Started by Calintz, January 26, 2008, 03:48:11 pm
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
#==============================================================================# Sprite_Face#==============================================================================class Sprite_Face < Sprite_Battler def update if @battler == nil super return end if @battler.battler_name != @battler_name || @battler.battler_hue != @battler_hue @battler_name, @battler_hue = @battler.battler_name, @battler.battler_hue self.bitmap = RPG::Cache.battler('Faces/' + @battler_name, @battler_hue) @width, @height = bitmap.width, bitmap.height self.ox, self.oy = @width / 2, @height self.opacity = 0 if @battler.dead? || @battler.hidden end super if $tons_version != nil && $tons_version >= 5.0 && $game_system.CENTER_BATTLER self.x = case $game_party.actors.size when 1 then 320 when 2 then 160 + 320 * @battler.index when 3 then 160 + 160 * @battler.index when 4 then 80 + 160 * @battler.index end else self.x = 80 + 160 * @battler.index end self.y = 464 self.z = @battler.screen_z end end#==============================================================================# Spriteset_Battle#==============================================================================class Spriteset_Battle alias init_calintz_faces_later initialize def initialize @face_sprites = [] init_calintz_faces_later 4.times {@face_sprites.push(Sprite_Face.new(@viewport2))} update_faces end alias upd_calintz_faces_later update def update upd_calintz_faces_later update_faces end def update_faces return if @face_sprites.size == 0 @face_sprites[0].battler = $game_party.actors[0] @face_sprites[1].battler = $game_party.actors[1] @face_sprites[2].battler = $game_party.actors[2] @face_sprites[3].battler = $game_party.actors[3] @face_sprites.each {|sprite| sprite.update} end alias disp_calintz_faces_later dispose def dispose disp_calintz_faces_later @face_sprites.each {|sprite| sprite.dispose} end end