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- #============================================================================
- #
- # ** Wall Tile Extension * Ver1.00
- # * Creator: 月紳士 (Moon Man) ( http://tsukishinshi.blog73.fc2.com )
- #
- # * RPG Maker VX RGSS2 Script
- #
- # * Translation by: Mr. Anonymous ( http://anonymouscreations.we.bs )
- #
- #============================================================================
- =begin
- This script chiefly enhances the movement judgment and enables the following
- expressions for the wall tiles.
- .Basic Features
- The following functions work by using this script:
- * Enables movement behind walls and atop roofs.
- * Reproduction of the XP ceiling conceal, which makes designated tiles conceal
- characters like they did in XP.
-
- * Creates "invisible passage" so you can make secret passages or movement under
- fake bridges.
-
- * Added passability options.
- * A function to create ladders/stairs which penetrate normally impassible tiles.
- * Bridges automatically act as such, having you walk on and under them, at the
- same time if events do it, with no events to control it.
- #------------------------------------------------------------------------------
- * Tags
- * Bridge Passage Area
- When you need to create a bridge in which the player can move under when in
- a vehicle, first create a new area that contains said bridge, and name the
- area:
- <bridge>
- * Event Behind Roof/Ceiling/Wall/Cliff
- When you need to create an event that rests behind a roof, cieling, wall,
- cliff, etc, (if BACK_SEEING = true, when the player is 1 tile away from this
- event it will also be shown as semi-transparent) create an event and include
- the follow tag in its name:
- <behind>
- * Event Behind Roof/Ceiling/Wall/Cliff (when BACK_SEEING = true)
- When you need to create an event that rests behind a roof, cieling, wall,
- cliff, etc, and is NOT shown as semi-transparent while near it, create an
- event and include the follow tag in its name:
- <hidebehind>
- =end
- #==============================================================================
- # * Customization
- #==============================================================================
- module Expansion_Passable
- # * Cliff Type Maps
- # In the following array, you may define what maps determined as "Cliff" maps.
- # These allow for recognition of certain tiles to function differently. This
- # is used to create a slope-like effect (different grass tile elevations)
- # for some tiles without making it global across all maps. It's best to test
- # this function out for yourself by testing it in the demo, then remove the
- # 5 (by default) from the array and try it again.
- # Note that since this is an array, it can contain multiple map IDs as such:
- # CLIFF_MAP = [5, 6, 7, 12, 30]
- CLIFF_MAP = [18]
-
- # * True wall depth
- # This allows you to specify whether the player can move down the full depth
- # of the wall or only the first tile. For example, if set as true, and a wall
- # is 3 tiles high + 1 tile for ceiling/roofing, then the player will be able
- # to move all the way down to the base of the wall (down three tiles).
- # It's easier just to test it both ways to understand.
- # true : Wall depth and player moveability range is increased to wall scale.
- # false : Wall depth and player moveability is fixed at 1 tile.
- BACK_TILE_DEEP = false
-
- # * Display of character behind cieling tiles
- # This allows you to adjust whether the character is visible (semi-transparent)
- # or not displayed at all when the character is behind a roof/ceiling tile.
- # true : Characters are draw semi-transparent
- # false : Characters are hidden
- BACK_SEEING = true
-
- # * Remove Shadow Tiles ID
- # The "No Shadow" tile indicates a tile that removes and autoshadow tile that
- # would normally be displayed on it. It is used for removing any awkward look
- # that would normally be produced by creating special hills or cliffs.
- # When not using this feature, set the value as nil.
- SHADOW_ERASER_TILE_ID = 768
-
- # * Prohibit Docking Tile ID
- # The "No Docking" tile indicates a tile that does not allow for a vehicle to
- # 'dock' at. It is used to determine features such as cliffs that the player
- # should not be allowed to dock on, given it would have raised elevation.
- # When not using this feature, set the value as nil.
- PROHIBITED_GET_OFF_TILE_ID = 769
- # * Walk Through Wall Tile ID
- # The "Walk Through" tile indicates a tile that allows the player to walk
- # through it, used specifically for segements where you allow the player to
- # walk through a given wall.
- # When not using this feature, set the value as nil.
- ADDITION_BACK_TILE_ID = 770
- # * Delete Background Tile ID
- # The "No Background" tile indicates a tile that deletes the tile behind it.
- # It is primarily used for determining roof/cieling tiles with the player
- # cannot walk behind.
- # When not using this feature, set the value as nil.
- DELETE_BACK_TILE_ID = 771
- REMOVE_TILE_MARKER = 783
-
- end
- #==============================================================================
- # * Tile customization options (very advanced users only!)
