Project1
标题:
能否加个开关
[打印本页]
作者:
y967
时间:
2016-7-21 12:41
标题:
能否加个开关
#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
# 角色显示用脚本。监视 Game_Character 类的实例、
# 自动变化脚本状态。
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :character # 角色
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 查看端口
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport)
[url=home.php?mod=space&uid=2631396]@character[/url] = character
[url=home.php?mod=space&uid=31758]@Shadow[/url] = RPG::Sprite.new(viewport)
update
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
# 元件 ID、文件名、色相与现在的情况存在差异的情况下
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# 记忆元件 ID 与文件名、色相
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# 元件 ID 为有效值的情况下
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
# 元件 ID 为无效值的情况下
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@shadow.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@shadow.flash(Color.new(0, 0, 0, 255), 1)
@shadow.angle = 180
@shadow.mirror = true
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
@shadow.ox = @cw / 2
@shadow.oy = @ch / 2
end
end
# 设置可视状态
self.visible = (not @character.transparent)
@shadow.visible = (not @character.transparent)
# 图形是角色的情况下
if @tile_id == 0
# 设置传送目标的矩形
sx = @character.pattern * @cw
if $c3_总共可用的方向数 == 8
case @character.direction
when 2
sy = 0 * @ch
when 4
sy = 1 * @ch
when 6
sy = 2 * @ch
when 8
sy = 3 * @ch
when 1
sy = 4 * @ch
when 3
sy = 5 * @ch
when 7
sy = 6 * @ch
when 9
sy = 7 * @ch
end
else
sy = (@character.direction - 2) / 2 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
@shadow.src_rect.set(sx, sy, @cw, @ch)
end
# 设置脚本的坐标
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
@shadow.x = @character.screen_x
@shadow.y = @character.screen_y - 7
@shadow.z = 0
@shadow.zoom_y = 0.5
@shadow.zoom_x = 1
# 设置不透明度、合成方式、茂密
self.opacity = @character.opacity
@shadow.opacity = @character.opacity * 0.6
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# 动画
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
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能否给这个角色影子脚本加个开关
作者:
威风镰鼬
时间:
2016-7-21 14:44
我的话要屏蔽影子直接把99行改成if $game_switches[i]==true then @shadow.z = -999 else @shadow.z = 0 end 了/w\
我用的是va的影子脚本
作者:
英顺的马甲
时间:
2016-7-21 21:44
本帖最后由 英顺的马甲 于 2016-7-23 12:37 编辑
$original_Sprite_Character = Sprite_Character.clone
class Sprite_Character < $original_Sprite_Character
SHADOW_SWITCH = 1 # <================= 开关号
def update
super
@shadow.visible = $game_switches[SHADOW_SWITCH] &&
[email protected]
end
end
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