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RPG Maker VX 1.01 added Script
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Posted 2008-02-18, 08:58 PM
If you were working on a game for the old Japanese RPG Maker VX version 1.00 and updated that to RPG Maker VX v1.01 (not the English v1.02), they added a script to it. Without it, your games will not play. So here is the script.

Code:
#==============================================================================
# ■ VX_SP1
#------------------------------------------------------------------------------
#  プリセットスクリプトの不具合を修正します。 (A bug was fixed in the script presets)
#==============================================================================

#------------------------------------------------------------------------------
# 【SP1 修正内容】 (SP1 Fixes/Changes)
#------------------------------------------------------------------------------
# ■アニメーションにて、番号の大きいセルが番号の小さいセルより画面の上にあると
#   き(Y座標が小さいとき)、セルの表示の優先順位が仕様通りにならなくなる不具
#   合を修正しました。
# ■アニメーションの反転表示時、Y座標の計算方法が誤っている不具合を修正しまし
#   た。
# ■同じアニメーションを連続して表示する際、必要なグラフィックを誤って解放して
#   しまう場合がある不具合を修正しました。
#   I will explain what the script does since I have some time to write more about it.
#------------------------------------------------------------------------------

# Start class Sprite_Base inheriting Class Sprite
class Sprite_Base < Sprite
  #--------------------------------------------------------------------------
  # ● アニメーションの解放 (Free/Release Animation [...from memory])
  #--------------------------------------------------------------------------
  # dispose_animation is set as alias for eb_sp1_dispose_animation
  alias eb_sp1_dispose_animation dispose_animation
  # Define function dispose_animation
  def dispose_animation
    eb_sp1_dispose_animation
    # Instance Variable animation_bitmap1 is null
    @animation_bitmap1 = nil
    # Instance Variable animation_bitmap2 is null
    @animation_bitmap2 = nil
  end
  #--------------------------------------------------------------------------
  # ● アニメーションスプライトの設定 (Sprite animation settings)
  #     frame : フレームデータ (RPG::Animation::Frame) (Frame Data)
  #--------------------------------------------------------------------------
  # animation_set_sprites is set as alias for eb_sp1_animation_set_sprites
  alias eb_sp1_animation_set_sprites animation_set_sprites
  # Set Class animation_set_sprites with parameters "frame"
  def animation_set_sprites(frame)
    # Use function eb_sp1_animation_set_sprites using parameters of parent "frame"
    eb_sp1_animation_set_sprites(frame)
    # Cell data is set as parameter "frame".cell_data
    cell_data = frame.cell_data
    # For i = 0; i < 15; i auto-increment
    for i in 0..15
      # sprite equals instance variable animation_sprites array value of i
      sprite = @animation_sprites[i]
      # end for if sprite is null
      next if sprite == nil
      # Check if out of cell_data length (example, if cell_data = "hello", then cell_data[4,0] = "", but cell_data[6,0] = nil, on the other hand)
      pattern = cell_data[i, 0]
      # End for if pattern is null or pattern is equal to -1
      next if pattern == nil or pattern == -1
      # if instance variable animation_mirror is true or 1
      if @animation_mirror
        # sprite.y equals instance variable animation_oy + celldata[i, 2]
        sprite.y = @animation_oy + cell_data[i, 2]
      end
      # sprite.z equals this class.z value plus 300 plus i
      sprite.z = self.z + 300 + i
    end
  end
end
 
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疲れていますから 寝むってありますね。 むずかしいです。 また、ケーキ屋で ケーキを食べていました。

I've considered being a translator, but I dunno. It feels like a lot of work. If someone gets angry then I have to deal with it, you know? I'd rather just relax.

 
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Last edited by Goodlookinguy; 2010-11-07 at 02:23 PM.
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