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[已经解决] 求大神翻译,并说明此VA脚本怎么用

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Lv1.梦旅人

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发表于 2012-12-8 20:16:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
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本帖最后由 精灵使者 于 2012-12-8 21:56 编辑
  1. #==============================================================================

  2. # ** Victor Engine - Custom Vehicles

  3. #------------------------------------------------------------------------------

  4. # Author : Victor Sant

  5. #

  6. # Version History:

  7. #  v 1.00 - 2011.12.30 > First relase

  8. #  v 1.01 - 2011.12.30 > Battleback2 fix

  9. #  v 1.02 - 2012.01.08 > Added move and idle sound while riding

  10. #  v 1.03 - 2012.01.15 > Fixed the Regular Expressions problem with "" and “”

  11. #------------------------------------------------------------------------------

  12. #  This scripts allow the creation of new vehicle types with a new set of

  13. # options available

  14. #------------------------------------------------------------------------------

  15. # Compatibility

  16. #   Requires the script 'Victor Engine - Basic Module' v 1.09 or higher

  17. #
  18. # * Overwrite methods (Default)

  19. #   class Game_Map

  20. #     def vehicle(type)

  21. #

  22. #   class Game_Player < Game_Character

  23. #     def get_on_vehicle

  24. #     def get_off_vehicle

  25. #     def in_airship?

  26. #

  27. # * Alias methods (Default)

  28. #   class Game_Map

  29. #     def create_vehicles

  30. #   
  31. #   class Game_CharacterBase

  32. #     def collide_with_vehicles?(x, y)

  33. #

  34. #   class Game_Player < Game_Character

  35. #     def update_vehicle_get_off

  36. #     def collide_with_characters?(x, y)

  37. #     def encounter_progress_value

  38. #     def map_passable?(x, y, d)

  39. #

  40. #   class Game_Vehicle < Game_Character

  41. #     def land_ok?(x, y, d)

  42. #

  43. #   class Spriteset_Battle

  44. #     def overworld_battleback1_name

  45. #     def overworld_battleback2_name

  46. #

  47. #   class Spriteset_Map

  48. #     def update_shadow

  49. #

  50. # * Alias methods (Basic Module)

  51. #   class Game_Interpreter

  52. #     def comment_call

  53. #

  54. #------------------------------------------------------------------------------

  55. # Instructions:

  56. #  To instal the script, open you script editor and paste this script on

  57. #  a new section on bellow the Materials section. This script must also

  58. #  be bellow the script 'Victor Engine - Basic'

  59. #

  60. #------------------------------------------------------------------------------

  61. # Comment calls note tags:

  62. #  Tags to be used in events comment box, works like a script call.

  63. #

  64. #  <move vehicle type: id, x, y>
  65. #   This tag allows to move the vehicle to a specif postion in a map.

  66. #     type : vehicle type

  67. #     id   : map ID

  68. #     x    : coodinate X

  69. #     y    : coodinate Y

  70. #

  71. #------------------------------------------------------------------------------

  72. # Script settings:

  73. #  The settings works very like the note tags, except they're set on the

  74. #  script, just add the tags between " ". Any setting here can be
  75. #  omitted.

  76. #

  77. #  <character name: x>

  78. #    Vehicle character graphic filename. Althogh it can be omitted, by doing so

  79. #    the vehicle will have no graphic.

  80. #      x : character filename

  81. #  

  82. #  <character index: x>

  83. #    Vehicle character index. Needed when using 8 characters charsets to set

  84. #    wich graphic use. Not needed for single charsets (with $ in the name)

  85. #      x : index (0-7)

  86. #

  87. #  <step animation>

  88. #   This tag makes the vehicle display the "walking" animation even when

  89. #   not moving while riding.

  90. #

  91. #  <character above>

  92. #   With this tag the chacter needs to step above the vehicle to ride it.

  93. #   Without it, you can't step above it, and must face it to ride.

  94. #

  95. #  <altitude x>

  96. #   This tag will make the vehicle fly while diring the drive.

  97. #     x : flight height

  98. #

  99. #  <passability: x>

  100. #    Makes the vehicle inherit the passability settings of the player, boat,

  101. #    ship or airship. if not set, the vehicle will have NO passability

  102. #    beside the terrain and region passability. This only the basic setting

  103. #    and can be changed with the terrains and regison.

  104. #      x : type (player, boat, ship, airship)

  105. #

  106. #  <pass terrain: x>

  107. #  <pass terrain: x, x>

  108. #   Set the terrain IDs that is passable when boarding the vehicle. Any tile

  109. #   with this terrain ID is passable unless blocked by anoterh setting.