- #==============================================================================
- module Data_Tile
- # Ceiling, roof, & terrain tile feature setup
- FUNCTION_TILE = [
- 2816, 2960, # Plains (field and outdoor)
- 3200, 3344, # Dry (field and outdoor)
- 3584, 3728, # Desert (field and outdoor)
- 3968, 4016, # Snow (field and outdoor)
- 4352, 4400, 4448, 4496, 4544, 4592, 4640, 4688, # Roof (1st Column)
- 4736, 4784, 4832, 4880, 4928, 4976, 5024, 5072, # Wall (1st Column)
- 5120, 5168, 5216, 5264, 5312, 5360, 5408, 5456, # Roof (2nd Column)
- 5504, 5552, 5600, 5648, 5696, 5744, 5792, 5840, # Wall (2nd Column)
- 5888, 5936, 5984, 6032, 6080, 6128, 6176, 6224, # Cave Ceiling (1st Column)
- 6272, 6320, 6368, 6416, 6464, 6512, 6560, 6608, # Cave Wall (1st Column)
- 6656, 6704, 6752, 6800, 6848, 6896, 6944, 6992, # Cave Ceiling (2nd Column)
- 7040, 7088, 7136, 7184, 7232, 7280, 7328, 7376, # Cave Wall (2nd Column)
- 7424, 7472, 7520, 7568, 7616, 7664, 7712, 7760, # Cave Ceiling (3rd Column)
- 7808, 7856, 7904, 7952, 8000, 8048, 8096, 8144, # Cave Wall (3rd Column)
- 1952, 2000] # Dummy TileIDs
-
- # * Horizontal bridge TileIDs
- BRIDRE_LENGTH = [17, 808, 810, 812]
- # * Vertical bridge TileIDs
- BRIDGE_BREADTH = [18, 19, 21, 23, 809, 811, 813]
-
- # * TileIDs treated as entrances for stairs, ladders, and caves
- # When the player is on one of these tiles, the passage settings are altered
- # so that the player is constrainted within the tile's ideal passage.
- STEP = [67, 68, 69, 70, 71, 172, 173, 174, 175,
- 260, 261, 262, 263, 268, 269, 270,
- 271, 278, 279, 284, 285, 286, 287,
- 612, 613, 616, 617, 618, 619,
- 1600, 1601, 1602, 1603, 1604, 1605, 1606, 1607,
- 1608, 1609, 1610, 1611, 1612, 1613, 1614, 1615]
-
-
- # * TileID for passability determination under bridges
- # The default of TileID 1664 is not visible within the editor and has no in-
- # game image. If not necessary, please do not change this value.
- UNDER_BRIDGE = 1664
-
- end
- #==============================================================================
- # * Please do not change autotile setup
- #==============================================================================
- module Data_Auto_Tile
- # Array for each direction in which the tiles have an edge (AutotileID)
- # Floor type
- VERGE_DOWN_A = [28, 29, 30, 31, 33, 38, 39, 40, 41, 43, 44, 45, 46]
- VERGE_LEFT_A = [16, 17, 18, 19, 32, 34, 35, 40, 41, 42, 43, 44, 46]
- VERGE_RIGHT_A = [24, 25, 26, 27, 32, 36, 37, 38, 39, 42, 44, 45, 46]
- VERGE_UP_A = [20, 21, 22, 23, 33, 34, 35, 36, 37, 42, 43, 45, 46]
-
- # Wall Type
- VERGE_DOWN_B = [ 8, 9, 10, 11, 12, 13, 14, 15]
- VERGE_LEFT_B = [ 1, 3, 5, 7, 9, 11, 13, 15]
- VERGE_RIGHT_B = [ 4, 5, 6, 7, 12, 13, 14, 15]
- VERGE_UP_B = [ 2, 3, 6, 7, 10, 11, 14, 15]
- end
- #==============================================================================
- # ■ RPG::Area
- #==============================================================================
- class RPG::Area
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :ship_pass
- end
- #==============================================================================
- # ■ Game_Map
- #------------------------------------------------------------------------------
- # マップを扱うクラスです。スクロールや通行可能判定などの機能を持っています。
- # このクラスのインスタンスは $game_map で参照されます。
- #==============================================================================
- class Game_Map
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :under_bridge_passages
- attr_reader :back_tiles_position
- attr_reader :keep_back_position
- attr_reader :ex_data
- attr_reader :prohibited_get_off
- #--------------------------------------------------------------------------
- # ◎ セットアップ
- # map_id : マップ ID
- #--------------------------------------------------------------------------
- alias tig_ep_setup setup
- def setup(map_id)
- tig_ep_setup(map_id)
- @ex_data = Table.new(width, height, 3)
- @under_bridge_passages = {}
- @back_tiles_position = []
- @keep_back_position = []
- prohibited_get_off_setup
- setup_back_tiles
- shadow_eraser_tile_setup
- end
- #--------------------------------------------------------------------------
- # ○ 接岸禁止タイルのセットアップ
- # map_id : マップ ID
- #--------------------------------------------------------------------------
- def prohibited_get_off_setup
- @prohibited_get_off = []
- return if Expansion_Passable::PROHIBITED_GET_OFF_TILE_ID == nil
- for x in 0...width
- for y in 0...height
- if @map.data[x, y, 2] == Expansion_Passable::PROHIBITED_GET_OFF_TILE_ID
- @map.data[x, y, 2] = 0
- @prohibited_get_off.push([x, y])
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 影消しタイルのセットアップ
- #--------------------------------------------------------------------------
- def shadow_eraser_tile_setup
- return if Expansion_Passable::SHADOW_ERASER_TILE_ID == nil
- for x in 0...width
- for y in 0...height
- if @map.data[x, y, 2] == Expansion_Passable::SHADOW_ERASER_TILE_ID
- r_x = round_x(x - 1)
- tile_id = @map.data[r_x, y, 0]
- if (4352...5888).include?(tile_id) or
- (6272...6656).include?(tile_id) or
- (7040...7424).include?(tile_id) or
- (7808...8192).include?(tile_id)
- dummy_tile_id = 2000 + auto_(tile_id)
- else
- dummy_tile_id = 1952 + auto_(tile_id)
- end
-
- @map.data[x, y, 2] = 0
- @map.data[r_x, y, 1] = @map.data[r_x, y, 0]
- @map.data[r_x, y, 0] = dummy_tile_id
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 指定座標のタイルIDの取得
- #--------------------------------------------------------------------------
- def point_tile_id(x, y)
- return [data[x, y, 0], data[x, y, 1], data[x, y, 2]]
- end
- #--------------------------------------------------------------------------
- # ○ オートタイルIDの取得(オートタイル郡の中で順番にIDをつけた独自のIDです)
- #--------------------------------------------------------------------------
- def auto_(tile_id)
- return 0 unless (1952...8192).include?(tile_id)
- return (tile_id - 1952) % 48
- end
- #--------------------------------------------------------------------------
- # ○ トップタイルIDの取得(オートタイル郡の最初のID)
- #--------------------------------------------------------------------------
- def top_(tile_id)
- return 0 if tile_id == nil
- return (tile_id - auto_(tile_id))
- end
- #--------------------------------------------------------------------------
- # ○ スクリプト機能を使用する屋根・天井・壁タイルか?
