Postaci nad obrazkami - Yoroiookami - 07-04-15 23:56
Potrzebuję skryptu, który umożliwi mi wyświetlanie obrazków pod postaciami. Znalazłem chyba dwa różne, ale każda próba pobrania kończy się niepowodzeniem. 
http://forums.rpgmakerweb.com/index.php?/topic/1591-pictures-below-characters-for-rmvxa/
Używam też skryptu:
Kod:
#==============================================================================
# Fix Picture to Map
# Version: 1.0.2 [VXA]
# Author: modern algebra (rmrk.net)
# Date: 8 September, 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This allows you to set the position of a picture by the X and Y position
# of the map, rather than the screen, so that the picture won't move with you
# when the screen scrolls. Additionally, the script lets you set the Z value
# to show below characters, or even below the tiles or below the parallax.
#
# This script has no effect in battle and pictures there behave normally.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Paste this script into its own slot in the Script Editor, above Main but
# below Materials.
#
# To specify that a picture should be fixed to a map and not follow the
# screen, all you need to do is turn an in-game switch on before showing the
# picture. To specify which switch, all you need to do is change the value of
# SWITCH_ID at line 60. Alternatively, you can include the code [Fixed]
# somewhere in the name of the picture.
#
# For the fixed pictures, you also have the option of assigning it to grid
# coordinates instead of pixel coordinates. This means that if you wanted it
# to show up at (3, 5) in the map, you could set it to that directly instead
# of (96, 160). You can turn on this feature using another switch, again one
# which you choose by changing the value of COORDINATES_SWITCH_ID at line 63.
#
# To specify the layer of the tilemap (what shows above it and what shows
# below it), all you need to do is change the value of a variable. Which
# variable is also specifed by you by changing Z_VARIABLE_ID at line 69.
# The value to which that in-game variable is set at the time a picture is
# shown determines where the picture will show up. If the variable is set to
# 0 then it will be in its normal place; if set to -1, it will show below
# the tilemap but above the parallax; if set to -2, it will show below the
# parallax; if set to 1, it will show above all non-star tiles but star tiles
# and characters with normal priority; if set to 2, it will show above
# characters with normal priority but below characters with "Above
# Characters" priority. If set to any other value, the z value of the picture
# will be set to that directly.
#==============================================================================
$imported = {} unless $imported
$imported[:MA_FixPictureToMap] = true
#==============================================================================
# *** MA_FixPicture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This module holds some relevant configuration Data
#==============================================================================
module MA_FixPicture
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# Editable Region
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# SWITCH_ID - set this to the ID of the in-game switch that you want to
# use to control whether pictures should be fixed.
SWITCH_ID = 2
# COORDINATES_SWITCH_ID - Set this to the ID of the in-game switch that you
# want to use to control how coordinates are set. If this switch is ON, then
# for fixed pictures, you can just use the grid x and y coordinates (ie: you
# would set (1, 4) instead of (32, 128). If you always want this feature to
# be on when the FPM Switch is on, you can set it to have the same ID.
COORDINATES_SWITCH_ID = 2
# Z_VARIABLE_ID - set this to the ID of the in-game variable that you
# want to use to control the z-value priority of the picture.
Z_VARIABLE_ID = 3
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# End Editable Region
#////////////////////////////////////////////////////////////////////////////
class << self
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :spriteset_vp1
attr_accessor :spriteset_vp2
end
end
#==============================================================================
# ** Game Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public instance variables - mafpm_vp_id; mafpm_fixed; mafpm_z
# aliased method - initialize; show; move
#==============================================================================
class Game_Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :mafpm_vp_id
attr_accessor :mafpm_fixed
attr_accessor :mafpm_z
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_iniz_2fg6 initialize
def initialize(*args, &block)
@mafpm_fixed = false
@mafpm_vp_id = 2
mafpm_iniz_2fg6(*args, &block) # Call Original Method
@mafpm_z = self.number
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Show Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_showpic_3jb7 show
def show(name, *args, &block)
# Only fix pictures if in Scene_Map
if SceneManager.scene_is?(Scene_Map)
@mafpm_fixed = (MA_FixPicture::SWITCH_ID == true ||
$game_switches[MA_FixPicture::SWITCH_ID] || !name[/\[FIXED\]/i].nil?)
