Project1
标题:
MV行走图帧数怎么更改
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作者:
凡小满
时间:
2020-4-25 10:50
标题:
MV行走图帧数怎么更改
本帖最后由 凡小满 于 2020-4-25 10:52 编辑
MV有调整行走图帧数的方法或插件吗?系统是三帧,想修改为四帧
作者:
PLeaseS
时间:
2020-4-25 10:56
善用搜索
https://rpg.blue/thread-386342-1-1.html
作者:
wabcmcc
时间:
2020-4-27 16:29
比較簡單允許超過3幀(踏步圖)
(RM官方論壇) 作者: Shaz
//=============================================================================
// More Character Frames
// by Shaz
// Last Updated: 2015.09.21
//=============================================================================
/*:
* @plugindesc 允許超過3幀(踏步圖)
Allows more than 3 Frames
* @author Shaz
*
* @help This plugin does not provide plugin commands.
* //此插件不提供插件命令。
*
* Add [D L R U] to your character sheet name (with $ prefix) to specify haw
* many frames in each direction (Down, Left, Right, Up).
* Spritesheets with this added to the file name will use a looping frame
* animation rather than the back-and-forth default animation.
*
* //將[D L R U]添加到您的角色表名稱(帶有$前綴)
* 每個方向上的多個幀(向下,向左,向右,向上)。
* 添加到文件名的字符表將從左到右重複循環,
* 而不是使用來回的默認模式。
*
* The first frame should be the idle/still pose.
* //第一幀應該是空閒/靜止姿勢。
*
* eg. $Ralph [8 8 8 8].png
* is a character sheet consisting of 4 rows with 8 frames per row.
* Animation will go from frame 1 to 8 then start at 1 again.
* //例如。 $Ralph [8 8 8 8] .png
* 是一個由 $(任意名稱) 4行組成的字符表,每行8幀。
* 動畫將從第1幀到第8幀再從1開始。
* 又例如: $Ralph [6 6 6 6] .png
* 是一個由 $(任意名稱) 4行組成的字符表,每行6幀。
* 動畫將從第1幀到第6幀再從1開始。
*/
(function() {
ImageManager.isMultiFrameCharacter = function(filename) {
var frames = filename.match(/\[(\d+)\s+(\d+)\s+(\d+)\s+(\d+)\]/);
return frames && frames.length === 5;
};
ImageManager.getCharacterFrameCount = function(filename) {
var frames = filename.match(/\[(\d+)\s+(\d+)\s+(\d+)\s+(\d+)\]/);
if (!frames) {
return [3, 3, 3, 3];
} else {
return frames.splice(1, 4);
}
};
var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
Game_CharacterBase.initMembers = function() {
_Game_CharacterBase_initMembers.call(this);
this._isMultiFrame = false;
this._frames = [3, 3, 3, 3];
};
var _Game_CharacterBase_maxPattern = Game_CharacterBase.prototype.maxPattern;
Game_CharacterBase.prototype.maxPattern = function() {
if (!this._isMultiFrame) {
return _Game_CharacterBase_maxPattern.call(this);
} else {
return this._frames[(this._direction / 2) - 1];
}
};
var _Game_CharacterBase_pattern = Game_CharacterBase.prototype.pattern;
Game_CharacterBase.prototype.pattern = function() {
if (!this._isMultiFrame) {
return _Game_CharacterBase_pattern.call(this);
} else {
return this._pattern < this._frames[this._direction / 2 - 1] ? this._pattern : 0;
}
};
var _Game_CharacterBase_isOriginalPattern = Game_CharacterBase.prototype.isOriginalPattern;
Game_CharacterBase.prototype.isOriginalPattern = function() {
if (!this._isMultiFrame) {
return _Game_CharacterBase_isOriginalPattern.call(this);
} else {
return this.pattern() === 0;
}
};
var _Game_CharacterBase_resetPattern = Game_CharacterBase.prototype.resetPattern;
Game_CharacterBase.prototype.resetPattern = function() {
if (!this._isMultiFrame) {
_Game_CharacterBase_resetPattern.call(this);
} else {
this.setPattern(0);
}
};
var _Game_CharacterBase_setImage = Game_CharacterBase.prototype.setImage;
Game_CharacterBase.prototype.setImage = function(characterName, characterIndex) {
_Game_CharacterBase_setImage.call(this, characterName, characterIndex);
this._isMultiFrame = ImageManager.isMultiFrameCharacter(characterName);
this._frames = ImageManager.getCharacterFrameCount(characterName);
};
var _Game_CharacterBase_setTileImage = Game_CharacterBase.prototype.setTileImage;
Game_CharacterBase.prototype.setTileImage = function(tileId) {
_Game_CharacterBase_setTileImage.call(this, tileId);
this._isMultiFrame = false;
this._frames = [3, 3, 3, 3];
};
Game_CharacterBase.prototype.isMultiFrame = function() {
return this._isMultiFrame;
};
Game_CharacterBase.prototype.getDirectionFrames = function() {
return this._frames[this._direction / 2 - 1];
};
var _Game_Event_initMembers = Game_Event.prototype.initMembers;
Game_Event.prototype.initMembers = function() {
_Game_Event_initMembers.call(this);
if (this._isMultiFrame) {
this._originalPattern = 0;
}
};
var _Sprite_Character_patternWidth = Sprite_Character.prototype.patternWidth;
Sprite_Character.prototype.patternWidth = function() {
if (!this._character.isMultiFrame()) {
return _Sprite_Character_patternWidth.call(this);
} else {
return this.bitmap.width / this._character.getDirectionFrames();
}
};
})();
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