Added scripts
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82
scripts/Sprite_Character.rb
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82
scripts/Sprite_Character.rb
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#==============================================================================
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# ** Sprite_Character
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#------------------------------------------------------------------------------
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# This sprite is used to display the character.It observes the Game_Character
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# class and automatically changes sprite conditions.
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#==============================================================================
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class Sprite_Character < RPG::Sprite
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#--------------------------------------------------------------------------
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# * Public Instance Variables
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#--------------------------------------------------------------------------
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attr_accessor :character # character
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#--------------------------------------------------------------------------
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# * Object Initialization
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# viewport : viewport
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# character : character (Game_Character)
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#--------------------------------------------------------------------------
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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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update
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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super
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# If tile ID, file name, or hue are different from current ones
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if @tile_id != @character.tile_id or
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@character_name != @character.character_name or
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@character_hue != @character.character_hue
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# Remember tile ID, file name, and hue
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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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# If tile ID value is valid
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if @tile_id >= 384
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self.bitmap = RPG::Cache.tile($game_map.tileset_name,
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@tile_id, @character.character_hue)
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self.src_rect.set(0, 0, 32, 32)
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self.ox = 16
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self.oy = 32
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# If tile ID value is invalid
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else
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self.bitmap = RPG::Cache.character(@character.character_name,
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@character.character_hue)
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#begin
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# self.lightmap = RPG::Cache.lightmap(@character.character_name)
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#rescue
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# self.lightmap = nil
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#end
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@cw = bitmap.width / 4
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@ch = bitmap.height / 4
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self.ox = @cw / 2
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self.oy = @ch
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end
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end
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# Set visible situation
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self.visible = (not @character.transparent)
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# If graphic is character
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if @tile_id == 0
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# Set rectangular transfer
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sx = @character.pattern * @cw
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sy = (@character.direction - 2) / 2 * @ch
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self.src_rect.set(sx, sy, @cw, @ch)
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end
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# Set sprite coordinates
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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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# Set opacity level, blend method, and bush depth
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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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# Animation
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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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@character.animation_id = 0
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end
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end
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end
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