  110. #     x : terrain ID (0-7)

  111. #

  112. #  <pass region: x>

  113. #  <pass region: x, x>

  114. #   Set the region IDs that is passable when boarding the vehicle. Any tile

  115. #   with this region ID is passable unless blocked by anoterh setting.

  116. #     x : region ID (1-64)

  117. #

  118. #  <land terrain: x>

  119. #  <land terrain: x, x>

  120. #   Set the terrain IDs that is landable when boarding the vehicle. You can

  121. #   only land o valid tiles.

  122. #     x : terrain ID (0-7)

  123. #

  124. #  <land region: x>

  125. #  <land region: x, x>

  126. #   Set the region IDs that is passable when boarding the vehicle. You can

  127. #   only land o valid tiles.

  128. #     x : region ID (1-64)

  129. #

  130. #  <block terrain: x>

  131. #  <block terrain: x, x>

  132. #   Set the terrain IDs that is blocked when boarding the vehicle, this

  133. #   setting have priority over passablity and landing.

  134. #     x : terrain ID (0-7)

  135. #

  136. #  <block region: x>

  137. #  <block region: x, x>

  138. #   Set the region IDs that is blocked when boarding the vehicle, this

  139. #   setting have priority over passablity and landing.

  140. #     x : region ID (1-64)

  141. #

  142. #  <speed: x>

  143. #   Character movement speed when driving the vehicle

  144. #     x : speed (1-6)

  145. #

  146. #  <init map: x>
  147. #   Inital map where the vehicle will be at the start of a new game.

  148. #   You must also set the <init pos: x, y> .

  149. #     x : map ID

  150. #

  151. #  <init pos: x, y>
  152. #   Inital map coodinate X and Y where the vehicle will be at the start of

  153. #   a new game. You must also set the <init map: x> .

  154. #     x : map coodinate X

  155. #     y : map coodinate Y

  156. #

  157. #  <music: 'name', x, y>

  158. #   Set the music played when riding the vehicle.

  159. #     name : BGM filename. ('filename')

  160. #

  161. #  <battleback 1: x>

  162. #   Set a specicf floor battleback when riding the vehicle

  163. #     x : battleback filename

  164. #

  165. #  <battleback 2: x>

  166. #   Set a specicf backgroun battleback when riding the vehicle

  167. #     x : battleback filename

  168. #

  169. #  <encounter rate: x%>

  170. #   Change the encounter rate when riding the vehicle in a % value.

  171. #   100% normal encounter rate, 0% no encounter.

  172. #     x : encounter rate modifier

  173. #

  174. #  <idle sound: x, y, z, w>

  175. #   Plays the sound effect continuously while ilde on vehicle.

  176. #     x : sound effect filename ("filename")

  177. #     v : sound effect volume (0-100, default = 100)

  178. #     p : sound effect pitch (50-150, default = 100)

  179. #     w : sound replay wait (numeric, the higher, the slower)

  180. #

  181. #  <move sound: x, y, z, w>

  182. #   Plays the sound effect continuously while moving on vehicle.

  183. #     x : sound effect filename ("filename")

  184. #     y : sound effect volume (0-100, default = 100)

  185. #     z : sound effect pitch (50-150, default = 100)

  186. #     w : sound replay wait (numeric, the higher, the slower)

  187. #

  188. #------------------------------------------------------------------------------

  189. # Additional instructions:

  190. #

  191. #  The names boat, ship, airship and walk are reserved for the default
  192. #  setting and can't be set as a vehicle type name.
  193. #
  194. #==============================================================================


  195. #==============================================================================

  196. # ** Victor Engine

  197. #------------------------------------------------------------------------------

  198. #   Setting module for the Victor Engine

  199. #==============================================================================


  200. module Victor_Engine

  201.   #--------------------------------------------------------------------------

  202.   # * VEHICLE SETTINGS

  203.   #   You can add here the settings for the custom vehicles following this

  204.   #   pattern:

  205.   #     name: "<setting> <setting>",

  206.   #      Don't forget the dots after name (name:) and the coma (,) in the end.

  207.   #--------------------------------------------------------------------------

  208.   VE_VEHICLE_SETTING = {

  209.     # The horse is a fast mount, while on it the chance of encounter is lowered

  210.     # but it doesn't enter into forests.

