#==============================================================================
# ■ Sprite_Mirror
# Based on Sprite_Shadow, modified by Rataime
#==============================================================================
class Sprite_Mirror < RPG::Sprite
attr_accessor :character
attr_accessor :events
attr_accessor :event_y
def initialize(viewport=nil)
super(viewport)
@character = $game_player
@events=0
@event_y=0
self.opacity=0
update
end
def update
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = (@character.pattern) * @cw
sy = (@character.direction - 2) / 2 * @ch
if @character.direction==8
sy = 0 * @ch
end
if @character.direction==2
sy = 3 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = self.event_y-($game_player.screen_y-self.event_y).abs+30
self.z = 10
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================
class Sprite_Character < RPG::Sprite
alias mirror_initialize initialize
def initialize(viewport, character = nil)
@character = character
super(viewport)
if character.is_a?(Game_Player)
$game_map.mirror=Sprite_Mirror.new(viewport)
end
mirror_initialize(viewport, @character)
end
alias mirror_update update
def update
mirror_update
if (@mirror!=nil and character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["m"])
if $game_player.screen_y-self.y<80 and self.y<$game_player.screen_y and ($game_player.screen_x-self.x).abs<17
if (character.list[1]!=nil and character.list[1].code == 108)
@mirror.opacity=character.list[1].parameters[0].to_f
else
@mirror.opacity=$game_player.opacity
end
@mirror.events=self.id
@mirror.event_y=self.y
else
if @mirror.events==self.id
@mirror.events=0
else
if @mirror.events==0
@mirror.opacity=0
end
end
end
end
@mirror=$game_map.mirror
if character.is_a?(Game_Player)
@mirror.update
end
end
end
#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File
alias mirror_write_save_data write_save_data
def write_save_data(file)
$game_map.mirror = nil
mirror_write_save_data(file)
end
end
#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :mirror
end
#===================================================
# ▼ CLASS Scene_Map edit
#===================================================
class Spriteset_Map
alias mirror_map_initialize initialize
def initialize
$game_map.mirror=nil
mirror_map_initialize
end
end
# ■ Sprite_Mirror
# Based on Sprite_Shadow, modified by Rataime
#==============================================================================
class Sprite_Mirror < RPG::Sprite
attr_accessor :character
attr_accessor :events
attr_accessor :event_y
def initialize(viewport=nil)
super(viewport)
@character = $game_player
@events=0
@event_y=0
self.opacity=0
update
end
def update
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = (@character.pattern) * @cw
sy = (@character.direction - 2) / 2 * @ch
if @character.direction==8
sy = 0 * @ch
end
if @character.direction==2
sy = 3 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = self.event_y-($game_player.screen_y-self.event_y).abs+30
self.z = 10
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================
class Sprite_Character < RPG::Sprite
alias mirror_initialize initialize
def initialize(viewport, character = nil)
@character = character
super(viewport)
if character.is_a?(Game_Player)
$game_map.mirror=Sprite_Mirror.new(viewport)
end
mirror_initialize(viewport, @character)
end
alias mirror_update update
def update
mirror_update
if (@mirror!=nil and character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["m"])
if $game_player.screen_y-self.y<80 and self.y<$game_player.screen_y and ($game_player.screen_x-self.x).abs<17
if (character.list[1]!=nil and character.list[1].code == 108)
@mirror.opacity=character.list[1].parameters[0].to_f
else
@mirror.opacity=$game_player.opacity
end
@mirror.events=self.id
@mirror.event_y=self.y
else
if @mirror.events==self.id
@mirror.events=0
else
if @mirror.events==0
@mirror.opacity=0
end
end
end
end
@mirror=$game_map.mirror
if character.is_a?(Game_Player)
@mirror.update
end
end
end
#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File
alias mirror_write_save_data write_save_data
def write_save_data(file)
$game_map.mirror = nil
mirror_write_save_data(file)
end
end
#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :mirror
end
#===================================================
# ▼ CLASS Scene_Map edit
#===================================================
class Spriteset_Map
alias mirror_map_initialize initialize
def initialize
$game_map.mirror=nil
mirror_map_initialize
end
end