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
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Terms & Conditions
Free for use in ANY game.
Don't remove the header and its comments!
That's it!