1) Abra o editor de scripts do CLIENTE.
2) No script [VS] Sprite_Character, procure por def update_sprites
3) Substitua todo o def update_sprites por:
Créditos:
Valentine
2) No script [VS] Sprite_Character, procure por def update_sprites
3) Substitua todo o def update_sprites por:
- Código:
def in_area?
Mouse.x >= self.x - width / 2 && Mouse.x <= self.x + width / 2 && Mouse.y >= self.y - height && Mouse.y <= self.y
end
def update_sprites
return if @character.is_a?(Game_Vehicle)
update_paperdolls unless @character.is_a?(Game_Event)
if @character.actor? && @character.actor.result.success?
create_action_results
@character.actor.result.clear_hit_flags
@character.actor.result.clear_damage_values
end
# Se é um inimigo, jogador ou evento não apagado (erased)
if (@character.actor? || @character.event.name.start_with?('$') && !@character.character_name.empty?) && in_area?
refresh_name if name_changed?
@name_sprite.x = x
# Atualiza de acordo com a altura do character
#que pode ter sido alterada
@name_sprite.y = y - height
else
dispose_name
end
if !@character.is_a?(Game_Event) && !@character.actor.guild_name.empty? && @name_sprite
refresh_guild_name if guild_changed?
@guild_sprite.x = x
@guild_sprite.y = y - height
else
dispose_guild_name
end
if @character.is_a?(Game_Event) && @character.quest_not_started?
create_quest_icon unless @quest_sprite
@quest_sprite.x = x
@quest_sprite.y = y - height
else
dispose_quest_icon
end
# Se a lista de comandos do evento não está vazia (empty)
if @character.is_a?(Game_Event) && @character.event.name.start_with?('$') && !@character.character_name.empty? && $game_player.in_front?(@character) && !@character.empty?
create_tip unless @tip_sprite
@tip_sprite.x = x
@tip_sprite.y = y - height
else
dispose_tip
end
if @character.boss?
refresh_boss_hp_bar if hp_changed?
# Possibilita que a barra possa ser arrastada
@hp_sprite.update
@hp_sprite.change_opacity
elsif @character.actor? && @character.actor.hp < @character.actor.mhp
refresh_hp_bar if hp_changed?
@hp_sprite.x = x
@hp_sprite.y = y
else
dispose_hp_bar
end
unless @character.message.empty?
create_message(@character.message)
@character.message.clear
end
update_damage
if @message_duration > 0
@message_sprite.x = x
@message_sprite.y = y
@message_duration -= 1
else
dispose_message
end
end
Créditos:
Valentine
Última edição por Valentine em Sex Mar 04, 2022 12:33 pm, editado 3 vez(es)