Ich find keine E-Mail adresse um ihn direkt anzuschreiben, er verweist nur in foren. Hatte gehofft jemand hier hätte sich bereits erfolgreich auf die suche gemacht und hätte mir was anbieten können.
Das wär sehr nett. ich wollte mich jetzt nicht bei den vorgeschlagenen Foren anmelden bevor ich mir hier nicht sicher bin, dasses hier nichts gibt. da ich momentan auch an nichts derartig arbeite sondern noch plane. daher ist das noch nicht soo dringend.
Danke für die Hilfe
Zwischenbericht:
Wir sitzen grad zu 3 (2 ausm englischen Forum und ich) dran den Fehler zu finden.
Magst du mal dein Script hier zeigen? Und was für Scripte benutzt du noch so in deinem Projekt?
Zwischenbericht:
Wir sitzen grad zu 3 (2 ausm englischen Forum und ich) dran den Fehler zu finden.
Magst du mal dein Script hier zeigen? Und was für Scripte benutzt du noch so in deinem Projekt?
...
Der Fehler ist in nem frischen projekt vorhanden, also liegts nicht an anderen scripts. Ich benutze lediglich die von enterbrain gebrachten bugfixes.
Das Script ist ne 1 zu 1 kopie vom Link am Anfangspost:
#------------------------------------------------------------------------------#
# Galv's Character Effects
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.9
#------------------------------------------------------------------------------#
# 2013-02-24 - Version 1.9 - added z level option for reflection and shadows
# 2013-02-23 - Version 1.8 - added multiple light sources for shadows
# 2013-02-22 - Version 1.7 - bug fixes
# 2013-02-22 - Version 1.6 - added icon effect
# 2013-02-22 - Version 1.5 - fixed mirror bug on large maps
# 2013-02-22 - Version 1.4 - added effects to vehicles
# 2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
# 2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
# 2013-02-21 - Version 1.1 - updated flicker effect
# 2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
# This script was made to provide some additional effects for characters such
# as events, followers and the player on the map.
# Currently it includes:
#
# Shadows
# Shadows that appear under player and events in a directions depending on
# a light source that you choose.
#
# Parallax Reflect
# Reflections that appear on the parallax layer for events and actors to be
# used for things like reflections in the water or glass floor etc. To get
# effects like the demo, you need to edit the charset graphic to make the water
# partially transparent.
#
# Parallax Mirrors
# Much like reflect but are instead actors and event are reflected in a mirror
# on a wall designated by a region. Both mirror and reflect effects can be
# changed so actors and events can use different charsets for their reflections
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
# char_effects(x,x,x,status)
#
#------------------------------------------------------------------------------#
# # each effect can be true or false to enable/disable them during the game.
# # you can change multiples of effects at once, x being the effect number
# # 0 = reflect 1 = shadows 2 = mirror 3 = icons
#------------------------------------------------------------------------------#
# EXAMPLES:
# char_effects(0,true) # turn reflections on
# char_effects(0,2,true) # turn reflections and mirror on
# char_effects(1,3,false) # turn shadows and icons off
#------------------------------------------------------------------------------#
#
# reflect_sprite(actor_id,filename,pos) # Change actor's reflect charset
#
# reflect_esprite(event_id,filename,pos) # Change event's reflect charset
#
# reflect_vsprite(vehicle_id,filename,pos) # Change vehicle's reflect charset
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect_sprite(1,"Actor2",2) # change actor 1's charset to use sprite