  211.     horse: "<speed: 5> <init map: 70> <init pos: 16, 9>

  212.             <character name: Animal> <character index: 5>

  213.             <music: 'Scene4', 100, 100> <passability: player>

  214.             <block region: 1> <encounter rate: 25>",

  215.             


  216.             

  217.     # The ballon can only land in forests and can't fly above deserts and

  218.     # tundras. The battleback is changed
  219.     ballon: "<speed: 5> <init map: 1> <init pos: 56, 108>

  220.              <character name: Vehicle> <character index: 2>

  221.              <music: 'Scene4', 100, 100> <altitude: 24>

  222.              <land region: 1> <pass terrain: 0>
  223.              <block region: 2, 3> <encounter rate: 50>

  224.              <battleback 1: Clouds> <battleback 2: Clouds>

  225.              <idle sound: 'Evasion1', 50, 100>

  226.              <move sound: 'Evasion1', 50, 100>",

  227.    
  228.   } # Don't remove


  229. end


  230. $imported[:ve_custom_vehicles] = true


  231. #==============================================================================

  232. # ** Game_Map

  233. #------------------------------------------------------------------------------

  234. #  This class handles maps. It includes scrolling and passage determination

  235. # functions. The instance of this class is referenced by $game_map.

  236. #==============================================================================


  237. class Game_Map

  238.   #--------------------------------------------------------------------------

  239.   # * Overwrite method: vehicle

  240.   #--------------------------------------------------------------------------

  241.   def vehicle(type)

  242.     @vehicles.each {|vehicle| return vehicle if vehicle.type == type }

  243.     return nil

  244.   end

  245.   #--------------------------------------------------------------------------

  246.   # * Alias method: create_vehicles

  247.   #--------------------------------------------------------------------------

  248.   alias :create_vehicles_ve_custom_vehicles :create_vehicles

  249.   def create_vehicles

  250.     create_vehicles_ve_custom_vehicles

  251.     VE_VEHICLE_SETTING.keys.each do |type|

  252.       next if [:boat, :ship, :airship, :walk].include?(type)

  253.       @vehicles.push(Game_Custom_Vehicle.new(type))

  254.     end

  255.   end

  256.   #--------------------------------------------------------------------------

  257.   # * New method: land_vehicles

  258.   #--------------------------------------------------------------------------

  259.   def land_vehicles

  260.     @vehicles.select {|vehicle| !vehicle.above? }.collect {|vehicle| vehicle }

  261.   end

  262. end


  263. #==============================================================================

  264. # ** Game_CharacterBase

  265. #------------------------------------------------------------------------------

  266. #  This class deals with characters. Common to all characters, stores basic

  267. # data, such as coordinates and graphics. It's used as a superclass of the

  268. # Game_Character class.

  269. #==============================================================================


  270. class Game_CharacterBase

  271.   #--------------------------------------------------------------------------

  272.   # * Alias method: collide_with_vehicles?

  273.   #--------------------------------------------------------------------------

  274.   alias :collide_with_vehicles_ve_custom_vehicles? :collide_with_vehicles?

  275.   def collide_with_vehicles?(x, y)

  276.     collision = collide_with_vehicles_ve_custom_vehicles?(x, y)

  277.     $game_map.land_vehicles.each do |obj|

  278.       collision |= obj.pos_nt?(x, y) unless obj == self

  279.     end

  280.     collision

  281.   end

  282.   #--------------------------------------------------------------------------

  283.   # * New method: above_vehicles?

  284.   #--------------------------------------------------------------------------

  285.   def above_vehicles?(x, y, vehicle)

  286.     collision = false

  287.     $game_map.vehicles.each do |obj|

  288.       collision |= obj.pos_nt?(x, y) if vehicle != obj

  289.     end

  290.     collision

  291.   end

  292. end


  293. #==============================================================================

  294. # ** Game_Player

  295. #------------------------------------------------------------------------------

  296. #  This class handles the player.

  297. # The instance of this class is referenced by $game_map.

  298. #==============================================================================


  299. class Game_Player < Game_Character

  300.   #--------------------------------------------------------------------------

  301.   # * Public Instance Variables

  302.   #--------------------------------------------------------------------------

  303.   attr_reader   :stop_count

  304.   attr_reader   :vehicle_type

  305.   #--------------------------------------------------------------------------

  306.   # * Overwrite method: get_on_vehicle

  307.   #--------------------------------------------------------------------------

  308.   def get_on_vehicle

  309.     front_x = $game_map.round_x_with_direction(@x, @direction)

  310.     front_y = $game_map.round_y_with_direction(@y, @direction)

  311.     $game_map.vehicles.each do |info|

  312.       type = info.type

  313.       @vehicle_type = type if !info.above? && info.pos?(front_x, front_y)

  314.       @vehicle_type = type if info.above? && info.pos?(@x, @y)

  315.       break if vehicle

  316.     end

  317.     if vehicle

  318.       @vehicle_getting_on = true

  319.       force_move_forward unless in_airship?

