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[转载发布] Large Door Fix XP

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    灌水之王

    发表于 2026-7-23 16:54:22 | 显示全部楼层 |阅读模式
    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:       
    1. # * Large Door Fix XP * #
    2. #   Scripter : Kyonides Arkanthes
    3. #   2023-09-11
    4. # - The file names of Door Character Sprites should begin with an @ symbol. - #
    5. #   That symbol can be either the 1st or 2nd or even the 3rd character of the
    6. #   filename. The fix will work as long as the @ symbol is there!
    7. class Sprite_Character
    8.   def update
    9.     super
    10.     update_bitmap
    11.     update_visible
    12.     update_src_rect
    13.     update_screen
    14.     update_animation
    15.   end
    16.   def update_bitmap
    17.     if @tile_id != @character.tile_id or
    18.        @character_name != @character.character_name or
    19.        @character_hue != @character.character_hue
    20.       @tile_id = @character.tile_id
    21.       @character_name = @character.character_name
    22.       @character_hue = @character.character_hue
    23.       if @tile_id >= 384
    24.         self.bitmap = RPG::Cache.tile($game_map.tileset_name,
    25.           @tile_id, @character.character_hue)
    26.         self.src_rect.set(0, 0, 32, 32)
    27.         self.ox = 16
    28.         self.oy = 32
    29.       else
    30.         c = @character
    31.         self.bitmap = RPG::Cache.character(c.character_name, c.character_hue)
    32.         @cw = bitmap.width / 4
    33.         @ch = bitmap.height / 4
    34.         # Large Door Fix
    35.         self.ox = @character_name[/@/] ? 32 : @cw / 2
    36.         self.oy = @ch
    37.       end
    38.     end
    39.   end
    40.   def update_visible
    41.     self.visible = !@character.transparent
    42.   end
    43.   def update_src_rect
    44.     if @tile_id == 0
    45.       sx = @character.pattern * @cw
    46.       sy = (@character.direction - 2) / 2 * @ch
    47.       self.src_rect.set(sx, sy, @cw, @ch)
    48.     end
    49.   end
    50.   def update_screen
    51.     self.x = @character.screen_x
    52.     self.y = @character.screen_y
    53.     self.z = @character.screen_z(@ch)
    54.     self.opacity = @character.opacity
    55.     self.blend_type = @character.blend_type
    56.     self.bush_depth = @character.bush_depth
    57.   end
    58.   def update_animation
    59.     if @character.animation_id != 0
    60.       animation = $data_animations[@character.animation_id]
    61.       animation(animation, true)
    62.       @character.animation_id = 0
    63.     end
    64.   end
    65. end
    复制代码


    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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