z_var = $game_variables[MA_FixPicture::Z_VARIABLE_ID]
# If 0 or less than 300, then it should belong to the viewport1
@mafpm_vp_id = (z_var != 0 && z_var < 300) ? 1 : 2
# Set Z shortcuts
@mafpm_z = case z_var
when -1 then -50 # Below tilemap but above parallax
when -2 then -150 # Below parallax
when 0 then self.number # Normal position
when 1 then 50 # Above tilemap but below normal characters
when 2 then 150 # Above normal characters but below Above Characters
else
@mafpm_z = z_var < 300 ? z_var : z_var - 300 # Directly set to value
end
end
mafpm_showpic_3jb7(name, *args, &block) # Call Original Method
if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
@x *= 32
@y *= 32
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Move Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_movepctr_2js1 move
def move(*args, &block)
mafpm_movepctr_2js1(*args, &block)
if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
@target_x *= 32
@target_y *= 32
end
end
end
#==============================================================================
# ** Sprite Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - update
#==============================================================================
class Sprite_Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_updt_5fw1 update
def update(*args, &block)
mafpm_updt_5fw1(*args, &block) # Call original method
# If picture is fixed to map
if @picture.mafpm_fixed
# Scroll the picture appropriately
self.x = @picture.x - ($game_map.display_x * 32)
self.y = @picture.y - ($game_map.display_y * 32)
end
self.z = @picture.mafpm_z # Update Z to the correct Z
# If the viewport has changed
if @mafpm_vp_id != @picture.mafpm_vp_id && MA_FixPicture.send(:"spriteset_vp#{@picture.mafpm_vp_id}")
@mafpm_vp_id = @picture.mafpm_vp_id
# Change viewport
self.viewport = MA_FixPicture.send(:"spriteset_vp#{@mafpm_vp_id}")
end
end
end
#==============================================================================
# ** Spriteset Map
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - create_viewports; dispose_viewports
#==============================================================================
class Spriteset_Map
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Viewports
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_creatviewpor_3dk8 create_viewports
def create_viewports(*args, &block)
mafpm_creatviewpor_3dk8(*args, &block) # Call original method
# Set the viewports to be globally accessible
MA_FixPicture.spriteset_vp1 = @viewport1
MA_FixPicture.spriteset_vp2 = @viewport2
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Dispose Viewports
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_disposevps_2nr5 dispose_viewports
def dispose_viewports(*args, &block)
# Nullify the variables in MA_FixPicture
MA_FixPicture.spriteset_vp1 = nil
MA_FixPicture.spriteset_vp2 = nil
mafpm_disposevps_2nr5(*args, &block) # Call original method
end
end
RE: Postaci nad obrazkami - PaC - 08-04-15 15:56
Szukałem tego skryptu i niestety wszystkie linki powygasały :/ Fajnie by było gdyby ktoś miał u siebie na kompie/w projekcie i się podzielił.
RE: Postaci nad obrazkami - Ayene - 08-04-15 23:35
Przełożyłam skrypt Woratany. Powinien działać, choć nie testowałam z modern algebrą.
Kod:
#===============================================================
# ● [VXA] ◦ Pictures under Characters ◦ □
# * Show pictures under characters on map but above map tiles *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 22/02/2009
