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发表于 2023-1-6 21:11:15
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本帖最后由 alexncf125 于 2023-1-6 21:14 编辑
这个?
点击展开/收起##-----------------------------------------------------------------------------
# Large Sprite ☆ Display Fix v1.3
# Created by Neon Black at request of seita
# v1.4 - 12.18.14 - Added position tuning
# v1.3 - 1.12.14 - Viewport/position issue fixes
# v1.1 - 8.18.13 - lammer an odd lag issue
# v1.0 - 8.17.13 - Main script completed
# For both commercial and non-commercial use as long as credit is given to
# Neon Black and any additional authors. Licensed under Creative Commons
# CC BY 4.0 - http://creativecommons.org/licenses/by/4.0/
##-----------------------------------------------------------------------------
##------
## By default, this script only affects the player. To allow it to affect
## an event page as well, add a comment with the tag <large sprite> to the page
## of the event you would like to have affected by this.
class Sprite_Character < Sprite_Base
##------
## The ID of the terrain used to display the large character above ☆ tiles.
## If the player is below this tile (y position), the sprite will appear
## above all tiles and events from that y position up. If the player is on
## the same tile or above (y position) the event will appear BELOW ☆ tiles
## from that position up.
##------
UpperTerrain = 7
##------
## This value is the pixel tuning used to check the location. This is
## because characters tagged with a '!' in their name are drawn lower than
## normal characters and are considered to be lower than these. This causes
## the script to think they are on the tile below where they really are and
## draw them above tiles they should appear under.
##------
Tuning = -1
alias :cp_011214_update_bitmap :update_bitmap
def update_bitmap(*args)
if graphic_changed? && @set_upper_area_sprite
@force_no_gfx_change = true
else
@force_no_gfx_change = false
end
cp_011214_update_bitmap(*args)
end
## Alias the update method to add in the new graphic check.
alias :cp_073013_update_pos :update_position
def update_position(*args)
cp_073013_update_pos(*args)
check_encompassed_area if sprite_is_onscreen?
end
## Alias the dispose to dispose the upper sprite.
alias :cp_073013_dispose :dispose
def dispose(*args)
@upper_area_sprite.dispose if @upper_area_sprite
cp_073013_dispose(*args)
end
#~ ## Alias the graphic changed method to allow the sprite to revent to what it
#~ ## was during the last frame. This allows the check to work again.
#~ alias :cp_073013_graphic_changed? :graphic_changed?
#~ def graphic_changed?(*args)
#~ cp_073013_graphic_changed?(*args) || @set_upper_area_sprite
#~ end
## Check if the sprite is onscreen. Reduces redundant drawing.
def sprite_is_onscreen?
return false if @character.is_a?(Game_Vehicle) || @character.is_a?(Game_Follower)
return false unless @character.is_a?(Game_Player) || @character.large_sprite
return false if @character.screen_z >= 200
top_left, bot_right = get_edge_corner_dis
return false if top_left[0] > Graphics.width
return false if top_left[1] > Graphics.height
return false if bot_right[0] < 0
return false if bot_right[1] < 0
return true
end
## Get the top left and bottom right positions.
def get_edge_corner_dis
top_left = [self.x - self.ox, self.y - self.oy]
bot_right = [top_left[0] + self.width, top_left[1] + self.height]
return [top_left, bot_right]