  320.       @followers.gather

  321.     end

  322.     @vehicle_getting_on

  323.   end

  324.   #--------------------------------------------------------------------------

  325.   # * Overwrite method: get_off_vehicle

  326.   #--------------------------------------------------------------------------

  327.   def get_off_vehicle

  328.     if vehicle.land_ok?(@x, @y, @direction)

  329.       set_direction(2) if in_airship?

  330.       @followers.synchronize(@x, @y, @direction)

  331.       vehicle.get_off

  332.       @getting_off = !in_airship?

  333.       @vehicle_getting_off = true

  334.       @move_speed = 4

  335.       @through = false

  336.       make_encounter_count

  337.     end

  338.     @vehicle_getting_off

  339.   end  

  340.   #--------------------------------------------------------------------------

  341.   # * Overwrite method: in_airship?

  342.   #--------------------------------------------------------------------------

  343.   def in_airship?

  344.     vehicle && vehicle.above?

  345.   end

  346.   #--------------------------------------------------------------------------

  347.   # * Alias method: update_vehicle_get_off

  348.   #--------------------------------------------------------------------------

  349.   alias :update_vehicle_get_off_ve_custom_vehicles :update_vehicle_get_off

  350.   def update_vehicle_get_off

  351.     if vehicle.altitude == 0 and @getting_off

  352.       force_move_forward

  353.       @transparent = false

  354.       @followers.gather

  355.       @getting_off = false

  356.     end

  357.     update_vehicle_get_off_ve_custom_vehicles

  358.   end

  359.   #--------------------------------------------------------------------------

  360.   # * Alias method: collide_with_characters?

  361.   #--------------------------------------------------------------------------

  362.   alias :collide_with_characters_ve_custom_vehicles? :collide_with_characters?

  363.   def collide_with_characters?(x, y)

  364.     return false if vehicle && vehicle.is_custom? && !vehicle.pass_type

  365.     collide_with_characters_ve_custom_vehicles?(x, y)

  366.   end

  367.   #--------------------------------------------------------------------------

  368.   # * Alias method: encounter_progress_value

  369.   #--------------------------------------------------------------------------

  370.   alias :encounter_progress_value_ve_custom_vehicles :encounter_progress_value

  371.   def encounter_progress_value

  372.     value = encounter_progress_value_ve_custom_vehicles

  373.     value *= vehicle.encounter_rate if vehicle && vehicle.is_custom?

  374.     value

  375.   end

  376.   #--------------------------------------------------------------------------

  377.   # * Alias method: map_passable?

  378.   #--------------------------------------------------------------------------

  379.   alias :map_passable_ve_custom_vehicles? :map_passable?

  380.   def map_passable?(x, y, d)

  381.     if vehicle && vehicle.is_custom?

  382.       passable_vehicles?(x, y, d)

  383.     else

  384.       map_passable_ve_custom_vehicles?(x, y, d)

  385.     end

  386.   end

  387.   #--------------------------------------------------------------------------

  388.   # * New method: passable_vehicles?

  389.   #--------------------------------------------------------------------------

  390.   def passable_vehicles?(x, y, d)

  391.     case vehicle.pass_type

  392.     when :player

  393.       map_passable_ve_custom_vehicles?(x, y, d) && pass_terrain?(x, y, d)

  394.     when :boat

  395.       $game_map.boat_passable?(x, y) && pass_terrain?(x, y, d)

  396.     when :ship

  397.       $game_map.ship_passable?(x, y)

  398.     else

  399.       pass_terrain?(x, y, d)

  400.     end

  401.   end

  402.   #--------------------------------------------------------------------------

  403.   # * New method: pass_terrain?