# ◦ Version: 1.0
#--------------------------------------------------------------
# ◦ Update:
#--------------------------------------------------------------
# □ Version 1.0 (22/02/2009)
# - Unlimited numbers of picture under characters
#
#--------------------------------------------------------------
# ◦ Compatibility:
#--------------------------------------------------------------
# □ This script will rewrite 0 method(s):
#
#
# □ This script will alias 2 method(s):
# Spriteset_Map.create_pictures
# Sprite_Picture.update
#
# □ This script should work with most scripts
#
#--------------------------------------------------------------
# ◦ Installation:
#--------------------------------------------------------------
# 1) This script should be placed JUST AFTER ▼ Materials.
#
# □ Like this:
# ▼ Materials
# *Pictures under Characters
# ...
# ...
# ▼ Main Process
# Main
#
# 2) Setup this script in Setup Part below.
#
#--------------------------------------------------------------
# ◦ How to use:
#--------------------------------------------------------------
# □ Place this script and setup in the setup part.
#
#=================================================================
class Spriteset_Map
#=================================================================
# ++ Setup Part
#-----------------------------------------------------------------
FIRST_PICBELOW_ID = 15 # First ID of picture that will show below characters
LAST_PICBELOW_ID = 20 # Last ID of picture that will show below characters
# For example, if you set FIRST to 10 and LAST to 15, picture ID 10-15
# will show below characters on map.
#=================================================================
#--------------------------------------------------------------------------
# * Create Picture Sprite
#--------------------------------------------------------------------------
def update_pictures
$game_map.screen.pictures.each do |pic|
if (FIRST_PICBELOW_ID..LAST_PICBELOW_ID).include?(pic.number)
@picture_sprites[pic.number] ||= Sprite_Picture.new(@viewport1, pic)
else
@picture_sprites[pic.number] ||= Sprite_Picture.new(@viewport2, pic)
end
@picture_sprites[pic.number].update
end
end
end
class Sprite_Picture < Sprite
alias wora_picbelow_sprpic_upd update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update(*args)
wora_picbelow_sprpic_upd(*args)
self.z = $game_player.screen_z - 1 if @picture.number >=
Spriteset_Map::FIRST_PICBELOW_ID and @picture.number <= Spriteset_Map::LAST_PICBELOW_ID
end
end
RE: Postaci nad obrazkami - Yoroiookami - 09-04-15 16:33
Niestety skrypt mi z jakiegoś powodu nie działa. Zwyczajnie nic się nie stało, a numer obrazka ustawiłem na 16. No chyba, że czegoś nie doczytałem. 
Używam "Pic Fixa":
Kod:
#==============================================================================
# Fix Picture to Map
# Version: 1.0.2 [VXA]
# Author: modern algebra (rmrk.net)
# Date: 8 September, 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This allows you to set the position of a picture by the X and Y position
# of the map, rather than the screen, so that the picture won't move with you
# when the screen scrolls. Additionally, the script lets you set the Z value
# to show below characters, or even below the tiles or below the parallax.
#
# This script has no effect in battle and pictures there behave normally.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Paste this script into its own slot in the Script Editor, above Main but
# below Materials.
#
# To specify that a picture should be fixed to a map and not follow the
# screen, all you need to do is turn an in-game switch on before showing the
# picture. To specify which switch, all you need to do is change the value of
# SWITCH_ID at line 60. Alternatively, you can include the code [Fixed]
# somewhere in the name of the picture.
#
# For the fixed pictures, you also have the option of assigning it to grid
# coordinates instead of pixel coordinates. This means that if you wanted it
# to show up at (3, 5) in the map, you could set it to that directly instead
# of (96, 160). You can turn on this feature using another switch, again one
# which you choose by changing the value of COORDINATES_SWITCH_ID at line 63.
#
# To specify the layer of the tilemap (what shows above it and what shows
# below it), all you need to do is change the value of a variable. Which
# variable is also specifed by you by changing Z_VARIABLE_ID at line 69.
# The value to which that in-game variable is set at the time a picture is
# shown determines where the picture will show up. If the variable is set to
# 0 then it will be in its normal place; if set to -1, it will show below
# the tilemap but above the parallax; if set to -2, it will show below the
# parallax; if set to 1, it will show above all non-star tiles but star tiles
# and characters with normal priority; if set to 2, it will show above
# characters with normal priority but below characters with "Above
# Characters" priority. If set to any other value, the z value of the picture
# will be set to that directly.
#==============================================================================
$imported = {} unless $imported
$imported[:MA_FixPictureToMap] = true
#==============================================================================
# *** MA_FixPicture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This module holds some relevant configuration Data
#==============================================================================
module MA_FixPicture
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# Editable Region
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# SWITCH_ID - set this to the ID of the in-game switch that you want to
# use to control whether pictures should be fixed.
SWITCH_ID = 2
# COORDINATES_SWITCH_ID - Set this to the ID of the in-game switch that you
# want to use to control how coordinates are set. If this switch is ON, then
# for fixed pictures, you can just use the grid x and y coordinates (ie: you
# would set (1, 4) instead of (32, 128). If you always want this feature to
# be on when the FPM Switch is on, you can set it to have the same ID.
COORDINATES_SWITCH_ID = 2
# Z_VARIABLE_ID - set this to the ID of the in-game variable that you
# want to use to control the z-value priority of the picture.
Z_VARIABLE_ID = 3
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# End Editable Region
#////////////////////////////////////////////////////////////////////////////
class << self
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :spriteset_vp1
attr_accessor :spriteset_vp2
end
end
#==============================================================================
# ** Game Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public instance variables - mafpm_vp_id; mafpm_fixed; mafpm_z
# aliased method - initialize; show; move
#==============================================================================
class Game_Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :mafpm_vp_id
attr_accessor :mafpm_fixed
attr_accessor :mafpm_z
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_iniz_2fg6 initialize
def initialize(*args, &block)
@mafpm_fixed = false
@mafpm_vp_id = 2
mafpm_iniz_2fg6(*args, &block) # Call Original Method
@mafpm_z = self.number
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Show Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_showpic_3jb7 show
def show(name, *args, &block)
# Only fix pictures if in Scene_Map
if SceneManager.scene_is?(Scene_Map)
@mafpm_fixed = (MA_FixPicture::SWITCH_ID == true ||
$game_switches[MA_FixPicture::SWITCH_ID] || !name[/\[FIXED\]/i].nil?)
