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RMXP SDK Visual Equipment Script.

What I'm aking for is a SDK-Compatable Script that shows another Charset of equipment over the player's character, based upon equiped armor.
I have seen several, but none are compatable with the SDK, and the one that I found that was had a broken link to the demo, and no script was posted.
If I could script, I would try my hand at it myself, but alas, I lack even basic scripting ability.
I am making my own Charactersets for my game, so whatever style is used for the script is of no difference.
Thank you for reading, and please inform me of any mistakes I may have done.
 
I have Me(tm)'s Visual Equipment
which is SDK compatible and works with both Guiliame777's and Trickster's Multi-Equip
Code:
 

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

# ■ 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

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

#   ▼ New in version 2.2.X

#   - guill_trick_*: Compatible with tricks multi-equip

#

#   ▼ New in version 2.1.X

#   - Can now return false and [false]

#   - Fixed: Not updating

#

#   ▼ New in version 2.0.X

#   - Now Compatible with N+

#

#   ▼ New in version 1.2.X

#   - Now possible to use other maps then Visual Equipment

#   - Fixed: Unable to load bug

#   - Fixed: Guillaume update bug

#   - Fixed: Guillaume Weapon not showing bug 

#

#   ▼ New in version 1.1.X

#   - Equipment visible in windows (using draw_actor_graphic)

#   - Compatible with Guillaume777's Multi-Slot script version 6.2.1

#

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

#

#   ▼ Instructions (updated: version 1.0.0)

#

#   Hello dear reader. Thank you for choosing my Visual Equipment

#   script, based on the originals by Raitaime and Geso Chiku.

#   This script contains new elements, and rewritten  code, and copied 

#   code from the old scripts.

#

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

#

#   ▼ What does this script:

#   - Shows the players equipment on map

#   - Initial body value possible (skin, eyes and hair)

#   - Up to 5 types of equipment. From weapons to accesoiry's

#   - Shows NPC equipment on the map events if set

#   - Compatible with Caterpillar and Squad Based Action Battle System

#   - Compatible with Half Kaizer- and other different size-sprites

#

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

#

#   ▼ How to add your own graphics:

#   - Make or locate the Visual Equipment - folder which should be in Graphics

#   - You can choose to place your files here, or make submaps

#   - Scroll down for the Get_file method in module Visual Equipement

#   - Add a line like this: return ["FILENAME, HUE] if item_id = ID

#         where Filename is the filename between quotes without extension

#         Hue is the hue which the sprite should take (usually 0)

#         ID is the ID number of the weapon/armor

#   ● NOTE: Make sure you add weapons above the else, and the rest after it!

#   ● NOTE: The equipment on a frog should match the frogs size, the equipent

#           on a standard event should thus be 128x192.

#

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

#

#   ▼ How to give my character default skin, eyes and hair:

#   - Add somewhere after you initialized $game_party the following lines:

#       $game_party.actors[0].set_body(0, "FILENAME")

#       $game_party.actors[0].set_body(1, "FILENAME")

#       $game_party.actors[0].set_body(2, "FILENAME")

#   - Change the line according to your needs, just replace the '' with the

#     Filename. 0 is for skin, 1 for eyes and 2 for hair. If this is left

#     empty (like what it is now) the body[0] will be replaced by the graphic

#     set in the database. (So, no skin is set ;))

#

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

#

#   ▼ How to add Equipment to the characters as in Events:

#   - 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] by the filename without extension

#   - Replace [hue] by the hue, default 0

#   ● NOTE: please use:  |  (with spaces) instead of | (without spaces)

#   ● NOTE: when no hue was found, the hue will be set to 0 (default)

#   ● NOTE: when not entering the hue, remove the last collon. (ex. Body | [charset])

#   ● NOTE: more/less maximum event equipments can be set at Visual_Equipment

#   ● NOTE: Body/Armor/Helmet etc. can be replaced by ex. 1, 2, 3, 4

#

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

#

#   ▼ Additional Information... 

#   - You probably need to alter the script yourself a bit when usong 8 frames 

#     etc. I already did a little thing by adding the options frames and 

#     directions in the visual equipment module. Make sure any directions script 

#     is ABOVE this script, and copy the edits from Sprite_Character to this 

#     script or it won't work anyway.

#

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

#

#   ▼ Known compatibility issues

#   - With extra equipments scripts, does not shows things in the extra slots

#   - With Raitaimes shadow script, only shows character sprite, not equipments

#   - With Only scripts like Netplay and Netplay+, only shows head/does not work

#   - Only works with SDK version of Caterpillar

#

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

#

#   ● NOTE: Merges can always be requested on the topic on rmxp.org

#           [url=http://www.rmxp.org/forums/showthread.php?t=9112]http://www.rmxp.org/forums/showthread.php?t=9112[/url]

#

#   Have fun and Take care,

#   Me™

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

#

#   ▼ This script aliases:

#   - Game_Actor > setup

#   - Sprite_Character > initialize

#

#   ▼ This script rewrites:

#   - Sprite_Character > update

#   - Window_Base > draw_actor_graphic

#

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

 

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

# * SDK Log Script and Begin SDK Enable Test

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

SDK.log('Visual Equipment', 'Me™', 1, '12.09.06')

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

 

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

# *** module Visual Equipment

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

#  This module handles the image name and equipment draw order processing

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

module Visual_Equipment

  module_function

  

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

  # * 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

  

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

  # * 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/002-Fighter02',0] if item_id == 1

    else

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

      # Body Armors should have type 1

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

      return [false,0] if item_id == 2

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

      # Helmets should have type 2

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

      return [false,0] if item_id == 5

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

      # 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  

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

  # * 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

 

class Game_NetPlayer < Game_Actor

end

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

# ** Game_Actor

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

#  This class handles the actor. It's used within the Game_Actors class

#  ($game_actors) and refers to the Game_Party class ($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

    

    # 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

 

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

# ** Sprite_Character

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

#  This sprite is used to display the character.It observes the Game_Character

#  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     

    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?

      

      # 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

          

        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

 

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

# ** Window_Base

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

#  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

 

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

# *** 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

 

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

# ** Game_Event

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

#  This class deals with events. It handles functions including event page 

#  switching via condition determinants, and running parallel process events.

#  It's used within the Game_Map class.

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

class Game_Event < Game_Character

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

  # * Public instance variables

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

  attr_reader :page

end

  

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

# * End SDK Enable Test

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

end

 
I apologize but when I obtained it the demo was dead so all I have is the script
 

Thank you for viewing

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