- #--------------------------------------------------------------------------
- def ceiling?(tile_id)
- return false unless Data_Tile::FUNCTION_TILE.include?(top_(tile_id))
- return true if wall?(tile_id)
- return true if (1952...2048).include?(tile_id)
- return true if (4352...4736).include?(tile_id)
- return true if (5120...5504).include?(tile_id)
- return true if (5888...6272).include?(tile_id)
- return true if (6656...7040).include?(tile_id)
- return (7424...7808).include?(tile_id)
- end
- #--------------------------------------------------------------------------
- # ○ スクリプト機能を使用する壁タイルか?
- #--------------------------------------------------------------------------
- def wall?(tile_id)
- return false unless Data_Tile::FUNCTION_TILE.include?(top_(tile_id))
- return true if (4736...5120).include?(tile_id)
- return true if (5504...5888).include?(tile_id)
- return true if (6272...6656).include?(tile_id)
- return true if (7040...7424).include?(tile_id)
- return (7808...8192).include?(tile_id)
- end
- #--------------------------------------------------------------------------
- # ○ スクリプト機能を使用する地形タイルか?
- #--------------------------------------------------------------------------
- def cliff?(tile_id)
- return false unless Data_Tile::FUNCTION_TILE.include?(top_(tile_id))
- return [2816, 3200, 3584, 2960, 3344, 3728, 4112].include?(top_(tile_id))
- end
- #--------------------------------------------------------------------------
- # ○ 指定の向きにオートタイルチップの境目があるか?
- #--------------------------------------------------------------------------
- def verge?(tile_id, direction)
- auto_tile_id = auto_(tile_id)
-
- return false if auto_tile_id == 0
- return false unless ceiling?(tile_id) or cliff?(tile_id)
- if (2000...2048).include?(tile_id) or
- (4352...5888).include?(tile_id) or
- (6272...6656).include?(tile_id) or
- (7040...7424).include?(tile_id) or
- (7808...8192).include?(tile_id) # オートタイルの線画タイプ判別
- case direction # 壁タイプの場合 方向ごとに振り分け
- when 2 ; return true if Data_Auto_Tile::VERGE_DOWN_B.include?(auto_tile_id)
- when 4 ; return true if Data_Auto_Tile::VERGE_LEFT_B.include?(auto_tile_id)
- when 6 ; return true if Data_Auto_Tile::VERGE_RIGHT_B.include?(auto_tile_id)
- when 8 ; return true if Data_Auto_Tile::VERGE_UP_B.include?(auto_tile_id)
- end
- else
- case direction # 床タイプの場合 方向ごとに振り分け
- when 2 ; return true if Data_Auto_Tile::VERGE_DOWN_A.include?(auto_tile_id)
- when 4 ; return true if Data_Auto_Tile::VERGE_LEFT_A.include?(auto_tile_id)
- when 6 ; return true if Data_Auto_Tile::VERGE_RIGHT_A.include?(auto_tile_id)
- when 8 ; return true if Data_Auto_Tile::VERGE_UP_A.include?(auto_tile_id)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 指定の向きに通行不可の境目があるか?
- #--------------------------------------------------------------------------
- def rip?(tile_id, front_tile_id, direction)
- if Data_Tile::BRIDRE_LENGTH.include?(tile_id[2])
- return true if direction == 4 or direction == 6
- elsif Data_Tile::BRIDGE_BREADTH.include?(tile_id[2])
- return true if direction == 2 or direction == 8
- end
- if cliff?(tile_id[0])
- return false unless ceiling?(front_tile_id[0]) or cliff?(front_tile_id[0])
- if cliff?(front_tile_id[0]) and verge?(front_tile_id[0], 10 - direction)
- return false
- end
- end
-
- return verge?(tile_id[0], direction)
- end
- #--------------------------------------------------------------------------
- # ○ 指定の向きに準じた橋タイルか?(渡ることの出来る向きか)
- #--------------------------------------------------------------------------
- def bridge?(tile_id, direction)
- if direction == 2 or direction == 8
- return true if Data_Tile::BRIDRE_LENGTH.include?(tile_id)
- elsif direction == 4 or direction == 6
- return true if Data_Tile::BRIDGE_BREADTH.include?(tile_id)
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ○ <船の橋下通過>処理をするエリアか?