  404.   #--------------------------------------------------------------------------

  405.   def pass_terrain?(x, y, d)

  406.     x2 = $game_map.round_x_with_direction(x, d)

  407.     y2 = $game_map.round_y_with_direction(y, d)

  408.     valid     = $game_map.valid?(x2, y2)

  409.     passable  = vehicle.pass_terrain?(x2, y2)

  410.     collision = vehicle.vehicle_collision?(x2, y2)

  411.     block     = vehicle.block_terrain?(x2, y2)

  412.     valid && passable && !collision && !block

  413.   end

  414. end


  415. #==============================================================================

  416. # ** Game_Vehicle

  417. #------------------------------------------------------------------------------

  418. #  This class handles vehicles. It's used within the Game_Map class. If there

  419. # are no vehicles on the current map, the coordinates is set to (-1,-1).

  420. #==============================================================================


  421. class Game_Vehicle < Game_Character

  422.   #--------------------------------------------------------------------------

  423.   # * Alias method: land_ok?

  424.   #--------------------------------------------------------------------------

  425.   alias :land_ok_ve_custom_vehicles? :land_ok?

  426.   def land_ok?(x, y, d)

  427.     return false if above_vehicles?(x, y, self)

  428.     return land_ok_ve_custom_vehicles?(x, y, d)

  429.   end

  430.   #--------------------------------------------------------------------------

  431.   # * New method: type

  432.   #--------------------------------------------------------------------------

  433.   def type

  434.     @type

  435.   end

  436.   #--------------------------------------------------------------------------

  437.   # * New method: aerial?

  438.   #--------------------------------------------------------------------------

  439.   def aerial?

  440.     type == :airship

  441.   end
  442.   #--------------------------------------------------------------------------

  443.   # * New method: above?

  444.   #--------------------------------------------------------------------------

  445.   def above?

  446.     aerial?

  447.   end

  448.   #--------------------------------------------------------------------------

  449.   # * New method: is_custom?

  450.   #--------------------------------------------------------------------------

  451.   def is_custom?

  452.     return false

  453.   end

  454. end


  455. #==============================================================================

  456. # ** Game_Interpreter

  457. #------------------------------------------------------------------------------

  458. #  An interpreter for executing event commands. This class is used within the

  459. # Game_Map, Game_Troop, and Game_Event classes.

  460. #==============================================================================


  461. class Game_Interpreter

  462.   #--------------------------------------------------------------------------

  463.   # * Alias method: comment_call

  464.   #--------------------------------------------------------------------------

  465.   alias :comment_call_ve_custom_vehicles :comment_call

  466.   def comment_call

  467.     comment_call_ve_custom_vehicles

  468.     call_change_vehicle_position

  469.   end  

  470.   #--------------------------------------------------------------------------

  471.   # * New method: call_change_vehicle_position

  472.   #--------------------------------------------------------------------------

  473.   def call_change_vehicle_position

  474.     regexp = /<MOVE VEHICLE (\w+): (\d+) *, *(\d+) *, *(\d+)>/i

  475.     note.scan(regexp) do |type, id, x, y|

  476.       symbol = eval(":#{type}")

  477.       $game_map.vehicle(symbol).set_location(id.to_i, x.to_i, y.to_i)

  478.     end

  479.   end

  480.   

  481.   def value_test

  482.     @value_test ||= 0

  483.   end


  484.   def value_test=(x)

  485.     @value_test = x

  486.   end

  487. end


  488. #==============================================================================

  489. # ** Spriteset_Battle

  490. #------------------------------------------------------------------------------

  491. #  This class brings together battle screen sprites. It's used within the

  492. # Scene_Battle class.

  493. #==============================================================================


  494. class Spriteset_Battle

  495.   #--------------------------------------------------------------------------

  496.   # * Alias method: overworld_battleback1_name

  497.   #--------------------------------------------------------------------------

  498.   alias :overworld_battleback1_ve_custom_vehicles :overworld_battleback1_name

  499.   def overworld_battleback1_name

  500.     battleback1 = overworld_battleback1_ve_custom_vehicles

  501.     vehicle_battleback1 ? vehicle_battleback1 : battleback1

  502.   end

  503.   #--------------------------------------------------------------------------

  504.   # * Alias method: overworld_battleback2_name

  505.   #--------------------------------------------------------------------------

  506.   alias :overworld_battleback2_ve_custom_vehicles :overworld_battleback2_name

  507.   def overworld_battleback2_name

  508.     battleback2 = overworld_battleback2_ve_custom_vehicles

  509.     vehicle_battleback2 ? vehicle_battleback2 : battleback2

  510.   end

  511.   #--------------------------------------------------------------------------

  512.   # * New method: vehicle_battleback1

  513.   #--------------------------------------------------------------------------

  514.   def vehicle_battleback1

  515.     return nil unless $game_player.vehicle && $game_player.vehicle.is_custom?

