It handles functions including event page
# Â switching via condition determinants, and running parallel process events.
# Â It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
 #--------------------------------------------------------------------------
 # * Public instance variables
 #--------------------------------------------------------------------------
 attr_reader :page
end
Â
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end