# Animated Sprites instead of Faces in scenes.
# Version: 1.0
# Author: modern algebra (rmrk.net)
# Date: February 19, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to draw an actor's sprite in any scene that already
# draws the actor's face. You can either use it to supplement the face
# graphic or replace the face graphic altogether. For each scene where you
# choose to use this feature, you can configure a number of options, such as
# where the sprite will show up (in relation to the face graphic), whether or
# not the face will also be drawn, what pose the sprite will start in,
# whether it will be animated, whether it will change directions (and if so,
# over what time interval), and if subsequently drawn sprites should be drawn
# in a different pose.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Place this script in its own slot below Materials and above Main in the
# Script Editor (F11).
#
# To add a scene and configure how the sprites will show up in it, read the
# instructions in the EDITABLE REGION at line 30 very carefully.
#==============================================================================
ASF_CONFIGURATION = {
#\\\\\\\\\\\\\\\\\\\
# EDITABLE REGION
#````````````````````````````````````````````````````````````````````````````
# For each scene that you want the faces to be replaced (or supplemented) by
# sprites, set up an entry as follows (values are default), omitting any that
# you want to be default (pay attention to commas and curly brackets):
#
# Scene_X => {
# :x_offset => 0,
# :y_offset => 0,
# :remove_face => false,
# :default_start_pose => 0,
# :alternate_start_pose => false,
# :change_directions => false,
# :direction_frames => 120,
# :animate_sprites => false,
# :move_speed => 4
# }
#
# where:
# Scene_X ~ the name of the scene. eg Scene_Menu; Scene_Battle; Scene_Name
# :x_offset ~ an integer, representing how many pixels left or right it
# should be moved from the center of where the face would be drawn.
# Positive numbers will be drawn right of that, and negative numbers drawn
# left of that. If excluded, it defaults to 0.
# :y_offset ~ an integer, representing how many pixels up or down it should
# be moved from the bottom of where the face would be drawn. If negative,
# it will be drawn higher and if positive, it will be drawn lower. If
# excluded, it defaults to 0.
# :remove_face ~ a boolean. If true, the face won't be drawn. If false, the
# face will be drawn along with the sprite. Defaults to false.
# :default_start_pose ~ an integer, 0-3. This is the starting pose of the
# first drawn sprite. 0 => Down; 1 => Right; 2 => Up; 3 => Left. If
# excluded, defaults to 0.
# :alternate_start_pose ~ a boolean. If true, then each time a new sprite
# is drawn, its start position will differ. So, if you have three actor
# sprites are being drawn, and the default start pose is 0 (Down), then
# the first sprite would start facing down, the second sprite would
# start facing Right, and the third sprite would start facing Up. If
# excluded, defaults to false
# :change_directions ~ a boolean. If true, the sprites would change
# over the time interval set in :direction_frames. If false, the sprites
# will only face one direction for the duration of the scene. If excluded,
# defaults to false
# :direction_frames ~ an integer. If :change_directions is true, this
# integer will determine the number of frames before the sprite changes
# direction. 60 frames = 1 second. If excluded, defaults to 120.
# :animate_sprites ~ a boolean. If true, the sprites will be shown walking.
# If false, they will remain stationary. If excluded, defaults to false.
# :move_speed ~ an integer, 1-6. If :animate_sprites is true, this is
# the speed that the sprite will be animating. 1 is the slowest and 6 is
# the fastest. Defaults to 4
#
# If you get a syntax error when test playing your game, you most likely
# forgot to put a comma or curly bracket in. If you set up entries for more
# than one scene, you need to put a comma after each } except for the last
# entry. For all of the attributes you specify in each scene entry, you need
# a comma after the value except for the last entry.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Scene_Menu => {
:x_offset => -32,
:y_offset => 0,
:remove_face => false,
:default_start_pose => 0,
:alternate_start_pose => true,
:animate_sprites => true,
:move_speed => 1,
:change_directions => true,
:direction_frames => 120
},
Scene_Status => { #혹 스테이터스를 메뉴에서 빼실꺼면 이부분을 빼세요.
:x_offset => 0, #~
:y_offset => -32, #~
:remove_face => true, #~
:default_start_pose => 0, #~
:animate_sprites => true #~
} #여기까지.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# END EDITABLE REGION
#////////////////////////////////////////////////////////////////////////////
}
#==============================================================================
# ** Bitmap
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new attr_accessor - asf_just_cleared
# aliased method - clear
#==============================================================================
class Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :asf_just_cleared
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Clear
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mala_wlksprtmnu_clr_2gc1 clear unless self.method_defined? (:mala_wlksprtmnu_clr_2gc1)
def clear (*args)
mala_wlksprtmnu_clr_2gc1 (*args) # Run Original Method
@asf_just_cleared = true
end
end
#==============================================================================
# ** Game_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Compatibility patch for Composite Characters
#==============================================================================
class Game_Character
attr_writer :composite_character if self.method_defined? (:composite_character)
end
#==============================================================================
# ** Sprite_MenuActor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This window displays the walking sprite of an actor.