- #--------------------------------------------------------------------------
- def ship_pass_area?(x, y)
- result = false
- for area in $data_areas.values
- next if area == nil
- next unless area.ship_pass
- next if $game_map.map_id != area.map_id
- next if x < area.rect.x
- next if y < area.rect.y
- next if x >= area.rect.x + area.rect.width
- next if y >= area.rect.y + area.rect.height
- result = true
- end
- return result
- end
- #--------------------------------------------------------------------------
- # ○ 裏回り用タイル存在座標ピックアップと通行判定初期化
- #--------------------------------------------------------------------------
- def setup_back_tiles
-
- for i in 4352...8192
- @passages[i] = 0x00 if ceiling?(i) # 天井タイルの通行判定を○に
- end
- back_tiles = [] # 裏回りタイル郡の生成
- for i in 2816...8192
- next unless ceiling?(i) or cliff?(i)
- next if wall?(i)
- next unless verge?(i, 8)
- if cliff?(i)
- next unless Expansion_Passable::CLIFF_MAP.include?(@map_id)
- end
- back_tiles.push(i)
- end
- for i in (Data_Tile::BRIDRE_LENGTH + Data_Tile::BRIDGE_BREADTH)
- @passages[i] = 0x10 # 橋タイル通行判定を☆に
- end
- @passages[Data_Tile::UNDER_BRIDGE] = 0x00 # 橋下用タイルの通行判定を○に
-
- for x in 0...width
- for reverse_y in 1..height
- y = height - reverse_y
- tile_id = point_tile_id(x, y)
- if (Data_Tile::BRIDRE_LENGTH + Data_Tile::BRIDGE_BREADTH).include?(tile_id[2])
- @back_tiles_position.push([x, y])
- if (2048...2815).include?(tile_id[0])
- @map.data[x, y, 1] = Data_Tile::UNDER_BRIDGE
- if ship_pass_area?(x, y)
- @under_bridge_passages[[x, y]] = 1
- else
- @under_bridge_passages[[x, y]] = 0
- end
- elsif @passages[tile_id[0]] != 0x06
- @map.data[x, y, 1] = Data_Tile::UNDER_BRIDGE
- @under_bridge_passages[[x, y]] = -1
- end
- if @under_bridge_passages[[x, y]] != 0 and Data_Tile::BRIDGE_BREADTH.include?(tile_id[2])
- @keep_back_position.push([x, round_y(y+1)])
- end
- elsif tile_id[2] != 0 and @passages[tile_id[2]] & 0x10 == 0x10
- if @back_tiles_position.include?([x, round_y(y+1)])
- @keep_back_position.push([x, y])
- else
- @ex_data[x, y, 2] = @map.data[x, y, 2]
- end
- end
- if (2816...8192).include?(tile_id[0])
- if back_tiles.include?(tile_id[0])
- @back_tiles_position.push([x, y])
- @ex_data[x, y, 0] = @map.data[x, y, 0]
- @ex_data[x, y, 1] = @map.data[x, y, 1]
- if tile_id[2] != Expansion_Passable::ADDITION_BACK_TILE_ID
- @ex_data[x, y, 2] = @map.data[x, y, 2]
- end
- @map.data[x, y, 1] = 0
- @map.data[x, y, 2] = 0
- if Expansion_Passable::BACK_TILE_DEEP
- unless @back_tiles_position.include?([x, round_y(y+1)])
- unless wall?(data[x, round_y(y+1), 0]) and
- verge?(data[x, round_y(y+1), 0], 2)
- @back_tiles_position.push([x, round_y(y+1)])
- @ex_data[x, round_y(y+1), 0] = @map.data[x, round_y(y+1), 0]
- @ex_data[x, round_y(y+1), 1] = @map.data[x, round_y(y+1), 1]
- @ex_data[x, round_y(y+1), 2] = @map.data[x, round_y(y+1), 2]
- @map.data[x, round_y(y+1), 1] = 0
- @map.data[x, round_y(y+1), 2] = 0
- end
- end
- end
- elsif Expansion_Passable::ADDITION_BACK_TILE_ID != nil and
- tile_id[2] == Expansion_Passable::ADDITION_BACK_TILE_ID
- @back_tiles_position.push([x, y])
- @ex_data[x, y, 0] = @map.data[x, y, 0]
- @ex_data[x, y, 1] = @map.data[x, y, 1]
- @map.data[x, y, 1] = 0
- @map.data[x, y, 2] = 0
- if (2816...8192).include?(@map.data[x, round_y(y-1), 0])
- @ex_data[x, round_y(y-1), 0] = @map.data[x, round_y(y-1), 0]
- @ex_data[x, round_y(y-1), 1] = @map.data[x, round_y(y-1), 1]
- end
- end
- end
- end
- end
-
- if Expansion_Passable::DELETE_BACK_TILE_ID != nil
- for x in 0...width
- for y in 0...height
- if @ex_data[x, y, 2] == Expansion_Passable::DELETE_BACK_TILE_ID
- @back_tiles_position.delete([x, y])
- @ex_data[x, y, 2] = 0
- elsif @map.data[x, y, 2] == Expansion_Passable::DELETE_BACK_TILE_ID
- @map.data[x, y, 2] = 0
- end
- end
- end
- end
-
- end
- #--------------------------------------------------------------------------
- # ○ 裏回り用タイルの存在する座標か?
