Hi...
In my current project, i need to use the XAS battle system... Also, i need to use a Visual Equipment script.
This particular Visual Equipment script requires the SDK, but the XAS is uncompatible with it.
I need to edit the Visual Equipment script so it doesn't need the SDK anymore, can anyone do this for me?
Here's the Visual Equipment script i'm having problems with (i need to use this one):
Post here or mail/msn me at: kbrito6@hotmail.com
thanks... :biggrin:
In my current project, i need to use the XAS battle system... Also, i need to use a Visual Equipment script.
This particular Visual Equipment script requires the SDK, but the XAS is uncompatible with it.
I need to edit the Visual Equipment script so it doesn't need the SDK anymore, can anyone do this for me?
Here's the Visual Equipment script i'm having problems with (i need to use this one):
Code:
#==============================================================================
# â– Visual Equipment
#------------------------------------------------------------------------------
# Author | Meâ„¢ / me@solarsoft.nl
# Version | 1.2.1
# Date | 13 / 09 / 06
# Credit | Raitaime - Geso Chiku
#==============================================================================
#
# â–¼ 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
#
# â–¼ 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
#
#==============================================================================
#
# â–¼ 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.
#
#------------------------------------------------------------------------------
#
# â–¼ 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
#
#------------------------------------------------------------------------------
#
# â–¼ 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
# â— NOTE: Make sure you add weapons above the else, and the rest after it!
# â— NOTE: The equipment on a frog should match the frogs size, the equipent
# on a standard event should thus be 128x192.
#
#------------------------------------------------------------------------------
#
# â–¼ 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. ) 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 ;))
#
#------------------------------------------------------------------------------
#
# â–¼ 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
# â— NOTE: please use: | (with spaces) instead of | (without spaces)
# â— NOTE: when no hue was found, the hue will be set to 0 (default)
# â— NOTE: when not entering the hue, remove the last collon. (ex. Body | [charset])
# â— NOTE: more/less maximum event equipments can be set at Visual_Equipment
# â— NOTE: Body/Armor/Helmet etc. can be replaced by ex. 1, 2, 3, 4
#
#------------------------------------------------------------------------------
#
# â–¼ 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.
#
#------------------------------------------------------------------------------
#
# â–¼ 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
#
#------------------------------------------------------------------------------
#
# â— NOTE: Merges can always be requested on the topic on rmxp.org
# http://www.rmxp.org/forums/showthread.php?t=9112
#
# Have fun and Take care,
# Meâ„¢
#==============================================================================
#
# â–¼ This script aliases:
# - Game_Actor > setup
# - Sprite_Character > initialize
#
# â–¼ This script rewrites:
# - Sprite_Character > update
# - Window_Base > draw_actor_graphic
#
#==============================================================================
#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
SDK.log("Visual", "Mr.Mo", 1, "09.16.06")
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?("Visual") == 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
#--------------------------------------------------------------------------
Width = 128
Height = 192
Event_equipments = 5
Frames = 4
Directions = 4
Guillaume777 = 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/001-Fighter01",0] if item_id == 1
else
#---------------------------------------------------------
# Body Armors should have type 1
#---------------------------------------------------------
return ["Roupa Beje.png",0] if item_id == 4
return ["Roupa Beje2.png",0] if item_id == 5
return ["Roupa Beje3.png",0] if item_id == 6
return ["Túnica Simples.png",0] if item_id == 7
return ["Túnica Simples 2.png",0] if item_id == 8
return ["Túnica Simples 3.png",0] if item_id == 9
return ["Vestido.png",0] if item_id == 10
return ["Vestido2.png",0] if item_id == 11
return ["Vestido3.png",0] if item_id == 12
return ["Roupa Mágica.png",0] if item_id == 13
return ["Roupa Mágica +1.png",0] if item_id == 14
return ["Roupa Mágica2.png",0] if item_id == 15
return ["Roupa de Clérigo.png",0] if item_id == 16
return ["TúnicaNobre2.png",0] if item_id == 17
return ["TúnicaNobre3.png",0] if item_id == 18
return ["CasacoDeInverno.png",0] if item_id == 19
return ["CasacoDeInverno2.png",0] if item_id == 20
return ["CasacoDeInverno3.png",0] if item_id == 21
return ["Spirit.png",0] if item_id == 22
return ["Spirit2.png",0] if item_id == 23
return ["Spirit3.png",0] if item_id == 24
return ["Bermuda.png",0] if item_id == 25
return ["Bermuda2.png",0] if item_id == 26
return ["Biquini Branco.png",0] if item_id == 27
return ["Biquini2.png",0] if item_id == 28
return ["Túnica de Seda.png",0] if item_id == 29
return ["Vestido de Festa.png",0] if item_id == 30
return ["Roupa de Bardo.png",0] if item_id == 31
return ["Roupa de Feiticeiro.png",0] if item_id == 32
return ["Roupa de Ferreiro.png",0] if item_id == 33
return ["Roupa de Necromante.png",0] if item_id == 34
return ["Roupa de Mercenário.png",0] if item_id == 35
return ["Roupa de Caça.png",0] if item_id == 36
return ["Roupa de Arqueiro.png",0] if item_id == 37
return ["Prataria.png",0] if item_id == 38
return ["Prataria.png",0] if item_id == 39
return ["Prataria.png",0] if item_id == 40
return ["Prataria.png",0] if item_id == 41
return ["Prataria.png",0] if item_id == 42
return ["Armadura.png",0] if item_id == 43
return ["Armadura.png",0] if item_id == 44