# # in position 2 of "Actor2" charset.
# reflect_esprite(3,"Actor4",5) # event 3 will use sprite in position 5 of
# # "Actor4" charset.
# reflect_vsprite(1,"Vehicle",5) # Ship will use sprite in position 5 of
# # "Vehicle" charset.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for chosen EVENTS
#------------------------------------------------------------------------------#
#
# reflect(x,x,x,status) # status can be true or false to turn on or off
# # use this to specify for mirror and reflect.
# shadow(x,x,x,status) # where x is the event ids you want to change
# # to change all events use :all
# icon(x,x,x,icon_id) # set which icon id to appear above character. Make
# # it 0 for no icon.
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect(14,17,3,1,true) # Turn events 14, 17, 3 and 1 reflections ON
# shadow(1,false) # Turn event 1 shadow OFF
# reflect(:all,true) # Turn all event reflections ON
# icon(1,2,3,4,38) # Events 1,2,3 and 4 will have icon 38 appear
#
# NOTE: All events will default to NO shadows and NO reflections when entering
# a map. This is a design decision to try to keep lag to a minimum. You
# should use these effects sparingly and only activate them on events
# that require them.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for ACTORS and VEHICLES
#------------------------------------------------------------------------------#
#
# actor_reflect(actor_id,status) # reflections and shadows are ON by default
# actor_shadow(actor_id,status) # for actors and vehicles. Turning them off
# actor_icon(actor_id,icon_id) # or on will permanently change them.
#
# v_reflect(x,x,x,status) # use these v_ calls for changing vehicle effects
# v_shadow(x,x,x,status) # on and off for vehicles.
# v_icon(x,x,x,icon_id)
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for shadow options
#------------------------------------------------------------------------------#
#
# shadow_source(x,y,id) # set the x,y location for the light. id is the
# # light source number you wish to change (for
# # more than one). These are reset on map change.
# shadow_source(event_id,id) # use an event's x,y location for the light.
# # This will need to be in parallel process if you
# # want it to be a moving light.
#
# shadow_options(intensity,fade,flicker) # descriptions below
#
# # intensity = opacity when standing next to the light source (255 is black)
# # fade = amount shadow becomes more transparent the further away you are.
# # flicker = true or false. Shadows will flicker as if being cast by fire.
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# shadow_options(80,10,false) # This is the default setting.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for reflect options
#------------------------------------------------------------------------------#
#
# reflect_options(wave_pwr)
#
# # wave_pwr = how strong the wave movement is. 0 is off
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# reflect_options(1) # Turn wave power to 1
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# NOTETAG for ACTORS
#------------------------------------------------------------------------------#
#
# <no_reflect> # Actor will not have a reflection (for vampires of course!)
#
# <reflect_sprite: FileName,pos> # Actor will use this charset for reflections
# # and use the character in position 'pos'
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# <reflect_sprite: Actor2,0> # The first character from Actor2 charset
# <reflect_sprite: Actor3,7> # The last character from Actor2 charset
#------------------------------------------------------------------------------#
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
#------------------------------------------------------------------------------#
# SETUP OPTIONS
#------------------------------------------------------------------------------#
MIRROR_REGION = 1 # Region ID used to determine mirror walls. Paint the
# region on the wall you want to make reflective (and
# then use tiles/mapping that make the parallax visible)
ICON_OFFSET = -60 # Y offset for icons that are displayed above characters
REFLECT_Z = -10 # Z level of reflections
SHADOW_Z = 0 # Z level of shadows
#------------------------------------------------------------------------------#
# END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
class Game_Interpreter