- #--------------------------------------------------------------------------
- def back_tile?(x, y)
- return false if @back_tiles_position == nil
- return @back_tiles_position.include?([x, y])
- end
- end
- #==============================================================================
- # ■ Game_Character
- #------------------------------------------------------------------------------
- # キャラクターを扱うクラスです。このクラスは Game_Player クラスと Game_Event
- # クラスのスーパークラスとして使用されます。
- #==============================================================================
- class Game_Character
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :on_tile
- attr_reader :turn_back
- attr_accessor :no_turn_back
- attr_reader :not_back_seeing
- #--------------------------------------------------------------------------
- # ◎ オブジェクト初期化
- #--------------------------------------------------------------------------
- alias tig_ep_initialize initialize
- def initialize
- tig_ep_initialize
- @vehicle_type = -1
- @turn_back = false
- @no_turn_back = false
- @on_tile = true
- @back_seeing = false
- @not_back_seeing = false
- end
- #--------------------------------------------------------------------------
- # ◎ フレーム更新
- #--------------------------------------------------------------------------
- alias tig_ep_update update
- def update
- if @first_update == nil
- update_turn_back
- @first_update = true
- end
- tig_ep_update
- end
- #--------------------------------------------------------------------------
- # ◎ 茂み深さの更新
- #--------------------------------------------------------------------------
- alias tig_ep_update_bush_depth update_bush_depth
- def update_bush_depth
- update_turn_back
- tig_ep_update_bush_depth
- end
- #--------------------------------------------------------------------------
- # ○ 裏回り状態更新
- #--------------------------------------------------------------------------
- def update_turn_back
- unless @real_x == @x * 256 and @real_y == @y * 256
- @back_seeing = false
- @on_tile = false if @turn_back
- else
- @turn_back = false if @no_turn_back
- unless $game_map.back_tile?(@x, @y)
- @turn_back = false
- @no_turn_back = false
- end
- @on_tile = true unless @turn_back
- end
- if not @turn_back or @no_turn_back
- if $game_map.keep_back_position != nil and $game_map.keep_back_position.include?([@x, @y])
- @on_tile = false
- return
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 段差マップ用・拡張通過判定
- #--------------------------------------------------------------------------
- def ex_passable(direction, test = false)
- front_x = $game_map.x_with_direction(@x, direction)
- front_y = $game_map.y_with_direction(@y, direction)
- tile_id = $game_map.point_tile_id(@x, @y)
- front_tile_id = $game_map.point_tile_id(front_x, front_y)
-
- if Data_Tile::STEP.include?(front_tile_id[0]) or
- Data_Tile::STEP.include?(front_tile_id[2])
- return true
- else
- unless $game_map.wall?(front_tile_id[0])
- return true if Data_Tile::STEP.include?(tile_id[0])
- return true if Data_Tile::STEP.include?(tile_id[2])
- end
- end
-
- if $game_map.back_tiles_position.include?([@x, @y]) and @turn_back # この場が裏
- if $game_map.under_bridge_passages.key?([front_x, front_y])
- if (@vehicle_type == -1 and $game_map.under_bridge_passages[[front_x, front_y]] == 1) or
- $game_map.under_bridge_passages[[front_x, front_y]] <= 0
- return false unless debug_through? or @through
- end
- end
- if $game_map.back_tiles_position.include?([front_x, front_y]) # 目の前が裏
- return true
- else # 目の前が裏でない
- if $game_map.rip?(tile_id, front_tile_id, direction) # この場に境目がある
- if $game_map.rip?(front_tile_id, tile_id, 10 - direction) # 目の前に境目がある
- return false unless debug_through? or @through # 通行不可
- else
- return true
- end
- else # この場に境目がない
- return false unless debug_through? or @through # 通行不可
- end
- end
- else # この場は裏でない
- unless $game_map.bridge?(front_tile_id[2], direction) or # 橋がなければ
- $game_map.bridge?(tile_id[2], direction)
- if $game_map.rip?(tile_id, front_tile_id, direction) # この場に境目がある
- return false unless debug_through? or @through # 通行不可
- else # この場に境目がない
- if $game_map.rip?(front_tile_id, tile_id, 10 - direction) # 目の前に境目がある
- if $game_map.back_tiles_position.include?([front_x, front_y]) # 目の前が裏タイル
- unless $game_map.bridge?(tile_id[2], direction) # この場が橋でなければ
- if $game_map.under_bridge_passages.key?([front_x, front_y])
- if (@vehicle_type == -1 and $game_map.under_bridge_passages[[front_x, front_y]] == 1) or
- $game_map.under_bridge_passages[[front_x, front_y]] <= 0
- return false unless debug_through? or @through
- end
- end
- unless @no_turn_back
- @turn_back = true unless test # 裏回り開始
- @back_seeing = true
- end
- end
- else # 目の前が裏タイルでない
- unless $game_map.bridge?(tile_id[2], direction) # この場が橋でなければ
- return false unless debug_through? or @through # 通行不可
- end
- end
- else # 目の前に境目がない
- if $game_map.wall?(front_tile_id[0])
- return false unless debug_through? or @through # 通行不可
- end
- end
- end
- end
- end
-
- if $game_map.back_tile?(front_x, front_y) and not @turn_back
- for i in [2, 1, 0] # レイヤーの上から順に調べる
- tile_id = $game_map.ex_data[front_x, front_y, i] # タイル ID を取得
- unless tile_id == nil
- pass = $game_map.passages[tile_id] # 通行属性を取得
- next if pass & 0x10 == 0x10 # [☆] : 通行に影響しない
- next if pass & 0x01 == 0x00 # [○] : 通行可
- if pass & 0x01 == 0x01 # [×] : 通行不可
- return false unless debug_through? or @through
- end
- end
- end
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ◎ 下に移動
- # turn_ok : その場での向き変更を許可
- #--------------------------------------------------------------------------
- alias tig_ep_move_down move_down
- def move_down(turn_ok = true)
