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 Lv4.逐梦者 
	梦石0 星屑7653 在线时间1421 小时注册时间2018-12-16帖子1984 | 
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关于官方插件LoopAnim.js, 如何可以改变动画的大小呢?
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 看来看去都不知道要改哪里..... 请各位大神帮帮忙!
 
 * Plugin Command:
 *   LoopAnim start event animid   # Start a looping animation on an event
 *   LoopAnim stop event           # Stop animation loop
 *
 *   event = number for specific event
 *   event = 0 for "this" event
 *   event = -1 for player
 *   event = $gameVariables.value(x) to get the event id from variable x
 
 ---------------------------------------------------------------
 
 
 原始碼:
 ----------------------------------------------------------------
 
 //=============================================================================
 // Looping Animations
 // by Shaz
 // Last Updated: 2015.09.21
 //=============================================================================
 
 /*:
 * @plugindesc Allows animations on the map to loop
 * @author Shaz
 *
 * @help
 *
 * Plugin Command:
 *   LoopAnim start event animid   # Start a looping animation on an event
 *   LoopAnim stop event           # Stop animation loop
 *
 *   event = number for specific event
 *   event = 0 for "this" event
 *   event = -1 for player
 *   event = $gameVariables.value(x) to get the event id from variable x
 */
 
 /*:ja
 * @plugindesc ?????柴??潦?扼?怒???航?怒??整???
 * @author Shaz
 *
 * @help
 *
 * Plugin Command:
 *   LoopAnim start event animid   #
 *         ?扎??喋?銝?柴??潦?扼?怒???????
 *   LoopAnim stop event           #
 *         ?U??~?瑯?喋?潦???甇U??整???
 *
 *   event = 0 ???柴???
 *   event = -1 ???研?扎
 *   event = $gameVariables.value(x) ????扎??喋?ID??敺?
 */
 
 (function() {
 var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
 Game_Interpreter.prototype.pluginCommand = function(command, args) {
 _Game_Interpreter_pluginCommand.call(this, command, args);
 
 if (command.toUpperCase() === 'LOOPANIM') {
 var character = this.character(eval(args[1]));
 if (character) {
 switch (args[0].toUpperCase()) {
 case 'START':
 character.loopAnimStart(args[2]);
 break;
 case 'STOP':
 character.loopAnimStop();
 }
 }
 }
 }
 
 var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
 Game_CharacterBase.prototype.initMembers = function() {
 _Game_CharacterBase_initMembers.call(this);
 this._loopAnimId = 0;
 };
 
 Game_CharacterBase.prototype.loopAnimStart = function(animId) {
 this._loopAnimId = animId;
 this.requestAnimation(animId);
 };
 
 Game_CharacterBase.prototype.loopAnimStop = function() {
 this._loopAnimId = 0;
 };
 
 Sprite_Character.prototype.isAnimationPlaying = function() {
 if (this._animationSprites.length > 0) {
 result = true;
 } else if (this._character._loopAnimId > 0) {
 this._character.requestAnimation(this._character._loopAnimId);
 this.setupAnimation();
 result = true;
 } else {
 result = false;
 };
 return result;
 };
 })();
 
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