#==============================================================================
class Sprite_MenuActor < Sprite_Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize (actor_id, x, y, dir, config, viewport = nil)
@frame_count = 0
@change_direction, @asf_animation = config[:change_directions], config[:animate_sprites]
@direction_frames = config[:direction_frames].is_a? (Integer) ? config[:direction_frames] : 120
actor = $game_actors[actor_id]
character = Game_Character.new
# Set to composite character if that script exists.
if character.methods.include? ("composite_character")
character.composite_character = actor.composite_character
else
character.set_graphic (actor.character_name, actor.character_index)
end
super (viewport, character)
self.x, self.y = x, y
case dir
when 1 then @character.turn_right
when 2 then @character.turn_up
when 3 then @character.turn_left
end
# Change Speed and Frequency of the Sprite
freq = config[:move_speed] ? config[:move_speed] : 4
move_route = RPG::MoveRoute.new
move_route.list.unshift (RPG::MoveCommand.new (29, [freq]))
@character.force_move_route (move_route)
update_bitmap
update
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update
# Turn at user-specified intervals
if @change_direction
if @frame_count >= @direction_frames
@character.turn_right_90
@frame_count = 0
end
@frame_count += 1
end
if @asf_animation
@character.update_move
@character.update_animation
end
update_src_rect
end
end
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - initialize, update, dispose, draw_actor_face
# new methods - dispose_walking_sprites
#==============================================================================
class Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_asf_init_wlkng_7jk2 initialize
def initialize (*args)
@ma_walking_sprites = []
ma_asf_init_wlkng_7jk2 (*args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Dispose
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malgba_wlksprts_disps_5yu2 dispose
def dispose (*args)
@ma_walking_sprites.each { |sprite| sprite.dispose }
@ma_walking_sprites.clear
malgba_wlksprts_disps_5yu2 (*args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mrnalb_sprtwlk_updt_7uj2 update
def update (*args)
# Dispose all sprites if bitmap recently cleared and new faces not drawn
if self.contents.asf_just_cleared
@ma_walking_sprites.each { |sprite| sprite.dispose }
@ma_walking_sprites.clear
self.contents.asf_just_cleared = false
end
# Check if contents have scrolled
x_plus, y_plus = 0, 0
if @asf_scroll_x != self.ox
@asf_scroll_x = 0 unless @asf_scroll_x
x_plus += (@asf_scroll_x - self.ox)
@asf_scroll_x = self.ox
end
if @asf_scroll_y != self.oy
@asf_scroll_y = 0 unless @asf_scroll_y
y_plus += (@asf_scroll_y - self.oy)
@asf_scroll_y = self.oy
end
@ma_walking_sprites.each { |sprite|
sprite.update
# Scroll if contents have scrolled.
sprite.x += x_plus
sprite.y += y_plus
}
mrnalb_sprtwlk_updt_7uj2 (*args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Actor Face Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_drwactrface_spritereplce_6uj2 draw_actor_face
def draw_actor_face(actor, x, y, size = 96, *args)
# If scene is specified to replace the face graphic
if ASF_CONFIGURATION.keys.include? ($scene.class)
# Dispose all sprites if bitmap recently cleared
if self.contents.asf_just_cleared
@ma_walking_sprites.each { |sprite| sprite.dispose }
@ma_walking_sprites.clear
self.contents.asf_just_cleared = false
end
config = ASF_CONFIGURATION[$scene.class]
malg_drwactrface_spritereplce_6uj2 (actor, x, y, size, *args) unless config[:remove_face]
# Get offset
x_off = config[:x_offset] ? config[:x_offset] : 0
y_off = config[:y_offset] ? config[:y_offset] : 0
sx = x + (size / 2) + x_off
sy = y + size + y_off
pose = config[:default_start_pose] ? config[:default_start_pose] : 0
dir = config[:alternate_start_pose] ? @ma_walking_sprites.size % 4 : pose
# Create Sprite
viewport = Viewport.new (self.x + 16, self.y + 16, contents.width, contents.height)
viewport.z = self.z + 50
viewport.z += self.viewport.z if self.viewport
sprite = Sprite_MenuActor.new (actor.id, sx, sy, dir, config, viewport)
@ma_walking_sprites.push (sprite)
else
# Draw face if scene not affected
malg_drwactrface_spritereplce_6uj2 (actor, x, y, size, *args)
end
end
end
출처:rmrk
# Version: 1.0
# Author: modern algebra (rmrk.net)
# Date: February 19, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to draw an actor's sprite in any scene that already
# draws the actor's face. You can either use it to supplement the face
# graphic or replace the face graphic altogether. For each scene where you
# choose to use this feature, you can configure a number of options, such as
# where the sprite will show up (in relation to the face graphic), whether or
# not the face will also be drawn, what pose the sprite will start in,
# whether it will be animated, whether it will change directions (and if so,
# over what time interval), and if subsequently drawn sprites should be drawn
# in a different pose.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Place this script in its own slot below Materials and above Main in the