#-----------------------------------#
# REFLECTIONS
#-----------------------------------#
# Add/Remove Reflections from selected events
def reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.reflect = status }
else
char_ids.each {|c| $game_map.events[c].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's reflect status
def actor_reflect(actor_id,status)
$game_actors[actor_id].reflect = status
$game_player.refresh
end
# Change forever vehicle's reflect status
def v_reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.reflect = status }
else
char_ids.each { |v| $game_map.vehicles[v].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def reflect_options(*args)
$game_map.reflect_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
# Actor reflect sprite change
def reflect_sprite(actor_id,filename,pos)
$game_actors[actor_id].reflect_sprite = [filename,pos]
$game_player.refresh
end
# Event reflect sprite change
def reflect_esprite(event_id,filename,pos)
$game_map.events[event_id].reflect_sprite = [filename,pos]
SceneManager.scene.spriteset.refresh_characters
end
# Vehicle reflect sprite change
def reflect_vsprite(v_id,filename,pos)
$game_map.vehicles[v_id].reflect_sprite = [filename,pos]
SceneManager.scene.spriteset.refresh_characters
end
#-----------------------------------#
# SHADOWS
#-----------------------------------#
# Add/Remove Shadows from selected characters
def shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.shadow = status }
else
char_ids.each {|c| $game_map.events[c].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change player and follower shadows
def actor_shadows(status)
$game_player.shadow = status
$game_player.followers.each { |f| f.shadow = status }
SceneManager.scene.spriteset.refresh_effects
end
# Change vehicle's shadow status
def v_shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.shadow = status }
else
char_ids.each { |v| $game_map.vehicles[v].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def shadow_options(*args)
$game_map.shadow_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
def shadow_source(*args,shad_id)
shadsource = [*args]
if shadsource.count == 1
$game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
$game_map.events[shadsource[0]].real_y]
elsif shadsource.count > 1
$game_map.light_source[shad_id] = shadsource
else
$game_map.light_source = []
end
end
#-----------------------------------#
# ICONS
#-----------------------------------#
# Add/Remove Icons from selected events
def icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e|
if e.icon <= 0
e.icon = nil
else
e.icon = icon_id
end
}
else
char_ids.each {|c| $game_map.events[c].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's icon
def actor_icon(actor_id,icon_id)
$game_actors[actor_id].icon = icon_id
$game_player.refresh
end
# Change forever vehicle's icon
def v_icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.icon = icon_id }
else
char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
#-----------------------------------#
# GENERAL
#-----------------------------------#
# Turn on/off effects
# 0 = reflect
# 1 = shadow
# 2 = mirror
# 3 = icon
def char_effects(*args,status)
[*args].each { |e| $game_map.char_effects[e] = status }
SceneManager.scene.spriteset.refresh_effects
end
end # Game_Interpreter
#-------------------------------------------------------------------------------
# Spriteset_Map
#-------------------------------------------------------------------------------
class Spriteset_Map
alias galv_reflect_sm_initialize initialize
def initialize
create_effects
galv_reflect_sm_initialize
refresh_characters
end
alias galv_reflect_sm_refresh_characters refresh_characters
def refresh_characters
galv_reflect_sm_refresh_characters
create_effects
end
def refresh_effects
dispose_effects
create_effects
end
def create_effects
@shadow_sprites = []
@reflect_sprites = []
@mirror_sprites = []
@icon_sprites = []
# Do reflections
if $game_map.char_effects[0]
$game_map.events.values.each { |e|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
}
end
# Do mirrors
if $game_map.char_effects[2]
$game_map.events.values.each { |e|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
}
end
# Do Shadows
if $game_map.char_effects[1]
return if $game_map.light_source.empty?
