# Sprite set map class Spriteset_Map alias falcaopearl_create_characters create_characters def create_characters create_pearl_abs_sprites falcaopearl_create_characters end def create_pearl_abs_sprites if $game_player.send_dispose_signal dispose_pearlabs_sprites $game_player.send_dispose_signal = false end @projectile_sprites = [] $game_player.projectiles.each do |projectile| @projectile_sprites.push(Sprite_Character.new(@viewport1, projectile)) end @damagepop_sprites = [] $game_player.damage_pop.each do |target| @damagepop_sprites.push(Sprite_DamagePop.new(@viewport1, target)) end @animeabs_sprites = [] $game_player.anime_action.each do |anime| @animeabs_sprites.push(Sprite_Character.new(@viewport1, anime)) end @enemy_drop_sprites = [] $game_player.enemy_drops.each do |enemy| for i in enemy.dropped_items @enemy_drop_sprites.push(Sprite_EnemyDrop.new(@viewport1, enemy, i)) end end @dead_iconsprites = [] @dead_characters = [] end
# Sprite set map
class Spriteset_Map
alias falcaopearl_create_characters create_characters
def create_characters
create_pearl_abs_sprites
falcaopearl_create_characters
end
def create_pearl_abs_sprites
if $game_player.send_dispose_signal
dispose_pearlabs_sprites
$game_player.send_dispose_signal = false
end
@projectile_sprites = []
$game_player.projectiles.each do |projectile|
@projectile_sprites.push(Sprite_Character.new(@viewport1, projectile))
end
@damagepop_sprites = []
$game_player.damage_pop.each do |target|
@damagepop_sprites.push(Sprite_DamagePop.new(@viewport1, target))
end
@animeabs_sprites = []
$game_player.anime_action.each do |anime|
@animeabs_sprites.push(Sprite_Character.new(@viewport1, anime))
end
@enemy_drop_sprites = []
$game_player.enemy_drops.each do |enemy|
for i in enemy.dropped_items
@enemy_drop_sprites.push(Sprite_EnemyDrop.new(@viewport1, enemy, i))
end
end
@dead_iconsprites = []
@dead_characters = []
end
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