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标题: 请问跟随脚本在那~~ [打印本页]

作者: lycoolmax    时间: 2010-12-12 16:07
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作者: Wind2010    时间: 2010-12-12 16:08
  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================


  4. # ————————————————————————————————————

  5. # ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
  6. # by fukuyama

  7. #
  8. # Train_Actor
  9. #
  10. # [email protected]
  11. # http://www4.big.or.jp/~fukuyama/rgss/Train_Actor.txt
  12. #

  13. module Train_Actor




  14. #是否使用停止跟随的方法,也就是说,这里false改为true的时候,如果TRANSPARENT_SWITCHES_INDEX
  15. #开关打开,跟随的人物就消失了(其实只是变成透明而已)
  16. TRANSPARENT_SWITCH = false
  17. TRANSPARENT_SWITCHES_INDEX = 20
  18. #举例:第一个为true,第二个为20,则打开20号开关,后面的人都没了。





  19. #跟随人数的最大数目,可以更改为2、3什么的。
  20. TRAIN_ACTOR_SIZE_MAX = 4





  21. # 定数
  22. #Input::DOWN = 2
  23. #Input::LEFT = 4
  24. #Input::RIGHT = 6
  25. #Input::UP = 6
  26. DOWN_LEFT = 1
  27. DOWN_RIGHT = 3
  28. UP_LEFT = 7
  29. UP_RIGHT = 9
  30. JUMP = 5