$game_map.light_source.count.times { |s|
$game_map.events.values.each { |e|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
}
$game_player.followers.each { |f|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
}
if $game_player.shadow
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
end
$game_map.vehicles.each { |v|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
}
}
end
# Do icons
if $game_map.char_effects[3]
$game_map.events.values.each { |e|
@icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
}
$game_player.followers.each { |f|
@icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
}
if $game_player.icon
@icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
}
end
end
alias galv_reflect_sm_update update
def update
galv_reflect_sm_update
@reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
@mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
@shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
@icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
end
alias galv_reflect_sm_dispose_characters dispose_characters
def dispose_characters
galv_reflect_sm_dispose_characters
dispose_effects
end
def dispose_effects
@reflect_sprites.each {|s| s.dispose}
@shadow_sprites.each {|s| s.dispose}
@mirror_sprites.each {|s| s.dispose}
@icon_sprites.each {|s| s.dispose}
end
end # Spriteset_Map
#-------------------------------------------------------------------------------
# Sprite_Reflect
#-------------------------------------------------------------------------------
class Sprite_Reflect < Sprite_Character
def initialize(viewport, character = nil)
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.angle = 180
self.opacity = 220
self.z = Galv_CEffects::REFLECT_Z
self.wave_amp = $game_map.reflect_options[0]
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
jump = @character.jumping? ? @character.jump_height * 2 : 0
alt = @character.altitude ? @character.altitude * 2 : 0
self.y = @character.screen_y - 3 + jump + alt
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end # Sprite_Reflect < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Mirror
#-------------------------------------------------------------------------------
class Sprite_Mirror < Sprite_Character
def initialize(viewport, character = nil)
@distance = 0
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.opacity = 255
self.z = Galv_CEffects::REFLECT_Z
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
def get_mirror_y
20.times {|i|
if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
@distance = (i - 1) * 0.05
@display = @character.y - i - $game_map.display_y + $game_map.height
self.opacity = 255
return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
end
}
self.opacity = 0
return @ch
end
def update_position
self.x = @character.screen_x
self.y = get_mirror_y - 6
self.zoom_x = 1 - @distance
self.zoom_y = 1 - @distance
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Mirror < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Shadow
#-------------------------------------------------------------------------------
class Sprite_Shadow < Sprite_Character
def initialize(viewport, character = nil, source)
@flicker = 0
@famount = 0
@aamount = 0
@source = source
super(viewport, character)
end
def update
super
update_bitmap
update_src_rect
update_position
update_other
end
def set_character_bitmap
self.bitmap = Cache.character(@character_name)
self.mirror = true
self.color = Color.new(0, 0, 0, 255)
self.z = Galv_CEffects::SHADOW_Z
self.wave_amp = 1 if $game_map.shadow_options[2]
self.wave_speed = 1000
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
self.y = @character.screen_y - 10
get_angle
end
def get_angle
x = $game_map.light_source[@source][0] - @character.real_x
y = $game_map.light_source[@source][1] - @character.real_y
self.opacity = $game_map.shadow_options[0] -
Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
if x == 0 && y == 0 || self.opacity <= 0
self.opacity = 0
else
self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
end
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Shadow < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Icon
#-------------------------------------------------------------------------------
class Sprite_Icon < Sprite_Character
def initialize(viewport, character = nil)
@icon_sprite ||= Sprite.new
@icon_sprite.bitmap ||= Cache.system("Iconset")
@icon = nil
super(viewport, character)
end
def dispose
super
if @icon_sprite
@icon_sprite.dispose
@icon_sprite = nil
end
end
def update
super
update_icon
end
def update_icon
return if !@character.icon
draw_icon(@character.icon)
end
def draw_icon(icon_index)
return if !@icon.nil?
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@icon_sprite.src_rect = rect
@icon = icon_index
end
def update_position
@icon_sprite.x = @character.screen_x - 12
@icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
end
def update_other
self.blend_type = @character.blend_type
@icon_sprite.visible = !@character.transparent
end
end # Sprite_Icon < Sprite_Character
#-------------------------------------------------------------------------------
# Other Stuff
#-------------------------------------------------------------------------------
class Game_Character < Game_CharacterBase
attr_reader :altitude
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :shadow
attr_accessor :icon
end
class Game_Event < Game_Character
alias galv_reflect_ge_initialize initialize
def initialize(map_id, event)
@reflect = false
@shadow = false
galv_reflect_ge_initialize(map_id, event)
end
end # Game_Event < Game_Character
class Game_Vehicle < Game_Character
attr_reader :map_id
alias galv_reflect_gv_initialize initialize
def initialize(type)
@reflect = true
@shadow = true
galv_reflect_gv_initialize(type)
end
end # Game_Vehicle < Game_Character
class Game_Follower < Game_Character
alias galv_reflect_gf_initialize initialize
def initialize(member_index, preceding_character)
galv_reflect_gf_initialize(member_index, preceding_character)
@reflect = true
@shadow = true
end
alias galv_reflect_gf_refresh refresh
def refresh
galv_reflect_gf_refresh
return if actor.nil?
