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Weapon/Battle Graphic Change Edit
#1
Weapon/Battle Graphic Change Edit
skyboar
Apr 12 2008

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Ever wanted to have your equipped weapon's graphics change in battle when you equipped different weapons. This edit lets you do just that and more. For example, if you wanted 2 different classes to be able to use the same weapon(s) but fight differently with them, you can.

I'm calling it the Weapon/Battle Graphic Change Edit. The battle system is minkoff's battlesystem with the RTAB. I have no clue which version and I take no credit for any of the coding in the script or the script itself, therefore I can't answer any questions related to the battlesystem script itself.

However, the Edit just modifies the Sprite_Battler class inside the script, and it's a very small edit. I think it may be compatible with other battle systems that modify the Sprite_Battler class. I'm not sure, feel free to try and tell me the results if you're interested.

Directions to use:

In Sprite_Battler Class

Under the following line of code:

Code:
if @battler.battler_name != @battler_name or
       @battler.battler_hue != @battler_hue
      @battler_name = @battler.battler_name
      @battler_hue = @battler.battler_hue

Insert the following code directly under it:

Code:
#========================================================================
#--------------------------------------Start of Skyboar's Weapon/Battle Graphics Change edit ------------------------------------------------------------------------------------
#========================================================================
# #default setting for Battler Graphic
# self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)

#1st Variation: Battler Graphics' file names must match that of the Hero's Class Name
# #Name of Battler Graphic must match name of Class; allows for different battle graphics for each class
# self.bitmap = @battler.is_a?(Game_Actor) ? RPG::Cache.battler(@battler.class_name, @battler_hue) : RPG::Cache.battler(@battler_name, @battler_hue)

#2nd Variation: Battler Graphics' file names must match that of the Hero's Equipped Weapon's name
# if @battler.weapon_id > 0 #if weapon's id is greater than 0
# #Name of Battler Graphic must match name of Equipped Weapon
# self.bitmap = @battler.is_a?(Game_Actor) ? RPG::Cache.battler($data_weapons[@battler.weapon_id].name, @battler_hue) : RPG::Cache.battler(@battler_name, @battler_hue)
# else #set hero's battler graphic to default battler graphic
# self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
# end

#3rd Variation:
if @battler.weapon_id > 0 #if weapon's id is greater than 0
#Name of Battler Graphic must match name of Class name + "_" + Equipped Weapon's name
#For example if the hero's class is Knight and the currently equipped weapon is Broad Sword
#The battler graphic's file name should be "Knight_Broad Sword" without the quote marks
self.bitmap = @battler.is_a?(Game_Actor) ? RPG::Cache.battler(@battler.class_name + "_" + $data_weapons[@battler.weapon_id].name, @battler_hue) : RPG::Cache.battler(@battler_name, @battler_hue)
else #set hero's battler graphic to default battler graphic
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue) #default battler graphics of hero should have no weapons equipped
end


#========================================================================
#--------------------------------------End of Skyboar's Weapon/Battle Graphics Change edit ------------------------------------------------------------------------------------
#========================================================================

Find this line of code and comment it out:
Code:
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)

Just uncomment the Edit Variations you WANT to use and comment out the rest that you DON'T want to use.


Feel free to post any comments and criticisms you have.
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