じ☆ve冰风 发表于 2026-7-23 16:54:22

Large Door Fix XP

Large Door Fix XP

by 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.

Remember that the filename should ALWAYS include some @ at symbol.​

                Ruby:       
# * Large Door Fix XP * #
#   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
def update
    super
    update_bitmap
    update_visible
    update_src_rect
    update_screen
    update_animation
end

def update_bitmap
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
      self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
      self.src_rect.set(0, 0, 32, 32)
      self.ox = 16
      self.oy = 32
      else
      c = @character
      self.bitmap = RPG::Cache.character(c.character_name, c.character_hue)
      @cw = bitmap.width / 4
      @ch = bitmap.height / 4
      # Large Door Fix
      self.ox = @character_name[/@/] ? 32 : @cw / 2
      self.oy = @ch
      end
    end
end

def update_visible
    self.visible = !@character.transparent
end

def update_src_rect
    if @tile_id == 0
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
end

def update_screen
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(@ch)
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
end

def update_animation
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
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-xp.161109/
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