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- #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
- # [Vx/Vx-A] DRG - Flip Animation
- # Version: 1.10
- # Author : LiTTleDRAgo
- #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
- #
- # How to use
- #
- # Type in the script call
- #
- # $game_temp.animation_flip = true/false
- #
- #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
- VXA = defined?(Window_KeyItem)
- class Sprite_Base < Sprite
- alias drg_anim3_23 animation_set_sprites if !method_defined?(:drg_anim3_23)
- def animation_set_sprites(s)
- drg_anim3_23(s)
- e = VXA ? [@ani_mirror,@ani_sprites] : [@animation_mirror,@animation_sprites]
- a, b, c = $game_temp.animation_flip, (e[0] ? 0 : 1), s.cell_data
- e[1].each_with_index {|s,i| s.mirror = a ? (c[i,5] != b) : (c[i,5] == b)
- s.x += -(c[i,1] * 2) if a && c[i,1] != nil }
- end
- end
- class Game_Temp; attr_accessor :animation_flip end
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