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[制作教程] Mirror reflection that works with player and NPCs (Video tutorial)

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    灌水之王

    发表于 7 天前 | 显示全部楼层 |阅读模式
    Download:https://www.mediafire.com/file/u9hbnn2njlsfe7u/RPG_Maker_-_Mirror_system.zip/file
    Password:rpgmaker

    Spoiler: Playlist
    Click here!
    (If you liked the content, please mark each video with a like and subscribe to the channel.)​






    Part 1:Preparing calculation
    In this first part I will show how to make the map event go to the same X position as the player, but the Y position will be the inverse of the player's Y position using the first position of the reflection itself as a reference.
    If the initial Y coordinate of the reflection is 6, this will be the base of the mirror itself and the value will be subtracted by the player's Y coordinate so that it moves away from the base.
    (In the demo there is a map named "Mirror_OLD", in it you can see this stage ready)

    Part 2:Smooth reflex movement
    Although little known, in the past it was common for Rm2k(3) users to use a caterpillar system made by events, the logic I used was the same, the reflection instead of being transferred to the coordinate will follow as "Move event" until it reaches the coordinate calculated based on the player's position.
    Info: the speed must be defined manually, to work with a dash system, which is the system of running by holding a key, adjustments will be necessary, probably the creation of a new page with the higher speed
    (In the demo the map "Mirror (Only Player)" has the complete system working)

    Part 3:Correcting the reflected graph
    At this point the system is already working, but there is the question of how to draw the mirrored graphic, because the sprites will not always have both sides of the body the same, this may be due to the hairstyle, accessory on the arm or clothing, so it is necessary to redraw the inverted graphic, no advanced program is needed for this, I used Windows' own MSPaint for this, see the logic in this image:




    Part 4:Last tests
    While the system is working at this point, there is a need to be careful about the mirror height limit in terms of how close the player can get to the Y coordinate of the top of the map. If the reflection has nowhere to go, the effect on the game will be weird. The numbers on the left side of the screen are used to test any best starting positions for the base of the mirror, so you can get a better understanding of how the whole system works.

    Part 5:NPCs with reflection (Rm2k3 Only)
    To make the system more practical I made part of it with Common Events, so to affect the map events that represent the reflections of the NPCs I used the "This Event" parameter in the commands that needed it, but this does not work in RPG Maker 2000, so for it to work watch the next part where I undo the common events part and redo it directly in each reflex event.
    Info: Although intuitive, this should not be applied to static objects, such as columns, chests, etc. To do this, simply create a reflex event in the corresponding position and the opening movement is simply synchronized with the movement of the real object. Of course, it is necessary to create a graph of the same in reverse if the object itself cannot represent this.
    (See the "Mirror (NPCs)" map, with this method it is easy to create more NPCs with reflections)

    Part 6:Converting to RPG Maker 2000
    The "This Event" parameter works in "Common Events" when called by a map event in version 1.12a of Rm2k3, this was a correction or improvement included that helped a lot in the development of event-based systems, making it possible to use a Common Event as a function in programming languages, however this does not work in previous versions or in the most recent version of Rm2k, so for this it is necessary to recreate each of the 3 common events in the reflex events, separating them by pages so that they can be called by the reflex event itself without generating conflicts, and thus being able to delete the common events.

    Part 7:Controlling static objects
    This next step is important to make the game's animations more realistic, but in this case we will not use the mirror reflection system, since these are objects that remain stationary at the same coordinate on the map.
    This is a basic method to synchronize the reflection with the animations of chests opening or levers changing position. The same effect can be applied to NPC events that have a custom animation when interacting with the player.
    An example would be with monsters on the map where they should have an animation after being defeated.


    本贴来自国际rpgmaker官方论坛作者:DevRPG2k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/mirror-reflection-that-works-with-player-and-npcs-video-tutorial.176713/

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