02-21-2023, 09:31 PM
(This post was last modified: 02-21-2023, 09:54 PM by DerVVulfman.)
Okay, I currently isolated the system that creates the final-result bitmap to its own method within my Paperdoll module. So it no longer needs to be duplicated within both Sprite_Character and the 'draw_actor_graphic' method of Window_Base. This will make future work easier as I don't have to do the same thing over and over and over.
I wonder why other scripters never thought of that?
In fact... here's the draw_actor_graphic method
The above section only registers one, and only one, bitmap image. It is the final product generated from the various layers. The sprite itself has only one bitmap image too. Only one if you do not use a paperdoll system and only one IF you use a paperdoll system. Paperdoll systems do not show 2,3 or 5 layers atop each other at the same time. It takes your character, gets the bitmap from it, and then blits another image on top of it, and then saves that bitmap now altered. No multiple layers shown... only one after it has been altered.
As to other Visual Equipment scripts, it appears that Geso Chisku had intended... 'had' ... intended... to have multiple size graphics as you desired. But his script was last updated in 2014, and it was never added.
Towards z-Depth, let me re-iterate...
The work which handles order of the individual graphic layers is done within the sprite rendering system itself. No zDepth is needed, nor has it ever been used in any Visual Equipment script, be it Geso's, Me's, Rataime's, or any other I have seen. This includes "Composite Graphics / Visual Equipment" v 1.0.1 © January 13, 2013 by Modern Algebra for RPGMaker VXAce, or "Visual Equpment!" v 1.1b © November 12, 2015 by Rexal for RPGMaker MV (the only one I know that is free at WEB).
The only z-Depth that matters is the base character walking about.
I wonder why other scripters never thought of that?
In fact... here's the draw_actor_graphic method
Code:
#--------------------------------------------------------------------------
# * 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?
bmp = Paperdoll.get_graphic(actor, actor.character_name,
actor.character_hue)
cw = bmp.width / 4
ch = bmp.height / 4
# Set the rectangle
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bmp, src_rect, 255)
end
As to other Visual Equipment scripts, it appears that Geso Chisku had intended... 'had' ... intended... to have multiple size graphics as you desired. But his script was last updated in 2014, and it was never added.
Towards z-Depth, let me re-iterate...
The work which handles order of the individual graphic layers is done within the sprite rendering system itself. No zDepth is needed, nor has it ever been used in any Visual Equipment script, be it Geso's, Me's, Rataime's, or any other I have seen. This includes "Composite Graphics / Visual Equipment" v 1.0.1 © January 13, 2013 by Modern Algebra for RPGMaker VXAce, or "Visual Equpment!" v 1.1b © November 12, 2015 by Rexal for RPGMaker MV (the only one I know that is free at WEB).
The only z-Depth that matters is the base character walking about.