mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
update to latest 6.0 release
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@@ -1,10 +1,10 @@
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class BushBitmap
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def initialize(bitmap, isTile, depth)
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@bitmaps = []
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@bitmap = bitmap
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@isTile = isTile
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@bitmaps = []
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@bitmap = bitmap
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@isTile = isTile
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@isBitmap = @bitmap.is_a?(Bitmap)
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@depth = depth
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@depth = depth
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end
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def dispose
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@@ -53,14 +53,23 @@ class BushBitmap
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end
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end
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def event_is_trainer(event)
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return $game_map.events[event.id] && event.name[/trainer\((\d+)\)/i]
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end
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class Sprite_Character < RPG::Sprite
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attr_accessor :character
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def initialize(viewport, character = nil)
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super(viewport)
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@character = character
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@character = character
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if darknessEffectOnCurrentMap()
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if @character.is_a?(Game_Event)
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$game_map.events[@character.id].erase if event_is_trainer(@character)
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end
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end
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@oldbushdepth = 0
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@spriteoffset = false
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if !character || character == $game_player || (character.name[/reflection/i] rescue false)
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@@ -95,13 +104,13 @@ class Sprite_Character < RPG::Sprite
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return if @character.is_a?(Game_Event) && !@character.should_update?
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super
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if @tile_id != @character.tile_id ||
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@character_name != @character.character_name ||
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@character_hue != @character.character_hue ||
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@oldbushdepth != @character.bush_depth
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@tile_id = @character.tile_id
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@character_name != @character.character_name ||
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@character_hue != @character.character_hue ||
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@oldbushdepth != @character.bush_depth
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@tile_id = @character.tile_id
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@character_name = @character.character_name
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@character_hue = @character.character_hue
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@oldbushdepth = @character.bush_depth
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@character_hue = @character.character_hue
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@oldbushdepth = @character.bush_depth
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if @tile_id >= 384
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@charbitmap.dispose if @charbitmap
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@charbitmap = pbGetTileBitmap(@character.map.tileset_name, @tile_id,
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@@ -119,7 +128,7 @@ class Sprite_Character < RPG::Sprite
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else
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@charbitmap.dispose if @charbitmap
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@charbitmap = AnimatedBitmap.new(
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'Graphics/Characters/' + @character_name, @character_hue)
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'Graphics/Characters/' + @character_name, @character_hue)
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RPG::Cache.retain('Graphics/Characters/', @character_name, @character_hue) if @character == $game_player
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@charbitmapAnimated = true
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@bushbitmap.dispose if @bushbitmap
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@@ -154,14 +163,14 @@ class Sprite_Character < RPG::Sprite
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pbDayNightTint(self)
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end
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end
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self.x = @character.screen_x
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self.y = @character.screen_y
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self.z = @character.screen_z(@ch)
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# self.zoom_x = Game_Map::TILE_WIDTH / 32.0
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# self.zoom_y = Game_Map::TILE_HEIGHT / 32.0
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self.opacity = @character.opacity
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self.x = @character.screen_x
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self.y = @character.screen_y
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self.z = @character.screen_z(@ch)
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# self.zoom_x = Game_Map::TILE_WIDTH / 32.0
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# self.zoom_y = Game_Map::TILE_HEIGHT / 32.0
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self.opacity = @character.opacity
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self.blend_type = @character.blend_type
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# self.bush_depth = @character.bush_depth
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# self.bush_depth = @character.bush_depth
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if @character.animation_id != 0
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animation = $data_animations[@character.animation_id]
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animation(animation, true)
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