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 Lv5.捕梦者 
	梦石0 星屑27257 在线时间5455 小时注册时间2016-3-8帖子1685 | 
| 本帖最后由 alexncf125 于 2020-1-16 22:04 编辑 
 MSX - XP Characters on VX/VXAce
 
 Version: 1.0
 
 Author: Melosx
 
 
 
 Introduction
 
 You can use XP characters whit VX and VXAce. Rename the image by adding $xp at the beginning of the name.
 
 Example: 001-Fighter01.png -> $xp001-Fighter01.png
 
 复制代码#==============================================================================
# ** MSX - XP Characters on VX/VXAce
#==============================================================================
# Author: Melosx
# Notes translated by ShinGamix
# http://www.rpgmakervxace.net/index.php?/user/1272-shingamix/
# Version: 1.0
# Compatible with VX and VXAce
#
#==============================================================================
# * Description
# -----------------------------------------------------------------------------
# This script allows you to use xp in vx chara simply inserting the tag
# $ xp
# Before the name of the file.                  
# You can then use the normal VX / VXAce along with those of XP.
#
#==============================================================================
# * Instructions
# -----------------------------------------------------------------------------
# Place the script under Materials and above Main. Add to chara of XP
# $ Xp before the tag name.
#
#==============================================================================
#==============================================================================
# ** Sprite_Character
#==============================================================================
class Sprite_Character < Sprite_Base
 def update_bitmap
   if @tile_id != @character.tile_id or
  @character_name != @character.character_name or
  @character_index != @character.character_index
  @tile_id = @character.tile_id
  @character_name = @character.character_name
  @character_index = @character.character_index
  if @tile_id > 0
    sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
    sy = @tile_id % 256 / 8 % 16 * 32;
    self.bitmap = tileset_bitmap(@tile_id)
    self.src_rect.set(sx, sy, 32, 32)
    self.ox = 16
    self.oy = 32
  else
    self.bitmap = Cache.character(@character_name)
    sign = @character_name[/^[!$]./]
    if sign != nil and sign.include?(')
          @cw = bitmap.width / 3
          @ch = bitmap.height / 4
    else
          @cw = bitmap.width / 12
          @ch = bitmap.height / 8
    end
    if @character_name != nil and @character_name.include?('$xp')
          @cw = bitmap.width / 4
          @ch = bitmap.height / 4
    end
    self.ox = @cw / 2
    self.oy = @ch
  end
   end
 end
 def update_src_rect
   if @character_name != nil and @character_name.include?('$xp')
  if @tile_id == 0
    pattern = @character.pattern > 0 ? @character.pattern - 1 : 3
    sx = pattern * @cw
    sy = (@character.direction - 2) / 2 * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
   else
  if @tile_id == 0
    index = @character.character_index
    pattern = @character.pattern < 3 ? @character.pattern : 1
    sx = (index % 4 * 3 + pattern) * @cw
    sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
   end
 end
end
#==========================================================================
# ** Window_Base
#==========================================================================
class Window_Base < Window
 def draw_character(character_name, character_index, x, y)
   return if character_name == nil
   bitmap = Cache.character(character_name)
   sign = character_name[/^[!$]./]
   if character_name != nil and character_name.include?('$xp')
  cw = bitmap.width / 4
  ch = bitmap.height / 4
  n = character_index
  src_rect = Rect.new(0, 0, cw, ch)
   else
  if sign != nil and sign.include?(')
    cw = bitmap.width / 3
    ch = bitmap.height / 4
  else
    cw = bitmap.width / 12
    ch = bitmap.height / 8
  end
  n = character_index
  src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
   end
   self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 end
end
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