Projects created before applying the 1.01 update patch
Because there have been changes made to the script editor all new projects made with Ver. 1.01 will have the script changes but any projects made with an older version (1.00) must manually have the changes inserted. Please perform the following changes to any project that was created using Ver. 1.00.
- Open RPG Tsukuru VX and open the project you want to modify.
- Go into the script editor and create a new section above MAIN, call it gVX_SP1h . The name of the new section where the script will be can be named whatever you would like.
- Copy the script below into the new section.
iClick to enlargej
#==============================================================================
# VX_SP1
#------------------------------------------------------------------------------
# @vZbgXNvg̕sC܂B
#==============================================================================
#------------------------------------------------------------------------------
# ySP1 Cez
#------------------------------------------------------------------------------
# Aj[VɂāAԍ̑傫Zԍ̏Zʂ̏ɂ
# iYWƂjAZ̕\̗D揇ʂdlʂɂȂȂȂs
# C܂B
# Aj[V̔]\AYW̌vZ@ĂsC܂
# B
# Aj[VAĕ\ہAKvȃOtBbNĉ
# ܂ꍇ sC܂B
#------------------------------------------------------------------------------
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# Aj[V̉
#--------------------------------------------------------------------------
alias eb_sp1_dispose_animation dispose_animation
def dispose_animation
eb_sp1_dispose_animation
@animation_bitmap1 = nil
@animation_bitmap2 = nil
end
#--------------------------------------------------------------------------
# Aj[VXvCg̐ݒ
# frame : t[f[^ (RPG::Animation::Frame)
#--------------------------------------------------------------------------
alias eb_sp1_animation_set_sprites animation_set_sprites
def animation_set_sprites(frame)
eb_sp1_animation_set_sprites(frame)
cell_data = frame.cell_data
for i in 0..15
sprite = @animation_sprites[i]
next if sprite == nil
pattern = cell_data[i, 0]
next if pattern == nil or pattern == -1
if @animation_mirror
sprite.y = @animation_oy + cell_data[i, 2]
end
sprite.z = self.z + 300 + i
end
end
end
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