- last_turn_back = @turn_back
- unless ex_passable(2)
- turn_down if turn_ok
- @move_failed = true
- check_event_trigger_touch(@x, @y+1) # 接触イベントの起動判定
- return
- end
- tig_ep_move_down(turn_ok)
- if @move_failed and @turn_back and not last_turn_back
- @turn_back = false
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 左に移動
- # turn_ok : その場での向き変更を許可
- #--------------------------------------------------------------------------
- alias tig_ep_move_left move_left
- def move_left(turn_ok = true)
- last_turn_back = @turn_back
- unless ex_passable(4)
- turn_left if turn_ok
- @move_failed = true
- check_event_trigger_touch(@x-1, @y) # 接触イベントの起動判定
- return
- end
- tig_ep_move_left(turn_ok)
- if @move_failed and @turn_back and not last_turn_back
- @turn_back = false
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 右に移動
- # turn_ok : その場での向き変更を許可
- #--------------------------------------------------------------------------
- alias tig_ep_move_right move_right
- def move_right(turn_ok = true)
- last_turn_back = @turn_back
- unless ex_passable(6)
- turn_right if turn_ok
- check_event_trigger_touch(@x+1, @y) # 接触イベントの起動判定
- @move_failed = true
- return
- end
- tig_ep_move_right(turn_ok)
- if @move_failed and @turn_back and not last_turn_back
- @turn_back = false
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 上に移動
- # turn_ok : その場での向き変更を許可
- #--------------------------------------------------------------------------
- alias tig_ep_move_up move_up
- def move_up(turn_ok = true)
- last_turn_back = @turn_back
- unless ex_passable(8)
- turn_up if turn_ok
- check_event_trigger_touch(@x, @y-1) # 接触イベントの起動判定
- @move_failed = true
- return
- end
- tig_ep_move_up(turn_ok)
- if @move_failed and @turn_back and not last_turn_back
- @turn_back = false
- end
- end
- #--------------------------------------------------------------------------
- # ● キャラクター衝突判定
- # x : X 座標
- # y : Y 座標
- # プレイヤーと乗り物を含め、通常キャラの衝突を検出する。
- #--------------------------------------------------------------------------
- def collide_with_characters?(x, y)
- for event in $game_map.events_xy(x, y) # イベントの座標と一致
- next unless parallel?(event) ##### 追加部分 (この行) #####
- unless event.through # すり抜け OFF?
- return true if self.is_a?(Game_Event) # 自分がイベント
- return true if event.priority_type == 1 # 相手が通常キャラ
- end
- end
- if @priority_type == 1 # 自分が通常キャラ
- return true if $game_player.pos_nt?(x, y) # プレイヤーの座標と一致
- return true if $game_map.boat.pos_nt?(x, y) # 小型船の座標と一致
- return true if $game_map.ship.pos_nt?(x, y) # 大型船の座標と一致
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ○ キャラクターの同軸存在判定
- #--------------------------------------------------------------------------
- def parallel?(event)
-
- if @x == event.x
- if @y < event.y
- direction = 2
- elsif @y > event.y
- direction = 8
- end
- elsif @y = event.y
- if @x < event.x
- direction = 6
- elsif @x > event.x
- direction = 4
- end
- end
-
- return @turn_back == event.turn_back if direction == nil
- last_turn_back = @turn_back
- passable = ex_passable(direction)
- tile_id = $game_map.data[event.x, event.y, 0]
- unless $game_map.wall?(tile_id)
- return false unless passable
- end
-
- if last_turn_back != @turn_back
- @turn_back = last_turn_back
- return @turn_back != event.turn_back
- else
- return true unless $game_map.back_tile?(event.x, event.y)
- return @turn_back == event.turn_back
- end
-
- end
- end
- #==============================================================================
- # ■ Game_Event
- #------------------------------------------------------------------------------
- # イベントを扱うクラスです。条件判定によるイベントページ切り替えや、並列処理
- # イベント実行などの機能を持っており、Game_Map クラスの内部で使用されます。
- #==============================================================================
- class Game_Event < Game_Character
- #--------------------------------------------------------------------------
- # ◎ オブジェクト初期化
- # map_id : マップ ID
- # event : イベント (RPG::Event)
- #--------------------------------------------------------------------------
- alias tig_ep_event_initialize initialize
- def initialize(map_id, event)
- tig_ep_event_initialize(map_id, event)
- set_turn_back_setting
- end
- #--------------------------------------------------------------------------
- # ○ Get Initial Arrangement Position (Place behind)
- #--------------------------------------------------------------------------
- def set_turn_back_setting
- @event.name = @event.name.sub(/[\<<]behind[\>>]/, "")
- @turn_back = [ DISCUZ_CODE_0 ] != nil
- @on_tile = [ DISCUZ_CODE_0 ] == nil
- @event.name = @event.name.sub(/[\<<]hidebehind[\>>]/, "")
- @not_back_seeing = [ DISCUZ_CODE_0 ] != nil
- end
- end
- #==============================================================================
- # ** Game_Vehicle
- #------------------------------------------------------------------------------
- # 乗り物を扱うクラスです。このクラスは Game_Map クラスの内部で使用されます。
- # 現在のマップに乗り物がないときは、マップ座標 (-1,-1) に設定されます。
- #==============================================================================
- class Game_Vehicle < Game_Character
- def on_tile
- if @driving
- return $game_player.on_tile
- else
- return @on_tile
- end
- end
- end
- #==============================================================================
- # ** Game_Player
- #------------------------------------------------------------------------------
- # プレイヤーを扱うクラスです。イベントの起動判定や、マップのスクロールなどの
- # 機能を持っています。このクラスのインスタンスは $game_player で参照されます。
- #==============================================================================
- class Game_Player < Game_Character
- #--------------------------------------------------------------------------
- # ○ 裏配置イベント透過状態か?