  31. class Game_Party_Actor < Game_Character
  32. def initialize
  33. super()
  34. @through = true
  35. end
  36. def setup(actor)
  37. # キャラクターのファイル名と色相を設定
  38. if actor != nil
  39. @character_name = actor.character_name
  40. @character_hue = actor.character_hue
  41. else
  42. @character_name = ""
  43. @character_hue = 0
  44. end
  45. # 不透明度と合成方法を初期化
  46. @opacity = 255
  47. @blend_type = 0
  48. end
  49. def screen_z(height = 0)
  50. if $game_player.x == @x and $game_player.y == @y
  51. return $game_player.screen_z(height) - 1
  52. end
  53. super(height)
  54. end
  55. #--------------------------------------------------------------------------
  56. # ● 下に移動
  57. # turn_enabled : その場での向き変更を許可するフラグ
  58. #--------------------------------------------------------------------------
  59. def move_down(turn_enabled = true)
  60. # 下を向く
  61. if turn_enabled
  62. turn_down
  63. end
  64. # 通行可能な場合
  65. if passable?(@x, @y, Input::DOWN)
  66. # 下を向く
  67. turn_down
  68. # 座標を更新
  69. @y += 1
  70. end
  71. end
  72. #--------------------------------------------------------------------------
  73. # ● 左に移動
  74. # turn_enabled : その場での向き変更を許可するフラグ
  75. #--------------------------------------------------------------------------
  76. def move_left(turn_enabled = true)
  77. # 左を向く
  78. if turn_enabled
  79. turn_left
  80. end
  81. # 通行可能な場合
  82. if passable?(@x, @y, Input::LEFT)
  83. # 左を向く
  84. turn_left
  85. # 座標を更新
  86. @x -= 1
  87. end
  88. end
  89. #--------------------------------------------------------------------------
  90. # ● 右に移動
  91. # turn_enabled : その場での向き変更を許可するフラグ
  92. #--------------------------------------------------------------------------
  93. def move_right(turn_enabled = true)
  94. # 右を向く
  95. if turn_enabled
  96. turn_right
  97. end
  98. # 通行可能な場合
  99. if passable?(@x, @y, Input::RIGHT)
  100. # 右を向く
  101. turn_right
  102. # 座標を更新
  103. @x += 1
  104. end
  105. end
  106. #--------------------------------------------------------------------------
  107. # ● 上に移動
  108. # turn_enabled : その場での向き変更を許可するフラグ
  109. #--------------------------------------------------------------------------
  110. def move_up(turn_enabled = true)
  111. # 上を向く
  112. if turn_enabled
  113. turn_up
  114. end
  115. # 通行可能な場合
  116. if passable?(@x, @y, Input::UP)
  117. # 上を向く
  118. turn_up
  119. # 座標を更新
  120. @y -= 1
  121. end
  122. end
  123. #--------------------------------------------------------------------------
  124. # ● 左下に移動
  125. #--------------------------------------------------------------------------
  126. def move_lower_left
  127. # 向き固定でない場合
  128. unless @direction_fix
  129. # 右向きだった場合は左を、上向きだった場合は下を向く
  130. @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
  131. end
  132. # 下→左、左→下 のどちらかのコースが通行可能な場合
  133. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
  134. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
  135. # 座標を更新
  136. @x -= 1
  137. @y += 1
  138. end
  139. end
  140. #--------------------------------------------------------------------------
  141. # ● 右下に移動
  142. #--------------------------------------------------------------------------
  143. def move_lower_right
  144. # 向き固定でない場合
  145. unless @direction_fix
  146. # 左向きだった場合は右を、上向きだった場合は下を向く
  147. @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
  148. end
  149. # 下→右、右→下 のどちらかのコースが通行可能な場合
  150. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
  151. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
  152. # 座標を更新
  153. @x += 1
  154. @y += 1
  155. end
  156. end
  157. #--------------------------------------------------------------------------
  158. # ● 左上に移動
  159. #--------------------------------------------------------------------------
  160. def move_upper_left
  161. # 向き固定でない場合
  162. unless @direction_fix
  163. # 右向きだった場合は左を、下向きだった場合は上を向く
  164. @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
  165. end
  166. # 上→左、左→上 のどちらかのコースが通行可能な場合
  167. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
  168. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
  169. # 座標を更新
  170. @x -= 1
  171. @y -= 1
  172. end
  173. end
  174. #--------------------------------------------------------------------------
  175. # ● 右上に移動
  176. #--------------------------------------------------------------------------
  177. def move_upper_right
  178. # 向き固定でない場合
  179. unless @direction_fix
  180. # 左向きだった場合は右を、下向きだった場合は上を向く
  181. @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
  182. end
  183. # 上→右、右→上 のどちらかのコースが通行可能な場合
  184. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
  185. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
  186. # 座標を更新
  187. @x += 1
  188. @y -= 1
  189. end
  190. end
  191. attr_writer :move_speed
  192. attr_writer :step_anime
  193. end
  194. module Spriteset_Map_Module
  195. def setup_actor_character_sprites?
  196. return @setup_actor_character_sprites_flag != nil
  197. end
  198. def setup_actor_character_sprites(characters)
  199. if !setup_actor_character_sprites?
  200. index_game_player = 0
  201. @character_sprites.each_index do |i|
  202. if @character_sprites[i].character.instance_of?(Game_Player)
  203. index_game_player = i
  204. break
  205. end
  206. end
  207. for character in characters.reverse
  208. @character_sprites.unshift(
  209. Sprite_Character.new(@viewport1, character)
  210. )
  211. end
  212. @setup_actor_character_sprites_flag = true
  213. end
  214. end
  215. end
  216. module Scene_Map_Module
  217. def setup_actor_character_sprites(characters)
  218. @spriteset.setup_actor_character_sprites(characters)
  219. end
  220. end
  221. module Game_Party_Module
  222. def set_transparent_actors(transparent)
  223. @transparent = transparent
  224. end
  225. def setup_actor_character_sprites
  226. if @characters == nil
  227. @characters = []
  228. for i in 1 ... TRAIN_ACTOR_SIZE_MAX
  229. @characters.push(Game_Party_Actor.new)
  230. end
  231. end
  232. for i in 1 ... TRAIN_ACTOR_SIZE_MAX
  233. @characters[i - 1].setup(actors[i])
  234. end
  235. if $scene.class.method_defined?('setup_actor_character_sprites')
  236. $scene.setup_actor_character_sprites(@characters)
  237. end
