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3楼
发表于 2012-4-20 19:59:53
手机端发表。
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本帖最后由 吉井明久 于 2012-4-20 21:02 编辑
本楼属于故意连贴,旨在分享另一种方法。- class Game_Character
- def update
- if jumping?
- update_jump
- elsif moving?
- update_move
- else
- update_stop
- end
- if @anime_count > 18 - @move_speed * 2
- if not @step_anime and @stop_count > 0
- @pattern = @original_pattern
- else
- @pattern = (@pattern + 1) % character_frame
- end
- @anime_count = 0
- end
- if @wait_count > 0
- @wait_count -= 1
- return
- end
- if @move_route_forcing
- move_type_custom
- return
- end
- if @starting or lock?
- return
- end
- if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
- case @move_type
- when 1
- move_type_random
- when 2
- move_type_toward_player
- when 3
- move_type_custom
- end
- end
- end
- def character_frame
- @character_frame if @old_character_name == @character_name
- @character_frame = @character_name[/\[(\d*)f\]/] ? $1.to_i : 4
- end
- end
- class Sprite_Character
- def update
- super
- if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- if @tile_id >= 384
- self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue)
- self.src_rect.set(0, 0, 32, 32)
- self.ox = 16
- self.oy = 32
- else
- self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue)
- @cw = bitmap.width / @character.character_frame
- @ch = bitmap.height / 4
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- self.visible = (not @character.transparent)
- if @tile_id == 0
- sx = @character.pattern * @cw
- sy = (@character.direction - 2) / 2 * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z(@ch)
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- end
- end
复制代码 插入后,行走图帧数将由文件名决定。@end55rpg
在文件名内加入 [6f] 代表六帧。
文件名的任意位置都可以噢。
如此就可以使用 更改角色图像 功能。 |
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