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Little thing with Reflection Script.

Dami

Member

I have tried both copying from the multiscript demo and copying the code from the forums. Changed the water terrain tag into the correct number, make the event with the right comment, and still there is no reflection.

Is there something I'm missing?

This is the script, the terrain tag number must be 7.

Code:
#==============================================================================
# â–  Sprite_Reflection
# Based on Sprite_Mirror, Modified By: JmsPlDnl, rewritten entirely by Rataime
#==============================================================================
CATERPILLAR_COMPATIBLE = true

class Game_Party
  attr_reader :characters
end

class Sprite_Reflection < RPG::Sprite

 attr_accessor :character

 def initialize(viewport=nil, character=nil,self_angle = 180)
   super(viewport)
   @character = character
   @self_angle=self_angle
   self.opacity=0
   @reflected=false
   @former=false
   @moving=false
   if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7
     @reflected=true
     @former=true
   end
   update
 end

 def update
   super
   if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
     @tile_id = @character.tile_id
     @character_name = @character.character_name
     @character_hue = @character.character_hue
     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
     else
       self.bitmap = RPG::Cache.character(@character.character_name,
         @character.character_hue)
       @cw = bitmap.width / 4
       @ch = bitmap.height / 4
       self.ox = @cw / 2
       self.oy = @ch
     end
   end
   
   self.visible = (not @character.transparent)
   if @tile_id == 0
     sx = (@character.pattern) * @cw
     sy = (@character.direction - 2) / 2 * @ch
     if @character.direction== 6
           sy = ( 4- 2) / 2 * @ch
     end
     if @character.direction== 4
           sy = ( 6- 2) / 2 * @ch
    end
    if @character.direction != 4 and @character.direction != 6
          sy = (@character.direction - 2) / 2 * @ch
    end
   end
   
   self.x = @character.screen_x
   self.y = @character.screen_y-5
   @moving=!(@character.real_x%128==0 and @character.real_y%128==0)
   @d=@character.direction
   @rect=[sx, sy, @cw, @ch]
   if !(@moving)
     if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7 
       @reflected=true
       @former=true
     else
       @reflected=false  
       @former=false
     end
     
   else
       case @d
       
       when 2
       if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
         @reflected=true
         if @former==false
           @offset = (@character.screen_y%32)*@ch/32
           @rect=[sx, sy, @cw, @offset]
           self.y=@character.screen_y-5
         end
       else
         @reflected=false  
       end
       
       when 4
       if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
         @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
         @rect=[sx, sy, @offset, @ch]
         self.x=@character.screen_x
       else
         @reflected=true
         if @former==false
           @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
           @rect=[sx+@offset, sy, @cw-@offset, @ch]
           self.x=@character.screen_x-@offset
         end
       end
       
       when 6
       if $game_map.terrain_tag(@character.real_x/128+1,@character.real_y/128+1)!=7
         @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
         @rect=[sx+@offset, sy, @cw-@offset, @ch]
         self.x=@character.screen_x-@offset
       else
         @reflected=true
         if @former==false
           @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
           @rect=[sx, sy, @offset, @ch]
           self.x=@character.screen_x
         end
       end
       
       when 8
       if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
         @reflected=true
         if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
           @offset = (@character.screen_y%32)*@ch/32
           @rect=[sx, sy, @cw, @offset]
           self.y=@character.screen_y-5
         end
       else
         @reflected=false  
       end
       
       end

   end
   if @reflected
     self.opacity=128
   else
    @rect=[sx, sy, @cw, @ch]
    self.opacity=0
   end
   
   if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
     if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
       @rect[1]= @rect[1]+@ch/2
       @rect[3]= @rect[3]/2
       self.y = self.y - @ch/2
     else
       @reflected=false
     end
   end
     
   self.src_rect.set(@rect[0],@rect[1],@rect[2],@rect[3])
   
   @character.is_a?(Game_Player) ? self.z = 9 : self.z = 5
   self.blend_type = @character.blend_type
   self.bush_depth = @character.bush_depth
   if @character.animation_id != 0
     animation = $data_animations[@character.animation_id]
     animation(animation, true)
     @character.animation_id = 0
   end

   self.angle = @self_angle
 end
end

#===================================================
# â–¼ CLASS Sprite_Character edit
#===================================================

class Sprite_Character < RPG::Sprite
  alias reflect_initialize initialize
  
  def initialize(viewport, character = nil)
    @character = character
    @reflection = []
    super(viewport)
    if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["r"])
     @reflection.push(Sprite_Reflection.new(viewport,@character))
    end
    if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["hr"])
     @reflection.push(Sprite_Reflection.new(viewport,$game_player))
#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

  for member in $game_party.characters
    @reflection.push(Sprite_Reflection.new(viewport,member))
  end

end
#===================================================
# ● End of the compatibility
#===================================================
    end
    reflect_initialize(viewport, @character)
  end
  
  alias reflect_update update
  
  def update
   reflect_update
   if @reflection!=nil
     for reflect in @reflection
       reflect.update
     end
   end
  end
  
end
 

Dami

Member

For some reason it don't work in the version 1.01 :S

I have tested it with the 1.02 and it works.

Note: I changed the comment to hr in the script, it's not hero_r in this one.
 

Clive

Member

Hmm that's strange, in my case it only works with transparent tiles (white or gray... but not with the others such as water, herb etc...Is there a way to fix it?
 

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