  238. end
  239. def update_party_actors
  240. setup_actor_character_sprites
  241. transparent = $game_player.transparent
  242. if transparent == false
  243. if TRANSPARENT_SWITCH
  244. transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
  245. end
  246. end
  247. for character in @characters
  248. character.transparent = transparent
  249. character.move_speed = $game_player.move_speed
  250. character.step_anime = $game_player.step_anime
  251. character.update
  252. end
  253. end
  254. def moveto_party_actors( x, y )
  255. setup_actor_character_sprites
  256. for character in @characters
  257. character.moveto( x, y )
  258. end
  259. if @move_list == nil
  260. @move_list = []
  261. end
  262. move_list_setup
  263. end
  264. def move_party_actors
  265. if @move_list == nil
  266. @move_list = []
  267. move_list_setup
  268. end
  269. @move_list.each_index do |i|
  270. if @characters[i] != nil
  271. case @move_list[i].type
  272. when Input::DOWN
  273. @characters[i].move_down(@move_list[i].args[0])
  274. when Input::LEFT
  275. @characters[i].move_left(@move_list[i].args[0])
  276. when Input::RIGHT
  277. @characters[i].move_right(@move_list[i].args[0])
  278. when Input::UP
  279. @characters[i].move_up(@move_list[i].args[0])
  280. when DOWN_LEFT
  281. @characters[i].move_lower_left
  282. when DOWN_RIGHT
  283. @characters[i].move_lower_right
  284. when UP_LEFT
  285. @characters[i].move_upper_left
  286. when UP_RIGHT
  287. @characters[i].move_upper_right
  288. when JUMP
  289. @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
  290. end
  291. end
  292. end
  293. end
  294. class Move_List_Element
  295. def initialize(type,args)
  296. @type = type
  297. @args = args
  298. end
  299. def type() return @type end
  300. def args() return @args end
  301. end
  302. def move_list_setup
  303. for i in 0 .. TRAIN_ACTOR_SIZE_MAX
  304. @move_list[i] = nil
  305. end
  306. end
  307. def add_move_list(type,*args)
  308. @move_list.unshift(Move_List_Element.new(type,args)).pop
  309. end
  310. def move_down_party_actors(turn_enabled = true)
  311. move_party_actors
  312. add_move_list(Input::DOWN,turn_enabled)
  313. end
  314. def move_left_party_actors(turn_enabled = true)
  315. move_party_actors
  316. add_move_list(Input::LEFT,turn_enabled)
  317. end
  318. def move_right_party_actors(turn_enabled = true)
  319. move_party_actors
  320. add_move_list(Input::RIGHT,turn_enabled)
  321. end
  322. def move_up_party_actors(turn_enabled = true)
  323. move_party_actors
  324. add_move_list(Input::UP,turn_enabled)
  325. end
  326. def move_lower_left_party_actors
  327. move_party_actors
  328. add_move_list(DOWN_LEFT)
  329. end
  330. def move_lower_right_party_actors
  331. move_party_actors
  332. add_move_list(DOWN_RIGHT)
  333. end
  334. def move_upper_left_party_actors
  335. move_party_actors
  336. add_move_list(UP_LEFT)
  337. end
  338. def move_upper_right_party_actors
  339. move_party_actors
  340. add_move_list(UP_RIGHT)
  341. end
  342. def jump_party_actors(x_plus, y_plus)
  343. move_party_actors
  344. add_move_list(JUMP,x_plus, y_plus)
  345. end
  346. end
  347. module Game_Player_Module
  348. def update
  349. $game_party.update_party_actors
  350. super
  351. end
  352. def moveto( x, y )
  353. $game_party.moveto_party_actors( x, y )
  354. super( x, y )
  355. end
  356. def move_down(turn_enabled = true)
  357. if passable?(@x, @y, Input::DOWN)
  358. $game_party.move_down_party_actors(turn_enabled)
  359. end
  360. super(turn_enabled)
  361. end
  362. def move_left(turn_enabled = true)
  363. if passable?(@x, @y, Input::LEFT)
  364. $game_party.move_left_party_actors(turn_enabled)
  365. end
  366. super(turn_enabled)
  367. end
  368. def move_right(turn_enabled = true)
  369. if passable?(@x, @y, Input::RIGHT)
  370. $game_party.move_right_party_actors(turn_enabled)
  371. end
  372. super(turn_enabled)
  373. end
  374. def move_up(turn_enabled = true)
  375. if passable?(@x, @y, Input::UP)
  376. $game_party.move_up_party_actors(turn_enabled)
  377. end
  378. super(turn_enabled)
  379. end
  380. def move_lower_left
  381. # 下→左、左→下 のどちらかのコースが通行可能な場合
  382. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
  383. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
  384. $game_party.move_lower_left_party_actors
  385. end
  386. super
  387. end
  388. def move_lower_right
  389. # 下→右、右→下 のどちらかのコースが通行可能な場合
  390. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
  391. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
  392. $game_party.move_lower_right_party_actors
  393. end
  394. super
  395. end
  396. def move_upper_left
  397. # 上→左、左→上 のどちらかのコースが通行可能な場合
  398. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
  399. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
  400. $game_party.move_upper_left_party_actors
  401. end
  402. super
  403. end
  404. def move_upper_right
  405. # 上→右、右→上 のどちらかのコースが通行可能な場合
  406. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
  407. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
  408. $game_party.move_upper_right_party_actors
  409. end
  410. super
  411. end
  412. def jump(x_plus, y_plus)
  413. # 新しい座標を計算
  414. new_x = @x + x_plus
  415. new_y = @y + y_plus
  416. # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
  417. if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
  418. $game_party.jump_party_actors(x_plus, y_plus)
  419. end
  420. super(x_plus, y_plus)
  421. end
  422. attr_reader :move_speed
  423. attr_reader :step_anime
  424. end
  425. end # module Train_Actor
  426. class Game_Party
  427. include Train_Actor::Game_Party_Module
  428. end
  429. class Game_Player
  430. include Train_Actor::Game_Player_Module
  431. end
  432. class Spriteset_Map
  433. include Train_Actor::Spriteset_Map_Module
  434. end
  435. class Scene_Map
  436. include Train_Actor::Scene_Map_Module
  437. end

  438. #==============================================================================
  439. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  440. #==============================================================================
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