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[转载发布] Visual Equipment!

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    2026-7-12 04:10
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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Visual Equipment v1.1b

    Rexal

     ​

    Intro - Want your equipment to actually show up on your actors? Now you can!​

     ​




     ​

    The Plugin(v1.1a) - Here

     ​

    Demo - Here

     ​

    Github Repository - Here

     ​

    Due to its complexities, I highly recommend downloading the demo. I even tried reducing the file size as much as possible  

     ​

    Features

     ​

    - Able to have equipment be visual by applying "parts" to a sprite.
    - Can have multiple parts per equipment.
    - Can have actors have default parts.
    - Have quite a bit of control on how the parts are colored.

    - Can have equipment hide default parts

    - And more!
     

    Plugin Commands

     ​

    Spoiler UpdateActors - Forces the game to update the actors, for any reason that
     you need the game to do so.
     
     SetVEPoseActorId pose - Sets the actor with the ActorId specified to
     search for sprites with _pose at the end of them. For example you set pose
     to "dead", "body" becomes "body_dead".
     
     This effects characters on the map only.
     
     ClearVEPoseActorId - Restores the actor's pose to the default one.



    Parameters

    SpoilerDebug - Will write to the console if true. THIS SENDS A WHOLE LOT OF LOGS WHICH CAN LAG THE GAME, SO ONLY TURN THIS ON IF YOU ARE HAVING ISSUES

    One Sprite Per Layer - By default, you can have an infinite amount of parts per layer. However, making this parameter true will cause only one sprite to show per defined layer, which saves performance. This can be rather difficult to use however, so I recommend using this only if you really need it.
    Show Fadeout - If true, this will fade out the screen until the actors are
    done loading.
    It's up to you whether you want to use this or not.



    Note tags

    SpoilerVE Prefix: prefix

    This can be set to actors and equipment both.

    Basically, when you define a prefix, instead of searching for "hat" when
    you use VE Image, it'll search for "prefixHat".

    When used with equipment, prefixes are determined by the equipment's slot
    order, but they will always override the actor's settings.

    [VE Actor]

    This is, of course, Actor's notes only.

    Using this tag will make the actor's sprites(and any instance of them) invisible. This is so you can create an actor entirely from parts.

    Make sure that you have a blank sprite in parts/battlers named "blank",
    otherwise it'll soft-lock in battle for some reason.

    VE Image name,layer,hue,saturation,value,ignore prefix

    This can be used for Actors, Weapons, and Armor. If used for actors, they will always have those parts no matter what...unless you use the One Sprite Per Layer parameter, of course.

    First, ensure that you have a folder named parts, and inside that folder are three others named character,face, and battler.

    When you use this tag, the plugin will search the folder relevant to the situation for the sprite with the name you've specified, For example, if the actor's face pops up, it'll look in the "face" folder.

    The layer tells the plugin what order the part should be created in. It goes lowest to highest, and by default is 0.

    hue is the color of the part.

    saturation is how colorful the part is. 255 is completely colorless.

    value is how bright the part is. 0 is the normal value, -255 is black, and 255 is white.

    note: everything but name can be set to an eval formula. Keep in mind though that right now it only sets these values the moment the parts are created.

    VE Image Neutral: name,layer,hue,saturation,value

    Exactly the same as VE Image except that it always ignores prefixes.

    VE Hide: layer

    When set to equipment, it'll hide the actor's default parts on the layer
     specified. Think of it as One Sprite Per Layer lite version.

    VE Color: layer,hue,saturation,value

     This will color all parts in the specified layer unless said part already has
     color settings.




    Future Plans -

    - More notes for more control- More things that can take advantage of the notes (classes, states, events, etc.)

    - Somehow make this constantly update the parts without killing the frame rate.

    - A guide or something on how to use this thing.


    Terms of Use - Free for commercial and non-commercial use.

     

    Change Log



    Spoiler
    v1 -




    Initial Version
    1.1a -
     - Added VE Prefix, which lets you have different images per VE Image.
     - Added VE Image Neutral, which ignores all prefix settings.
     - Added another variable to VE Image, which allows you to ignore all prefix
     settings.
     - Added Show Fadeout parameter, which will fade out the screen whenever the
     actors are updated.
     - Added VE Color, which allows you to change the colors settings of parts, as
     long as those parts don't have color settings themselves.
     - Added VE Hide, which is an equipment tag that lets you hide an actor's
     default parts.
     - Save file now properly updates with the character.
     - It no longer crashes when it can't find a part. It'll still send an error
     to the console, though.
     - IF YOU USE [VE ACTOR] YOU MUST NOW HAVE A BLANK SPRITE NAMED "BLANK" IN
     PARTS/BATTLERS OTHERWISE IT WILL SOFT-LOCK IN BATTLE.
     - General Improvements.
     - Added SetVEPose, which lets you set the pose for the sprites to use.
     - Added ClearVEPose, which restores the sprites to default.

     1.1b -
     - Actor's faces without [VE Actor] no longer disappear when equipping something.
     - Balloons should be in the right spot now.
     - ClearVEPose actually works like it's supposed to now.
     - If the plugin cannot find a sprite with the desired prefix, it'll search for the prefixless one.



    If you're using my animated enemies script, place this plugin above it!




    本贴来自国际rpgmaker官方论坛作者:Rexal处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/visual-equipment.50259/

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