class Sprite_Character < RPG::Sprite
def update
super
# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# Remember tile ID, file name, and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# If tile ID value is invalid
else
if @character.is_a?(Game_Player)
self.bitmap = RPG::Cache.character($game_actors[$game_temp.leadchar].character_name,
$game_actors[$game_temp.leadchar].character_hue)
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
end
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# Set opacity level, blend method, and bush depth
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
class Game_Temp
attr_accessor :leadchar
alias frarghckinitialize initialize
def initialize
frarghckinitialize
@leadchar = 1
end
end
class Scene_Save < Scene_File
alias frarghckwritesavedata write_save_data
def write_save_data(file)
frarghckwritesavedata(file)
Marshal.dump($game_temp.leadchar, file)
end
end
class Scene_Load < Scene_File
alias frarghckreadsavedata read_save_data
def read_save_data(file)
$game_temp.leadchar = Marshal.load(file)
frarghckreadsavedata(file)
end
end