# Script Editor (F11).
#
# To add a scene and configure how the sprites will show up in it, read the
# instructions in the EDITABLE REGION at line 30 very carefully.
#==============================================================================
ASF_CONFIGURATION = {
#\\\\\\\\\\\\\\\\\\\
# EDITABLE REGION
#````````````````````````````````````````````````````````````````````````````
# For each scene that you want the faces to be replaced (or supplemented) by
# sprites, set up an entry as follows (values are default), omitting any that
# you want to be default (pay attention to commas and curly brackets):
#
# Scene_X => {
# :x_offset => 0,
# :y_offset => 0,
# :remove_face => false,
# :default_start_pose => 0,
# :alternate_start_pose => false,
# :change_directions => false,
# :direction_frames => 120,
# :animate_sprites => false,
# :move_speed => 4
# }
#
# where:
# Scene_X ~ the name of the scene. eg Scene_Menu; Scene_Battle; Scene_Name
# :x_offset ~ an integer, representing how many pixels left or right it
# should be moved from the center of where the face would be drawn.
# Positive numbers will be drawn right of that, and negative numbers drawn
# left of that. If excluded, it defaults to 0.
# :y_offset ~ an integer, representing how many pixels up or down it should
# be moved from the bottom of where the face would be drawn. If negative,
# it will be drawn higher and if positive, it will be drawn lower. If
# excluded, it defaults to 0.
# :remove_face ~ a boolean. If true, the face won't be drawn. If false, the
# face will be drawn along with the sprite. Defaults to false.
# :default_start_pose ~ an integer, 0-3. This is the starting pose of the
# first drawn sprite. 0 => Down; 1 => Right; 2 => Up; 3 => Left. If
# excluded, defaults to 0.
# :alternate_start_pose ~ a boolean. If true, then each time a new sprite
# is drawn, its start position will differ. So, if you have three actor
# sprites are being drawn, and the default start pose is 0 (Down), then
# the first sprite would start facing down, the second sprite would
# start facing Right, and the third sprite would start facing Up. If
# excluded, defaults to false
# :change_directions ~ a boolean. If true, the sprites would change
# over the time interval set in :direction_frames. If false, the sprites
# will only face one direction for the duration of the scene. If excluded,
# defaults to false
# :direction_frames ~ an integer. If :change_directions is true, this
# integer will determine the number of frames before the sprite changes
# direction. 60 frames = 1 second. If excluded, defaults to 120.
# :animate_sprites ~ a boolean. If true, the sprites will be shown walking.
# If false, they will remain stationary. If excluded, defaults to false.
# :move_speed ~ an integer, 1-6. If :animate_sprites is true, this is
# the speed that the sprite will be animating. 1 is the slowest and 6 is
# the fastest. Defaults to 4
#
# If you get a syntax error when test playing your game, you most likely
# forgot to put a comma or curly bracket in. If you set up entries for more
# than one scene, you need to put a comma after each } except for the last
# entry. For all of the attributes you specify in each scene entry, you need
# a comma after the value except for the last entry.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Scene_Menu => {
:x_offset => -32,
:y_offset => 0,
:remove_face => false,
:default_start_pose => 0,
:alternate_start_pose => true,
:animate_sprites => true,
:move_speed => 1,
:change_directions => true,
:direction_frames => 120
},
Scene_Status => { #혹 스테이터스를 메뉴에서 빼실꺼면 이부분을 빼세요.
:x_offset => 0, #~
:y_offset => -32, #~
:remove_face => true, #~
:default_start_pose => 0, #~
:animate_sprites => true #~
} #여기까지.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# END EDITABLE REGION
#////////////////////////////////////////////////////////////////////////////
}
#==============================================================================
# ** Bitmap
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new attr_accessor - asf_just_cleared
# aliased method - clear
#==============================================================================
class Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :asf_just_cleared
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Clear
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mala_wlksprtmnu_clr_2gc1 clear unless self.method_defined? (:mala_wlksprtmnu_clr_2gc1)
def clear (*args)
mala_wlksprtmnu_clr_2gc1 (*args) # Run Original Method
@asf_just_cleared = true
end
end
#==============================================================================
# ** Game_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Compatibility patch for Composite Characters
#==============================================================================
class Game_Character
attr_writer :composite_character if self.method_defined? (:composite_character)
end
#==============================================================================
# ** Sprite_MenuActor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This window displays the walking sprite of an actor.
