def check_events
events, names = [$game_player], [nil]
if $game_system.CATERPILLAR
$game_player.members.each {|event|
if event.character_name != ''
events.push(event)
names.push(event.character_name)
end
}
end
$game_map.events.each_value {|event|
next if event.name.clone.gsub!('\nomap') {''}
if event.is_a?(Game_Event) && !event.erased && (event.teleport ||
event.name.clone.gsub!('\spc') {''})
events.push(event)
names.push(event.character_name)
end}
return events, names
end
def create_sevents
@sevents = []
@events.each_index {|i|
sprite = Sprite.new(viewport)
rect = Rect.new(0, 0, 56, 14)
if @events[i] == $game_player
if @names[i] != ''
sprite.bitmap = Bitmap.new(56, 14)
sprite.bitmap.blt(0, 0, $tons_cache.get_image('green_arrow'), rect, 128)
end
sprite.z = 100
elsif @events[i].is_a?(Game_Member)
if @names[i] != ''
sprite.bitmap = Bitmap.new(56, 14)
sprite.bitmap.blt(0, 0, $tons_cache.get_image('blue_arrow'), rect, 128)
end
sprite.z = 80
elsif @events[i].is_a?(Game_Event)
if @events[i].name.clone.gsub!('\spc') {''}
color, arrow, sprite.z = Color.new(255, 255, 0, 128), 'yellow_arrow', 60
elsif @events[i].teleport
color, arrow, sprite.z = Color.new(128, 0, 255, 128), 'violet_arrow', 40
end
if @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
sprite.bitmap = Bitmap.new(8, 8)
sprite.bitmap.fill_rect(0, 0, 8, 8, Color.new(0, 0, 0, 128))
sprite.bitmap.fill_rect(1, 1, 6, 6, color)
else
sprite.bitmap = Bitmap.new(56, 14)
sprite.bitmap.blt(0, 0, $tons_cache.get_image(arrow), rect, 128)
end
elsif @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
sprite.bitmap = Bitmap.new(8, 8)
sprite.bitmap.fill_rect(0, 0, 8, 8, Color.new(0, 0, 0, 128))
sprite.bitmap.fill_rect(1, 1, 6, 6, Color.new(255, 255, 255, 128))
else
sprite.bitmap = Bitmap.new(56, 14)
sprite.bitmap.blt(0, 0, $tons_cache.get_image('white_arrow'), Rect.new(0, 0, 56, 14), 128)
end
sprite.bitmap = Bitmap.new(1, 1) if sprite.bitmap == nil
sprite.ox = sprite.oy = 64
if sprite.bitmap.width != 8
sprite.src_rect.set((@events[i].direction-2)*7, 0, 14, 14)
end
@sevents.push(sprite)}
end
These are clearly bugs, so hopefully Blizz sees this and updates accordingly.