end
## Long method that checks each position and draws the upper sprite.
def check_encompassed_area
if @set_upper_area_sprite && !@force_no_gfx_change
old_src = self.src_rect.clone
self.bitmap = @old_bitmap
self.src_rect = old_src
end
@set_upper_area_sprite = false
top_left, bot_right = get_edge_corner_dis
last_x, last_y, copy_region = nil, nil, 0
map_xd, map_yd = $game_map.display_x * 32, $game_map.display_y * 32
total_height = (self.height + @character.jump_height).round
self.width.times do |x|
xp = map_xd.to_i + top_left[0] + x
unless xp / 32 == last_x
last_x = xp / 32
last_y, copy_region = nil, 0
total_height.times do |y|
yp = map_yd.to_i + bot_right[1] + @character.jump_height - y + Tuning
next if yp.to_i / 32 == last_y
last_y = yp.to_i / 32
if last_y == (@character.screen_y + @character.jump_height + Tuning +
map_yd).to_i / 32
break if $game_map.terrain_tag(last_x, last_y) == UpperTerrain
next
end
next if $game_map.terrain_tag(last_x, last_y) != UpperTerrain
copy_region = [self.height, total_height - y + 1].min
set_upper_sprite
break
end
end
next if copy_region == 0
rect = Rect.new(src_rect.x + x, src_rect.y, 1, copy_region)
@upper_area_sprite.bitmap.blt(x, 0, self.bitmap, rect)
self.bitmap.clear_rect(rect)
end
if !@set_upper_area_sprite && @upper_area_sprite
@upper_area_sprite.visible = false
end
end
## Creates the upper sprite that's a copy of the current sprite.
def set_upper_sprite
return if @set_upper_area_sprite
@upper_area_sprite ||= Sprite.new
@upper_area_sprite.bitmap = Bitmap.new(self.width, self.height)
props = ["x", "y", "ox", "oy", "zoom_x", "zoom_y", "angle", "mirror",
"bush_depth", "opacity", "blend_type", "color", "tone", "visible",
"viewport"]
props.each do |meth|
@upper_area_sprite.method("#{meth}=").call(self.method(meth).call)
end
@upper_area_sprite.z = 200
@set_upper_area_sprite = true
@old_bitmap, old_src_rect = self.bitmap, self.src_rect.clone
self.bitmap = Bitmap.new(@old_bitmap.width, @old_bitmap.height)
self.bitmap.blt(0, 0, @old_bitmap, @old_bitmap.rect)
self.src_rect = old_src_rect
end
end
class Game_Event < Game_Character
attr_reader :large_sprite
alias :cp_081713_setup_page_settings :setup_page_settings
def setup_page_settings(*args)
cp_081713_setup_page_settings(*args)
get_large_sprite_conditions
end
def get_large_sprite_conditions
@large_sprite = false
return if @list.nil? || @list.empty?
@list.each do |line|
next unless line.code == 108 || line.code == 408
case line.parameters[0]
when /<large sprite>/i
@large_sprite = true
end
end
end
end
还是这个?
点击展开/收起#==============================================================================
# TheoAllen - 双重优先级的事件
# Version : 1.0
# Language : Informal Indonesian
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Contact :
#------------------------------------------------------------------------------
# *> http://www.rpgmakerid.com
# *> http://www.rpgmakervxace.net
# *> http://www.theolized.com
#==============================================================================
# Change Logs:
# -----------------------------------------------------------------------------
# 2013.10.25 - Finished
#==============================================================================
=begin
================
|| 介绍 ||
----------------
本脚本可以使事件同时拥有"在人物上方"和"在人物下方"的效果。
当事件的Y坐标小于玩家的Y坐标,即事件在玩家"上方"时,事件会被玩家覆盖。
当事件的Y坐标大于玩家的Y坐标,即事件在玩家"下方"时,玩家会被事件覆盖。
======================
|| 使用方法 ||
----------------------
将本脚本放在插件脚本之下,Main之上
事件注释: <samechar>
===================
使用条款 :
署名脚本作者, TheoAllen. 你可以自由编辑此脚本,只要你不声明你是脚本的原作者
如果你想用此脚本于商业游戏,请和我共享收益.别忘了给我一份免费的游戏拷贝.
=end
#==============================================================================
# 无设定
#==============================================================================
class Game_Event
alias theo_samechar_z screen_z
def screen_z
return 100 if @samechar
return theo_samechar_z
end
alias theo_samechar_setup_page_settings setup_page_settings
def setup_page_settings
theo_samechar_setup_page_settings
@samechar = false
@list.each do |command|
next unless [108,408].include?(command.code)
@samechar = true if command.parameters[0] =~ /<samechar>/i
end if @list
end
end |
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