  516.     $game_player.vehicle.vehicle_battleback1_name

  517.   end

  518.   #--------------------------------------------------------------------------

  519.   # * New method: vehicle_battleback2

  520.   #--------------------------------------------------------------------------

  521.   def vehicle_battleback2

  522.     return nil unless $game_player.vehicle && $game_player.vehicle.is_custom?

  523.     $game_player.vehicle.vehicle_battleback2_name

  524.   end

  525. end


  526. #==============================================================================

  527. # ** Spriteset_Map

  528. #------------------------------------------------------------------------------

  529. #  This class brings together map screen sprites, tilemaps, etc. It's used

  530. # within the Scene_Map class.

  531. #==============================================================================


  532. class Spriteset_Map

  533.   #--------------------------------------------------------------------------

  534.   # * Alias method: update_shadow

  535.   #--------------------------------------------------------------------------

  536.   alias :update_shadow_ve_custom_vehicles :update_shadow

  537.   def update_shadow

  538.     if $game_player.vehicle && $game_player.vehicle.aerial?
  539.       airship = $game_player.vehicle

  540.       @shadow_sprite.x = airship.screen_x

  541.       @shadow_sprite.y = airship.screen_y + airship.altitude

  542.       @shadow_sprite.opacity = airship.altitude * 8

  543.       @shadow_sprite.update

  544.     else

  545.       update_shadow_ve_custom_vehicles

  546.     end

  547.   end

  548. end


  549. #==============================================================================

  550. # ** Game_Custom_Vehicle

  551. #------------------------------------------------------------------------------

  552. #  This class handles custom vehicles. It's used within the Game_Map class.
  553. # If there are no vehicles on the current map, the coordinates is set to
  554. # (-1,-1).

  555. #==============================================================================


  556. class Game_Custom_Vehicle < Game_Vehicle

  557.   #--------------------------------------------------------------------------

  558.   # * initialize

  559.   #--------------------------------------------------------------------------

  560.   def initialize(type)

  561.     @note = VE_VEHICLE_SETTING[type].dup

  562.     super(type)

  563.   end

  564.   #--------------------------------------------------------------------------

  565.   # * note

  566.   #--------------------------------------------------------------------------

  567.   def note

  568.     @note

  569.   end

  570.   #--------------------------------------------------------------------------

  571.   # * is_custom?

  572.   #--------------------------------------------------------------------------

  573.   def is_custom?

  574.     return true

  575.   end

  576.   #--------------------------------------------------------------------------

  577.   # * update

  578.   #--------------------------------------------------------------------------

  579.   def update

  580.     super

  581.     @stop_count = $game_player.stop_count if $game_player.vehicle_type == type

  582.     update_airship_altitude if max_altitude > 0

  583.     update_move_sound

  584.   end

  585.   #--------------------------------------------------------------------------

  586.   # * update_move

  587.   #--------------------------------------------------------------------------

  588.   def update_move

  589.     super

  590.     update_move_sound

  591.   end

  592.   #--------------------------------------------------------------------------

  593.   # * update_stop

  594.   #--------------------------------------------------------------------------

  595.   def update_stop

  596.     update_stop_ve_step_sound
  597.     update_idle_sound if @stop_count > 1 || @locked

  598.   end

  599.   #--------------------------------------------------------------------------

  600.   # * update_move_sound

  601.   #--------------------------------------------------------------------------

  602.   def update_move_sound

  603.     return unless @move_sound && @driving && $game_player.moving?

  604.     @idle_sound_update = 0

  605.     @move_sound_update ||= 0

  606.     @move_sound[:sound].play if @move_sound_update == 0

  607.     @move_sound_update += 5

  608.     @move_sound_update = 0 if @move_sound_update > [@move_sound[:wait], 60].max

  609.   end

  610.   #--------------------------------------------------------------------------

  611.   # * update_idle_sound

  612.   #--------------------------------------------------------------------------

  613.   def update_idle_sound

  614.     return unless @idle_sound && @driving && !$game_player.moving?

  615.     @move_sound_update = 0

  616.     @idle_sound_update ||= 0

  617.     @idle_sound[:sound].play if @idle_sound_update == 0

  618.     @idle_sound_update += 10

  619.     @idle_sound_update = 0 if @idle_sound_update > [@idle_sound[:wait], 60].max

  620.   end

  621.   #--------------------------------------------------------------------------

  622.   # * init_move_speed

  623.   #--------------------------------------------------------------------------

  624.   def init_move_speed

  625.     @move_speed = note =~ /SPEED: (\d+)/i ? $1.to_i : 4

  626.   end

  627.   #--------------------------------------------------------------------------

  628.   # * load_system_settings

  629.   #--------------------------------------------------------------------------

  630.   def load_system_settings

  631.     init_position

  632.     @max_altitude    = note =~ /<ALTITUDE: (\d+)>/i     ? $1.to_i : 0

  633.     @character_name  = note =~ /<CHARACTER NAME: ([^><]*)>/i ? $1 : ""

  634.     @character_index = note =~ /<CHARACTER INDEX: (\d+)>/i ? $1.to_i : 0

  635.     @character_above = note =~ /<CHARACTER ABOVE>/

  636.     @step_animation  = note =~ /<STEP ANIMATION>/

  637.     @land_terrain  = get_value_list(/<LAND TERRAIN: ((?:\d+,? *)+)>/i)

  638.     @land_regions  = get_value_list(/<LAND REGION: ((?:\d+,? *)+)>/i)

  639.     @pass_terrain  = get_value_list(/<PASS TERRAIN: ((?:\d+,? *)+)>/i)

  640.     @pass_regions  = get_value_list(/<PASS REGION: ((?:\d+,? *)+)>/i)

  641.     @block_terrain = get_value_list(/<BLOCK TERRAIN: ((?:\d+,? *)+)>/i)

  642.     @block_regions = get_value_list(/<BLOCK REGION: ((?:\d+,? *)+)>/i)

  643.     @battleback1  = note =~ /<BATTLEBACK 1: ([^><]*)>/i ? $1 : nil

  644.     @battleback2  = note =~ /<BATTLEBACK 2: ([^><]*)>/i ? $1 : nil

  645.     @encounter    = note =~ /<ENCOUNTER RATE: (\d+)\%?>/i ? $1.to_i : 100

  646.     @pass_type    = set_passability_type

  647.     @pass_terrain = [0] if @pass_terrain.empty? && @pass_type

  648.     @land_terrain = [0] if @land_terrain.empty? && @pass_type

  649.     @idle_sound = set_vehicle_sound("IDLE")

  650.     @move_sound = set_vehicle_sound("MOVE")

  651.   end

  652.   #--------------------------------------------------------------------------

  653.   # * init_position

  654.   #--------------------------------------------------------------------------

  655.   def init_position

  656.     @map_id = note =~ /<INIT MAP: (\d+)>/i ? $1.to_i : 4

  657.     @x = @y = -1

  658.     @x, @y = $1.to_i, $2.to_i if note =~ /<INIT POS: (\d+) *, *(\d+)>/i

  659.   end

  660.   #--------------------------------------------------------------------------

  661.   # * get_value_list

  662.   #--------------------------------------------------------------------------

  663.   def get_value_list(regexp)

  664.     list = []

  665.     $1.scan(/(\d+)/i) {list.push($1.to_i)} if note =~ regexp

  666.     list

  667.   end

  668.   #--------------------------------------------------------------------------

  669.   # * set_passability_type

  670.   #--------------------------------------------------------------------------

  671.   def set_passability_type

  672.     note =~ /<PASSABILITY: (\w+)>/i ? eval(":#{$1.downcase}") : nil

  673.   end

  674.   #--------------------------------------------------------------------------

  675.   # * set_vehicle_sound

  676.   #--------------------------------------------------------------------------

  677.   def set_vehicle_sound(type)

  678.     value = " *,? *(\d+)? *,? *(\d+)? *,? *(\d+)?"

  679.     if note =~ /<#{type} SOUND: #{get_filename}#{value}>/im

  680.       se = RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100)

  681.       sound = {sound: se, wait: $4 ? $4.to_i : 20}

  682.     end

  683.     sound

  684.   end

  685.   #--------------------------------------------------------------------------

  686.   # * refresh

  687.   #--------------------------------------------------------------------------

  688.   def refresh

  689.     super

  690.     @priority_type = 0 if @character_above && !@driving

  691.     @priority_type = 2 if @max_altitude > 0 && @driving

  692.     @step_anime = @step_animation

  693.   end

  694.   #--------------------------------------------------------------------------

  695.   # * get_on

  696.   #--------------------------------------------------------------------------

  697.   def get_on

  698.     @driving = true

  699.     @walk_anime = true

  700.     @step_anime = @step_animation

  701.     @walking_bgm = RPG::BGM.last

  702.     if note =~ /<MUSIC: #{get_filename}(?:, *(\d+) *, *(\d+))?>/i

  703.       bgm = RPG::BGM.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100)

