Created
February 10, 2014 20:28
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=begin | |
positions events with "Walk Animation" checked 8 pixels higher. for events that | |
represent NPCs, this places their feet closer to the center of the tile they're | |
standing in, rather than the bottom. this looks better on most RTP tilesets. | |
considerations: | |
* RPG Maker has "Walk Animation" on by default for ALL events. when using this | |
script, you should uncheck "Walk Animation" for events except those | |
representing NPCs. if you're adding this to an existing project, updating all | |
of your existing events could be a LOT of work. | |
* if you use tall character sprites (instead of the built-in chibi style), you | |
may encounter weird overlapping issues, since the characters will reach two | |
tiles above them, instead of just one. to avoid this, keep character sprites 54 | |
pixels or shorter. | |
=end | |
class Game_CharacterBase | |
def screen_y | |
$game_map.adjust_y(@real_y) * 32 + 32 - shift_y - jump_height - (@walk_anime ? 8 : 0) | |
end | |
end |
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