z_var = $game_variables[MA_FixPicture::Z_VARIABLE_ID]
# If 0 or less than 300, then it should belong to the viewport1
@mafpm_vp_id = (z_var != 0 && z_var < 300) ? 1 : 2
# Set Z shortcuts
@mafpm_z = case z_var
when -1 then -50 # Below tilemap but above parallax
when -2 then -150 # Below parallax
when 0 then self.number # Normal position
when 1 then 50 # Above tilemap but below normal characters
when 2 then 150 # Above normal characters but below Above Characters
else
@mafpm_z = z_var < 300 ? z_var : z_var - 300 # Directly set to value
end
end
mafpm_showpic_3jb7(name, *args, &block) # Call Original Method
if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
@x *= 32
@y *= 32
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Move Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_movepctr_2js1 move
def move(*args, &block)
mafpm_movepctr_2js1(*args, &block)
if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
@target_x *= 32
@target_y *= 32
end
end
end
#==============================================================================
# ** Sprite Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - update
#==============================================================================
class Sprite_Picture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_updt_5fw1 update
def update(*args, &block)
mafpm_updt_5fw1(*args, &block) # Call original method
# If picture is fixed to map
if @picture.mafpm_fixed
# Scroll the picture appropriately
self.x = @picture.x - ($game_map.display_x * 32)
self.y = @picture.y - ($game_map.display_y * 32)
end
self.z = @picture.mafpm_z # Update Z to the correct Z
# If the viewport has changed
if @mafpm_vp_id != @picture.mafpm_vp_id && MA_FixPicture.send(:"spriteset_vp#{@picture.mafpm_vp_id}")
@mafpm_vp_id = @picture.mafpm_vp_id
# Change viewport
self.viewport = MA_FixPicture.send(:"spriteset_vp#{@mafpm_vp_id}")
end
end
end
#==============================================================================
# ** Spriteset Map
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - create_viewports; dispose_viewports
#==============================================================================
class Spriteset_Map
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Viewports
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_creatviewpor_3dk8 create_viewports
def create_viewports(*args, &block)
mafpm_creatviewpor_3dk8(*args, &block) # Call original method
# Set the viewports to be globally accessible
MA_FixPicture.spriteset_vp1 = @viewport1
MA_FixPicture.spriteset_vp2 = @viewport2
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Dispose Viewports
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mafpm_disposevps_2nr5 dispose_viewports
def dispose_viewports(*args, &block)
# Nullify the variables in MA_FixPicture
MA_FixPicture.spriteset_vp1 = nil
MA_FixPicture.spriteset_vp2 = nil
mafpm_disposevps_2nr5(*args, &block) # Call original method
end
end
Który jest pewnie skryptem za to odpowiedzialnym, a którego też potrzebuję. 
Pomożesz?
RE: Postaci nad obrazkami - Ayene - 09-04-15 20:03
Heh, no i ten skrypt Ci w zupełności wystarczy. Usuń ten zmodyfikowany przeze mnie. Musisz jedynie przed wyświetlaniem obrazka ustawić zmienną nr 3 (chyba że wybrałeś w konfiguracji inną zmienną) na wartość 1. Czytaj instrukcje
RE: Postaci nad obrazkami - Yoroiookami - 09-04-15 20:51
(09-04-15 20:03)Ayene napisał(a): Heh, no i ten skrypt Ci w zupełności wystarczy. Usuń ten zmodyfikowany przeze mnie. Musisz jedynie przed wyświetlaniem obrazka ustawić zmienną nr 3 (chyba że wybrałeś w konfiguracji inną zmienną) na wartość 1. Czytaj instrukcje 

Ale ze mnie gupek. Dziękuję ci Ayene. Postaram się czytać. Choć przyznam, że pomimo opisu w instrukcji, nie miałem pojęcia co to znaczy.
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