return ["Armadura.png",0] if item_id == 45
return ["Armadura.png",0] if item_id == 46
return ["Armadura.png",0] if item_id == 47
return ["Armadura 2.png",0] if item_id == 48
return ["Armadura 2.png",0] if item_id == 49
return ["Armadura 2.png",0] if item_id == 50
return ["Armadura 2.png",0] if item_id == 51
return ["Armadura 2.png",0] if item_id == 52
return ["Armadura de Borr.png",0] if item_id == 53
return ["Armadura Oceânica.png",0] if item_id == 54
return ["Vestimenta Prateada.png",0] if item_id == 55
return ["Armadura Negra.png",0] if item_id == 58
#---------------------------------------------------------
# Helmets should have type 2
#---------------------------------------------------------
return ["Snorquel.png",0] if item_id == 1
return ["Presilha de Cabelo.png",0] if item_id == 2
return ["Faixa Azul.png",0] if item_id == 3
return ["Capacete Viking.png",0] if item_id == 56
return ["Capacete Negro.png",0] if item_id == 57
#---------------------------------------------------------
# Assesoiry's should have type 3
#---------------------------------------------------------
#---------------------------------------------------------
# Shields should have type 4
#---------------------------------------------------------
end
return false
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
return -1 if actor == nil
case order_i
when 0 # Body (Skin/Eyes/Hair)
return actor.body
when 1 # Body Armor
return actor.armor3_id
when 2 # Helmet
return actor.armor2_id
when 3 # Assesoiry
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_itemid(type, actor)
return [] if Guillaume777 != 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
#==============================================================================
# ** 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
# 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
# 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
# Add the hair to the array, if any is set
equipments.push([@body[2], @character_hue]) if @body[2] != nil
# Return all the equipments
return equipments
end
#--------------------------------------------------------------------------
# * Get's the needed equipments / Also determines ordeR!
#--------------------------------------------------------------------------
def guill_equipments
return [] if Visual_Equipment::Guillaume777 != 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_itemid(5, self)
armors = Visual_Equipment.guill_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?
if Visual_Equipment::Guillaume777 != true
number = 5
elsif Visual_Equipment::Guillaume777 == true
number = G7_MS_MOD::WEAPON_KINDS.size + G7_MS_MOD::ARMOR_KINDS.size
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.enabled?('SBABS') == true and character.is_a?(Game_Ally)
@actor = $game_party.actors[character.actor_id]
elsif SDK.enabled?('Caterpillar') == true and character.is_a?(Game_Party_Actor)
@actor = character.actor
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
# According to the kind of the actor, the check is made...
if character.is_a?(Game_Player)
for equipment_id in 1...5
item_id = Visual_Equipment.get_itemid(equipment_id, @actor)
return true if @equips_id[equipment_id] != item_id
end
body = Visual_Equipment.get_itemid(0, @actor)
for i in 0..3
return true if @body_id[i] != body[i]
end
elsif SDK.enabled?('Caterpillar') == true and @character.is_a?(Game_Party_Actor)
return (@actor != @character.actor ? true : false)
elsif SDK.enabled?('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
#--------------------------------------------------------------------------
# * Did the equipment changed?
#--------------------------------------------------------------------------
def guill_changed_equipment?
return false if Visual_Equipment::Guillaume777 != true
# According to the kind of the actor, the check is made...
if character.is_a?(Game_Player)
weapons = Visual_Equipment.guill_itemid(5, @actor)
armors = Visual_Equipment.guill_itemid(2, @actor)
for id in 0..armors.size
start = id
return true if @equips_id[id] != armors[id]
end
for id in (start+1)..weapons.size
return true if @equips_id[id] != weapons[id]
end
body = Visual_Equipment.guill_itemid(0, @actor)
for i in 0..3
return true if @body_id[i] != body[i]
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
end
#--------------------------------------------------------------------------
# * Update known equipment
#--------------------------------------------------------------------------
def update_equipment
return false if Visual_Equipment::Guillaume777 == 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)
for equipment in 1...5
@equips_id[equipment] == Visual_Equipment.get_itemid(equipment, @actor)
end
body = Visual_Equipment.get_itemid(0, @actor)
for bodypart in 0..3
@body_id[bodypart] = body[bodypart]
end
elsif SDK.enabled?('Caterpillar') == true and @character.is_a?(Game_Party_Actor)
@actor = @character.actor
elsif SDK.enabled?('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_update_equipment
return false if Visual_Equipment::Guillaume777 != 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)
weapons = Visual_Equipment.guill_itemid(1, @actor)
armors = Visual_Equipment.guill_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_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_changed_equipment?
# First, update the information known
if Visual_Equipment::Guillaume777 != true
update_equipment
elsif Visual_Equipment::Guillaume777 == true
guill_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
equips = @actor.get_equipments
elsif Visual_Equipment::Guillaume777 != false
equips = @actor.guill_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
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
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
equips = actor.get_equipments
elsif Visual_Equipment::Guillaume777 != false
equips = actor.guill_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
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
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
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
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