#==============================================================================
class Sprite_MenuActor < Sprite_Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize (actor_id, x, y, dir, config, viewport = nil)
@frame_count = 0
@change_direction, @asf_animation = config[:change_directions], config[:animate_sprites]
@direction_frames = config[:direction_frames].is_a? (Integer) ? config[:direction_frames] : 120
actor = $game_actors[actor_id]
character = Game_Character.new
# Set to composite character if that script exists.
if character.methods.include? ("composite_character")
character.composite_character = actor.composite_character
else
character.set_graphic (actor.character_name, actor.character_index)
end
super (viewport, character)
self.x, self.y = x, y
case dir
when 1 then @character.turn_right
when 2 then @character.turn_up
when 3 then @character.turn_left
end
# Change Speed and Frequency of the Sprite
freq = config[:move_speed] ? config[:move_speed] : 4
move_route = RPG::MoveRoute.new
move_route.list.unshift (RPG::MoveCommand.new (29, [freq]))
@character.force_move_route (move_route)
update_bitmap
update
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update
# Turn at user-specified intervals
if @change_direction
if @frame_count >= @direction_frames
@character.turn_right_90
@frame_count = 0
end
@frame_count += 1
end
if @asf_animation
@character.update_move
@character.update_animation
end
update_src_rect
end
end
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - initialize, update, dispose, draw_actor_face
# new methods - dispose_walking_sprites
#==============================================================================
class Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_asf_init_wlkng_7jk2 initialize
def initialize (*args)
@ma_walking_sprites = []
ma_asf_init_wlkng_7jk2 (*args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Dispose
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malgba_wlksprts_disps_5yu2 dispose
def dispose (*args)
@ma_walking_sprites.each { |sprite| sprite.dispose }
@ma_walking_sprites.clear
malgba_wlksprts_disps_5yu2 (*args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mrnalb_sprtwlk_updt_7uj2 update
def update (*args)
# Dispose all sprites if bitmap recently cleared and new faces not drawn
if self.contents.asf_just_cleared
@ma_walking_sprites.each { |sprite| sprite.dispose }
@ma_walking_sprites.clear
self.contents.asf_just_cleared = false
end
# Check if contents have scrolled
x_plus, y_plus = 0, 0
if @asf_scroll_x != self.ox
@asf_scroll_x = 0 unless @asf_scroll_x
x_plus += (@asf_scroll_x - self.ox)
@asf_scroll_x = self.ox
end
if @asf_scroll_y != self.oy
@asf_scroll_y = 0 unless @asf_scroll_y
y_plus += (@asf_scroll_y - self.oy)
@asf_scroll_y = self.oy
end
@ma_walking_sprites.each { |sprite|
sprite.update
# Scroll if contents have scrolled.
sprite.x += x_plus
sprite.y += y_plus
}
mrnalb_sprtwlk_updt_7uj2 (*args) # Run Original Method
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Actor Face Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_drwactrface_spritereplce_6uj2 draw_actor_face
def draw_actor_face(actor, x, y, size = 96, *args)
# If scene is specified to replace the face graphic
if ASF_CONFIGURATION.keys.include? ($scene.class)
# Dispose all sprites if bitmap recently cleared
if self.contents.asf_just_cleared
@ma_walking_sprites.each { |sprite| sprite.dispose }
@ma_walking_sprites.clear
self.contents.asf_just_cleared = false
end
config = ASF_CONFIGURATION[$scene.class]
malg_drwactrface_spritereplce_6uj2 (actor, x, y, size, *args) unless config[:remove_face]
# Get offset
x_off = config[:x_offset] ? config[:x_offset] : 0
y_off = config[:y_offset] ? config[:y_offset] : 0
sx = x + (size / 2) + x_off
sy = y + size + y_off
pose = config[:default_start_pose] ? config[:default_start_pose] : 0
dir = config[:alternate_start_pose] ? @ma_walking_sprites.size % 4 : pose
# Create Sprite
viewport = Viewport.new (self.x + 16, self.y + 16, contents.width, contents.height)
viewport.z = self.z + 50
viewport.z += self.viewport.z if self.viewport
sprite = Sprite_MenuActor.new (actor.id, sx, sy, dir, config, viewport)
@ma_walking_sprites.push (sprite)
else
# Draw face if scene not affected
malg_drwactrface_spritereplce_6uj2 (actor, x, y, size, *args)
end
end
end
출처:rmrk