Hallo Agura,
schmeiß das alte Script weg und nimm das hier, das funktioniert besser:
Code:
##-----------------------------------------------------------------------------
# Large Sprite ☆ Display Fix v1.3
# Created by Neon Black at request of seita
# v1.4 - 12.18.14 - Added position tuning
# v1.3 - 1.12.14 - Viewport/position issue fixes
# v1.1 - 8.18.13 - Fixed an odd lag issue
# v1.0 - 8.17.13 - Main script completed
# For both commercial and non-commercial use as long as credit is given to
# Neon Black and any additional authors. Licensed under Creative Commons
# CC BY 4.0 - http://creativecommons.org/licenses/by/4.0/
##-----------------------------------------------------------------------------
# -- Update: LDT0319
# -- Date: 2019.03.30
# -- User: D.T. Linkey
# -- Change: Enabled Game_Followers too
##------
## By default, this script only affects the player. To allow it to affect
## an event page as well, add a comment with the tag <large sprite> to the page
## of the event you would like to have affected by this.
class Sprite_Character < Sprite_Base
##------
## The ID of the terrain used to display the large character above ☆ tiles.
## If the player is below this tile (y position), the sprite will appear
## above all tiles and events from that y position up. If the player is on
## the same tile or above (y position) the event will appear BELOW ☆ tiles
## from that position up.
##------
UpperTerrain = 7
##------
## This value is the pixel tuning used to check the location. This is
## because characters tagged with a '!' in their name are drawn lower than
## normal characters and are considered to be lower than these. This causes
## the script to think they are on the tile below where they really are and
## draw them above tiles they should appear under.
##------
Tuning = -1
alias :cp_011214_update_bitmap :update_bitmap
def update_bitmap(*args)
if graphic_changed? && @set_upper_area_sprite
@force_no_gfx_change = true
else
@force_no_gfx_change = false
end
cp_011214_update_bitmap(*args)
end
## Alias the update method to add in the new graphic check.
alias :cp_073013_update_pos :update_position
def update_position(*args)
cp_073013_update_pos(*args)
check_encompassed_area if sprite_is_onscreen?
end
## Alias the dispose to dispose the upper sprite.
alias :cp_073013_dispose :dispose
def dispose(*args)
@upper_area_sprite.dispose if @upper_area_sprite
cp_073013_dispose(*args)
end
#~ ## Alias the graphic changed method to allow the sprite to revent to what it
#~ ## was during the last frame. This allows the check to work again.
#~ alias :cp_073013_graphic_changed? :graphic_changed?
#~ def graphic_changed?(*args)
#~ cp_073013_graphic_changed?(*args) || @set_upper_area_sprite
#~ end
## Check if the sprite is onscreen. Reduces redundant drawing.
def sprite_is_onscreen?
#LDT0319 enabled game_follower
return false if @character.is_a?(Game_Vehicle)
return false unless @character.is_a?(Game_Player) || @character.is_a?(Game_Follower) || @character.large_sprite
return false if @character.screen_z >= 200
top_left, bot_right = get_edge_corner_dis
return false if top_left[0] > Graphics.width
return false if top_left[1] > Graphics.height
return false if bot_right[0] < 0
return false if bot_right[1] < 0
return true
end
## Get the top left and bottom right positions.
def get_edge_corner_dis
top_left = [self.x - self.ox, self.y - self.oy]
bot_right = [top_left[0] + self.width, top_left[1] + self.height]
return [top_left, bot_right]
end
## Long method that checks each position and draws the upper sprite.
def check_encompassed_area
if @set_upper_area_sprite && !@force_no_gfx_change
old_src = self.src_rect.clone
self.bitmap = @old_bitmap
self.src_rect = old_src
end
@set_upper_area_sprite = false
top_left, bot_right = get_edge_corner_dis
last_x, last_y, copy_region = nil, nil, 0
map_xd, map_yd = $game_map.display_x * 32, $game_map.display_y * 32
total_height = (self.height + @character.jump_height).round
self.width.times do |x|
xp = map_xd.to_i + top_left[0] + x
unless xp / 32 == last_x
last_x = xp / 32
last_y, copy_region = nil, 0
total_height.times do |y|
yp = map_yd.to_i + bot_right[1] + @character.jump_height - y + Tuning
next if yp.to_i / 32 == last_y
last_y = yp.to_i / 32
if last_y == (@character.screen_y + @character.jump_height + Tuning +
map_yd).to_i / 32
break if $game_map.terrain_tag(last_x, last_y) == UpperTerrain
next
end
next if $game_map.terrain_tag(last_x, last_y) != UpperTerrain
copy_region = [self.height, total_height - y + 1].min
set_upper_sprite
break
end
end
next if copy_region == 0
rect = Rect.new(src_rect.x + x, src_rect.y, 1, copy_region)
@upper_area_sprite.bitmap.blt(x, 0, self.bitmap, rect)
self.bitmap.clear_rect(rect)
end
if !@set_upper_area_sprite && @upper_area_sprite
@upper_area_sprite.visible = false
end
end
## Creates the upper sprite that's a copy of the current sprite.
def set_upper_sprite
return if @set_upper_area_sprite
@upper_area_sprite ||= Sprite.new
@upper_area_sprite.bitmap = Bitmap.new(self.width, self.height)
props = ["x", "y", "ox", "oy", "zoom_x", "zoom_y", "angle", "mirror",
"bush_depth", "opacity", "blend_type", "color", "tone", "visible",
"viewport"]
props.each do |meth|
@upper_area_sprite.method("#{meth}=").call(self.method(meth).call)
end
@upper_area_sprite.z = 200
@set_upper_area_sprite = true
@old_bitmap, old_src_rect = self.bitmap, self.src_rect.clone
self.bitmap = Bitmap.new(@old_bitmap.width, @old_bitmap.height)
self.bitmap.blt(0, 0, @old_bitmap, @old_bitmap.rect)
self.src_rect = old_src_rect
end
end
class Game_Event < Game_Character
attr_reader :large_sprite
alias :cp_081713_setup_page_settings :setup_page_settings
def setup_page_settings(*args)
cp_081713_setup_page_settings(*args)
get_large_sprite_conditions
end
def get_large_sprite_conditions
@large_sprite = false
return if @list.nil? || @list.empty?
@list.each do |line|
next unless line.code == 108 || line.code == 408
case line.parameters[0]
when /<large sprite>/i
@large_sprite = true
end
end
end
end
Quelle: https://forums.rpgmakerweb.com/index...lay-fix.22243/
Mit diesem Script musst du die entsprechenden Tiles (z.B. den Zaun) auf Terrain-Tag 7 stellen.
Ich habe das Script noch kurz angepasst, sodass es nicht nur für den Helden, sondern auch für die Follower funktioniert.
Willst du Events ebenfalls korrekt anzeigen, musst du im Event einen Kommentar einfügen: <large sprite>