Cognates are
wonderful (as is Google Translate), so I've decided to *Ahem* transcribe the introduction to the script for English users.
CODE
#==========================================================================
# ** MSX - XP Characters in VX/VXAce
#==========================================================================
# Author: Melosx
# Version: 1.0
# Compatable with VX and VXAce
#==========================================================================
# *Abstract
# ---------------------------------------------------------------------
# The script permits the use of XP sprites in VX. All you have to do is insert the tag
# "$xp" at the start of the filename.
# You can then use the VX-style sprites right alongside the ones of RPGXP.
#
#==========================================================================
# *Instructions
# --------------------------------------------------------------------------
# Insert the script below Materials and above Main. Add the tag "$xp" (no quotes)
# to the beginning of the filename of XP sprites you want to use.
#
#==========================================================================
#==========================================================================
# ** Sprite_Character
#==========================================================================
class Sprite_Character < Sprite_Base
def update_bitmap
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
self.bitmap = tileset_bitmap(@tile_id)
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[!$]./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
if @character_name != nil and @character_name.include?('$xp')
@cw = bitmap.width / 4
@ch = bitmap.height / 4
end
self.ox = @cw / 2
self.oy = @ch
end
end
end
def update_src_rect
if @character_name != nil and @character_name.include?('$xp')
if @tile_id == 0
pattern = @character.pattern > 0 ? @character.pattern - 1 : 3
sx = pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
else
if @tile_id == 0
index = @character.character_index
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
end
end
#==========================================================================
====
# ** Window_Base
#==========================================================================
====
class Window_Base < Window
def draw_character(character_name, character_index, x, y)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[!$]./]
if character_name != nil and character_name.include?('$xp')
cw = bitmap.width / 4
ch = bitmap.height / 4
n = character_index
src_rect = Rect.new(0, 0, cw, ch)
else
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
end
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
Oh, and this is a great script. Thanks for putting it up - it was always one of the things that irked me about RPGVX.