02-19-2023, 01:29 AM
Ah, thank you kyonides for correcting the inaccurate statement. (Is it inaccurate? Possibly.)
I've never wrote or used a visual equipment system, so I'm not sure exactly how any of the systems handle an "equipment graphic that is bigger than the character graphic."
The reason I did bring up a separate Viewport object (which is a suggestion I admittedly don't like) is because, yes, your equipment could be bigger than the bitmap.rect of the character graphic. An individual character graphic cel may be (32x48), but your helmet cel could possibly be larger (36x52). If you had a big helmet with spikes on it, the spikes could cut off at the top, left and/or right edges of a character's head due to equipment dimensions being larger than character dimensions. There are pre-established scripts that have already been there and done that insofar as handling that issue. If you don't use them, and you decide to write your own solutions, I still suggest at least checking out other scripts and seeing their solution to this challenge.
I've never wrote or used a visual equipment system, so I'm not sure exactly how any of the systems handle an "equipment graphic that is bigger than the character graphic."
The reason I did bring up a separate Viewport object (which is a suggestion I admittedly don't like) is because, yes, your equipment could be bigger than the bitmap.rect of the character graphic. An individual character graphic cel may be (32x48), but your helmet cel could possibly be larger (36x52). If you had a big helmet with spikes on it, the spikes could cut off at the top, left and/or right edges of a character's head due to equipment dimensions being larger than character dimensions. There are pre-established scripts that have already been there and done that insofar as handling that issue. If you don't use them, and you decide to write your own solutions, I still suggest at least checking out other scripts and seeing their solution to this challenge.