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Follower < Game_Character
class Game_Player < Game_Character
alias galv_reflect_gp_initialize initialize
def initialize
galv_reflect_gp_initialize
@reflect = true
@shadow = true
end
alias galv_reflect_gp_refresh refresh
def refresh
galv_reflect_gp_refresh
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Player < Game_Character
class Scene_Map < Scene_Base
attr_accessor :spriteset
end # Scene_Map
class Game_Map
attr_accessor :char_effects
attr_accessor :light_source
attr_accessor :shadow_options
attr_accessor :reflect_options
alias galv_reflect_game_map_initialize initialize
def initialize
@light_source = []
@shadow_options = [80,10,false]
@reflect_options = [0]
@char_effects = [false,false,false,false]
#[reflect,shadow,mirror,icon]
galv_reflect_game_map_initialize
end
alias galv_reflect_game_map_setup setup
def setup(map_id)
galv_reflect_game_map_setup(map_id)
reset_char_effects
end
def reset_char_effects
@light_source = []
@events.values.each { |e| e.reflect = false }
@events.values.each { |e| e.icon = nil }
end
end # Game_Map
class Game_Actor < Game_Battler
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :icon
alias galv_reflect_game_actor_initialize initialize
def initialize(actor_id)
galv_reflect_game_actor_initialize(actor_id)
@reflect = $data_actors[actor_id].reflect
@reflect_sprite = $data_actors[actor_id].reflect_sprite
end
end # Game_Actor < Game_Battler
class RPG::Actor
def reflect_sprite
if @reflect_sprite.nil?
if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
@reflect_sprite = [$1.to_s,$2.to_i]
else
@reflect_sprite = nil
end
end
@reflect_sprite
end
def reflect
if @reflect.nil?
if @note =~ /<no_reflect>/i
@reflect = false
else
@reflect = true
end
end
@reflect
end
end # RPG::Actor
Das ist übrigens sehr nett, dass ihr euch so viel Mühen damit macht. o_o Hilft mir sehr weiter und allen, die nach einem ähnlichen script suchen, ebenfalls. Danke
Schau mal hier rein http://forums.rpgmakerweb.com/index....t/#entry197172
Galv selbst hat geantwortet, vielleicht hilft das ja. Anscheinend ist das kein Fehler sondern muss so sein.
Script ist auch in Ordnung, vielleicht kommen wir ja noch auf ne Lösung.
Und wegen der Hilfe, dafür ist das Forum ja da :>
Edit: So Galv hat geschrieben das des ein Bug ist den er noch nie gesehen hat und wird es fixen sobald er Zeit hat )
Schau mal hier rein http://forums.rpgmakerweb.com/index....t/#entry197172
Galv selbst hat geantwortet, vielleicht hilft das ja. Anscheinend ist das kein Fehler sondern muss so sein.
Script ist auch in Ordnung, vielleicht kommen wir ja noch auf ne Lösung.
Und wegen der Hilfe, dafür ist das Forum ja da :>
Edit: So Galv hat geschrieben das des ein Bug ist den er noch nie gesehen hat und wird es fixen sobald er Zeit hat )
...
Großartig Ich werd dann ab und an in das Forum schauen, dass du verlinkt hast.
Ich finds nur merkwürdig, dass er den Bug noch nie gesehen hat, obwohl der quasi sofort auftritt und das sogar bei seiner Demo o_o aber naja, vielen Dank für deine Hilfe dabei.
Habs jetzt nicht ausprobiert aber sollte nun gehen :*
...
Ich habs getestet, ähnlicher Fehler besteht weiterhin, nur diesmal neben der lichtquelle xD hab mich aber mal im forum angemeldet (scheint recht aktiv zu sein) und hab ihn selbst darauf aufmerksam gemacht.
Just for the lulz hier das Bild des jetztigen bugs: