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[转载发布] Notes to Self: Little tweaks, mostly chrono engine

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    [LV.7]常住居民III

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    灌水之王

    发表于 2026-7-29 18:56:23 | 显示全部楼层 |阅读模式
    Every now and then I'm using a plugin and it doesn't work quite the way I want it to, so I put in a little tweak to do what I want.  Sometimes it's a bugfix, sometimes it's just changing things to be easier for me to work with. Since I'm not the only person using these plugins, I figured I'd put up a thread for these so other people can try them if they want.

    I'll be sporadically updating this whenever I have something I think other people might find useful.

    These are not optimized or cleaned up in any way, so it's almost certain there are better ways to do all of these things.  

    Terms of Use: Do whatever you like.

    YEP_X_ExtDoodadPack1: Switching Doodads 'on' puts them at the beginning of their animation cycle.
    Yanfly's extended doodad plugin with switches is great to use, but when you switch an animated doodad on, it's at essentially random part of its animation cycle.  That's because the doodads are silently going through each frame while transparent.

    I wanted animated doodads to be at the start of their animation cycle when switched on.  This tweak does that by resetting the frame to 0 whenever the plugin refreshes a hidden doodad.
    Spoiler                Code:       






    MOG_ChronoEngine Item Core Compatibilty
    Chrono Engine is not compatible with yanfly's item core by default.  This fixes that.
    Spoiler                Code:       





    MOG_ActorHud Meter Angle Fix
    Mog's actorhud converts from radians to degrees twice by default, which means if you set an angled bar the background
    won't be at the same angle as the filled bar.  This typo is in all the different meters, but once you see the hp meter fix you can change whatever other ones you want.
    Spoiler                Code:       






    MOG_CharacterPoses+Mog_ChronoEngine Rotation Around Center + Set Sprite Rotations
    By default in rpgmaker, sprite rotation is around the base of a sprite.  That's bad if you're rotating projectiles, since you end up with your hitbox being displaced off from where the sprite actually is.

    This function uses trig to identify where the sprite needs to be displaced so that it's rotated around the hitbox.  (This requires that you center your sprite using mog's displacement tools to start with).




    Above: My Version (approximate hitbox in blue)
    Below: Default version

    In addition, I have added a few functions for rotating character sprites smoothly.  Set a target angle and a rotation rate, and it will update each frame until it reaches the target angle.

    If you don't set a target angle, it will rotate at that speed forever.

    You can also set it to go in whichever direction is closer, ignoring the sign on the angle speed.

    Spoiler                Code:       







    本贴来自国际rpgmaker官方论坛作者:Restart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/notes-to-self-little-tweaks-mostly-chrono-engine.112155/

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