Large Door Fix ACE
Large Door Fix ACEby Kyonides
Introduction
Have you ever noticed that all doors that are more than 32 pixels wide are automatically centered by the default event scripts?
There is a reason for that effect. They are supposed to be used as a single event that is wide enough for your heroes to slip into important buildings or dangerous dungeons. Nonetheless, that doesn't look quite good while waiting to enter a modern or futuristic supermarket, does it?
That's exactly why you need to grab this script!
It will make it possible to use it as if you had placed 2 door events in a row.
Actually, the other door event should display NO graphic and its priority should be set to Same as Character's.
Remember that the filename should ALWAYS include some @ at symbol.
Ruby:
# * Large Door Fix ACE * #
# Scripter : Kyonides Arkanthes
# 2023-09-11
# - The file names of Door Character Sprites should begin with an @ symbol. - #
# That symbol can be either the 1st or 2nd or even the 3rd character of the
# filename. The fix will work as long as the @ symbol is there!
class Sprite_Character
alias :kyon_door_fix_sprite_char_set_char_bmap :set_character_bitmap
def set_character_bitmap
kyon_door_fix_sprite_char_set_char_bmap
self.ox = 32 if @character_name[/@/]
end
end
Terms & Conditions
Free for use in ANY game.
Don't remove the header and its comments!
That's it!
本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/large-door-fix-ace.161106/
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