- #--------------------------------------------------------------------------
- def back_seeing?
- return true if @turn_back or @back_seeing
- return false
- end
- #--------------------------------------------------------------------------
- # ● 同位置のイベント起動判定
- # triggers : トリガーの配列
- #--------------------------------------------------------------------------
- def check_event_trigger_here(triggers)
- return false if $game_map.interpreter.running?
- result = false
- for event in $game_map.events_xy(@x, @y)
- next unless parallel?(event) ##### 追加部分 (この行) #####
- if triggers.include?(event.trigger) and event.priority_type != 1
- event.start
- result = true if event.starting
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # ● 正面のイベント起動判定
- # triggers : トリガーの配列
- #--------------------------------------------------------------------------
- def check_event_trigger_there(triggers)
- return false if $game_map.interpreter.running?
- result = false
- front_x = $game_map.x_with_direction(@x, @direction)
- front_y = $game_map.y_with_direction(@y, @direction)
- for event in $game_map.events_xy(front_x, front_y)
- next unless parallel?(event) ##### 追加部分 (この行) #####
- if triggers.include?(event.trigger) and event.priority_type == 1
- event.start
- result = true
- end
- end
- if result == false and $game_map.counter?(front_x, front_y)
- front_x = $game_map.x_with_direction(front_x, @direction)
- front_y = $game_map.y_with_direction(front_y, @direction)
- for event in $game_map.events_xy(front_x, front_y)
- next unless parallel?(event) ##### 追加部分 (この行) #####
- if triggers.include?(event.trigger) and event.priority_type == 1
- event.start
- result = true
- end
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- # ◎ 乗り物から降りる
- # 現在乗り物に乗っていることが前提。
- #--------------------------------------------------------------------------
- alias tig_ep_get_off_vehicle get_off_vehicle
- def get_off_vehicle
- return if $game_map.back_tile?(@x, @y)
- if @vehicle_type == 0 or @vehicle_type == 1
- front_x = $game_map.x_with_direction(@x, @direction)
- front_y = $game_map.y_with_direction(@y, @direction)
- return if $game_map.under_bridge_passages[[front_x, front_y]] == 1
- return if $game_map.prohibited_get_off.include?([front_x, front_y])
- @no_turn_back = true
- end
- tig_ep_get_off_vehicle
- end
- end
- #==============================================================================
- # ** Spriteset_Map
- #------------------------------------------------------------------------------
- # マップ画面のスプライトやタイルマップなどをまとめたクラスです。このクラスは
- # Scene_Map クラスの内部で使用されます。
- #==============================================================================
- class Spriteset_Map
- #--------------------------------------------------------------------------
- # ◎ ビューポートの作成
- #--------------------------------------------------------------------------
- alias tig_ep_create_viewports create_viewports
- def create_viewports
- tig_ep_create_viewports
- @viewport4 = Viewport.new(0, 0, 640, 480) # 追加レイヤー�"��"ューポート
- if Expansion_Passable::BACK_SEEING
- @viewport5 = Viewport.new(0, 0, 640, 480) # 裏回りキャラ透過�"��"ューポート
- end
- @viewport6 = Viewport.new(0, 0, 640, 480) # 色調変更�"��"ューポート
- end
- #--------------------------------------------------------------------------
- # ◎ タイルマップの作成
- #--------------------------------------------------------------------------
- alias tig_ep_create_tilemap create_tilemap
- def create_tilemap
- tig_ep_create_tilemap
- setup_shadow_eraser_tilemap
- @ex_tilemap = Tilemap.new(@viewport4)
- @ex_tilemap.bitmaps[0] = Cache.system("TileA1")
- @ex_tilemap.bitmaps[1] = Cache.system("TileA2")
- @ex_tilemap.bitmaps[2] = Cache.system("TileA3")
- @ex_tilemap.bitmaps[3] = Cache.system("TileA4")
- @ex_tilemap.bitmaps[4] = Cache.system("TileA5")
- @ex_tilemap.bitmaps[5] = Cache.system("TileB")
- @ex_tilemap.bitmaps[6] = Cache.system("TileC")
- @ex_tilemap.bitmaps[7] = Cache.system("TileD")
- @ex_tilemap.bitmaps[8] = Cache.system("TileE")
- @ex_tilemap.map_data = $game_map.ex_data
- @ex_tilemap.passages = $game_map.passages
- end
- #--------------------------------------------------------------------------
- # ○ 影消し処理用タイルの準備
- #--------------------------------------------------------------------------
- def setup_shadow_eraser_tilemap
- for i in 1952...2048
- @tilemap.passages[i] = 0x00
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 飛行船の影スプライトの作成
- #--------------------------------------------------------------------------
- alias tig_ep_create_shadow create_shadow
- def create_shadow
- tig_ep_create_shadow
- @shadow_sprite.viewport = @viewport4
- end
- #--------------------------------------------------------------------------
- # ◎ タイルマップの解放
- #--------------------------------------------------------------------------
- alias tig_ep_dispose_tilemap dispose_tilemap
- def dispose_tilemap
- tig_ep_dispose_tilemap
- @ex_tilemap.dispose
- end
- #--------------------------------------------------------------------------
- # ◎ ビューポートの解放
- #--------------------------------------------------------------------------
- alias tig_ep_dispose_viewports dispose_viewports
- def dispose_viewports
- tig_ep_dispose_viewports
- @viewport4.dispose
- @viewport5.dispose if Expansion_Passable::BACK_SEEING
- @viewport6.dispose
- end
- #--------------------------------------------------------------------------
- # ◎ タイルマップの更新
- #--------------------------------------------------------------------------
- alias tig_ep_update_tilemap update_tilemap
- def update_tilemap
- tig_ep_update_tilemap
- @ex_tilemap.ox = $game_map.display_x / 8
- @ex_tilemap.oy = $game_map.display_y / 8
- @ex_tilemap.update
- end
- #--------------------------------------------------------------------------
- # ◎ キャラクタースプライトの更新
- #--------------------------------------------------------------------------
- alias tig_ep_update_characters update_characters
- def update_characters
- back_seeing_characters = []
- for sprite in @character_sprites
- next if sprite.character.not_back_seeing
- if $game_player.back_seeing? and Expansion_Passable::BACK_SEEING
- x = $game_player.x ; y = $game_player.y
- if ($game_map.round_x(x-2)..$game_map.round_x(x+2)).include?(sprite.character.x) and
- ($game_map.round_y(y-2)..$game_map.round_y(y+2)).include?(sprite.character.y)
- back_seeing_characters.push(sprite.character)
- end
- end
- if sprite.character.on_tile
- sprite.viewport = @viewport4
- else
- sprite.viewport = @viewport1
- end
- end
- back_seeing(back_seeing_characters)
-
- tig_ep_update_characters
- end
- #--------------------------------------------------------------------------
- # ○ 裏回りキャラ透過
- #--------------------------------------------------------------------------
- def back_seeing(characters)
- return unless Expansion_Passable::BACK_SEEING
- @back_seeing_sprites = [] if @back_seeing_sprites == nil
- @characters = [] if @characters == nil
- now_character = []
- for character in characters
- now_character.push(character)
- unless @characters.include?(character)
- new_sprite = Sprite_Character.new(@viewport5, character)
- new_sprite.back_seeing = true
- @back_seeing_sprites.push(new_sprite)
- @characters.push(new_sprite.character)
- end
- end
-
- for sprite in @back_seeing_sprites
- if now_character.include?(sprite.character)
- sprite.update
- else
- @characters.delete(sprite.character)
- sprite.dispose
- @back_seeing_sprites.delete(sprite)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● ビューポートの更新
- #--------------------------------------------------------------------------
- def update_viewports
- @viewport6.tone = $game_map.screen.tone ##### 修正部分 (この行) #####
- @viewport1.ox = $game_map.screen.shake
-
- @viewport4.ox = $game_map.screen.shake ### 追加部分 (この行から) ###
- if Expansion_Passable::BACK_SEEING
- @viewport5.rect.set($game_player.screen_x - 48, $game_player.screen_y - 64, 96, 96)
- @viewport5.ox = $game_map.screen.shake
- end ### 追加部分 (ここ行まで) ###
-
- @viewport2.color = $game_map.screen.flash_color
- @viewport3.color.set(0, 0, 0, 255 - $game_map.screen.brightness)
- @viewport1.update
- @viewport2.update
- @viewport3.update
-
- @viewport4.update ### 追加部分 (この行から) ###
- @viewport5.update if Expansion_Passable::BACK_SEEING
- @viewport6.update ### 追加部分 (ここ行まで) ###
- end
- end
- #==============================================================================
- # ** Sprite_Character
- #------------------------------------------------------------------------------
- # キャラクター表示用のスプライトです。Game_Character クラスのインスタンスを
- # 監視し、スプライトの状態を自動的に変化させます。
- #==============================================================================
- class Sprite_Character < Sprite_Base
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :back_seeing
- #--------------------------------------------------------------------------
- # ◎ オブジェクト初期化
- # viewport : ビューポート
- # character : キャラクター (Game_Character)
- #--------------------------------------------------------------------------
- alias tig_ep_initialize initialize
- def initialize(viewport, character = nil)
- tig_ep_initialize(viewport, character)
- @back_seeing = false
- end
- #--------------------------------------------------------------------------
- # ◎ フレーム更新
- #--------------------------------------------------------------------------
- alias tig_ep_update update
- def update
- tig_ep_update
- if @back_seeing
- self.opacity = 40 if self.opacity > 100
- self.x -= $game_player.screen_x - 48
- self.y -= $game_player.screen_y - 64
- end
- end
- end
- #==============================================================================
- # ** Scene_Title
- #------------------------------------------------------------------------------
- # タイトル画面の処理を行うクラスです。
- #==============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # ◎ データベースのロード
- # name から<船の橋下通過>の設定を得ます。
- #--------------------------------------------------------------------------
- alias tig_ep_load_database load_database
- def load_database
- tig_ep_load_database
- for area in $data_areas.values
- area.name = area.name.sub(/[\<<]bridge[\>>]/, "") # adjust area name
- area.ship_pass = [ DISCUZ_CODE_0 ] != nil # set ship passability
- end
- end
- end
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