  704.       bgm.play

  705.     end

  706.   end

  707.   #--------------------------------------------------------------------------

  708.   # * pass_type

  709.   #--------------------------------------------------------------------------

  710.   def pass_type

  711.     @pass_type

  712.   end

  713.   #--------------------------------------------------------------------------

  714.   # * max_altitude

  715.   #--------------------------------------------------------------------------

  716.   def max_altitude

  717.     @max_altitude

  718.   end

  719.   #--------------------------------------------------------------------------

  720.   # * aerial?

  721.   #--------------------------------------------------------------------------

  722.   def aerial?

  723.     max_altitude > 0

  724.   end
  725.   #--------------------------------------------------------------------------

  726.   # * above?

  727.   #--------------------------------------------------------------------------

  728.   def above?

  729.     @character_above

  730.   end

  731.   #--------------------------------------------------------------------------

  732.   # * encounter_rate

  733.   #--------------------------------------------------------------------------

  734.   def encounter_rate

  735.     @encounter / 100.0

  736.   end

  737.   #--------------------------------------------------------------------------

  738.   # * movable?

  739.   #--------------------------------------------------------------------------

  740.   def movable?

  741.     !moving? && !(@altitude < max_altitude)

  742.   end

  743.   #--------------------------------------------------------------------------

  744.   # * land_ok?

  745.   #--------------------------------------------------------------------------

  746.   def land_ok?(x, y, d)

  747.     if @character_above

  748.       return false unless $game_map.events_xy(x, y).empty?

  749.       return false unless land_terrain?(x, y)

  750.       return false if block_terrain?(x, y)

  751.     else

  752.       x2 = $game_map.round_x_with_direction(x, d)

  753.       y2 = $game_map.round_y_with_direction(y, d)

  754.       return false if block_terrain?(x2, y2)

  755.       return false unless land_terrain?(x, y)

  756.       return false unless land_terrain?(x2, y2)

  757.       return false unless $game_map.valid?(x2, y2)

  758.       return false unless $game_map.passable?(x2, y2, reverse_dir(d))

  759.       return false if collide_with_characters?(x2, y2)

  760.     end

  761.     return false if above_vehicles?(x, y, self)

  762.     return true

  763.   end

  764.   #--------------------------------------------------------------------------

  765.   # * vehicle_collision?

  766.   #--------------------------------------------------------------------------

  767.   def vehicle_collision?(x, y)

  768.     return false if aerial?  

  769.     return true  if collide_with_characters?(x, y)

  770.     return false

  771.   end

  772.   #--------------------------------------------------------------------------

  773.   # * land_terrain?

  774.   #--------------------------------------------------------------------------

  775.   def land_terrain?(x, y)

  776.     @land_terrain.include?($game_map.terrain_tag(x, y)) ||

  777.     @land_regions.include?($game_map.region_id(x, y))

  778.   end

  779.   #--------------------------------------------------------------------------

  780.   # * pass_terrain?

  781.   #--------------------------------------------------------------------------

  782.   def pass_terrain?(x, y)

  783.     @pass_terrain.include?($game_map.terrain_tag(x, y)) ||

  784.     @pass_regions.include?($game_map.region_id(x, y))

  785.   end

  786.   #--------------------------------------------------------------------------

  787.   # * block_terrain

  788.   #--------------------------------------------------------------------------

  789.   def block_terrain?(x, y)

  790.     @block_terrain.include?($game_map.terrain_tag(x, y)) ||

  791.     @block_regions.include?($game_map.region_id(x, y))

  792.   end

  793.   #--------------------------------------------------------------------------

  794.   # * vehicle_battleback1_name

  795.   #--------------------------------------------------------------------------

  796.   def vehicle_battleback1_name

  797.     @battleback1

  798.   end

  799.   #--------------------------------------------------------------------------

  800.   # * vehicle_battleback2_name

  801.   #--------------------------------------------------------------------------

  802.   def vehicle_battleback2_name

  803.     @battleback2

  804.   end

  805. end
复制代码
水区人多,所以直接搬水区,求英语翻译帝,翻译好的话我会加V{前提是能让人看懂}【百度,谷歌党】请无视,我试过自动翻译,跟本看不懂

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只翻译顺便说明使用方法应该足够了吧? 在VE_VEHICLE_SETTING后面添加其他交通工具的设定 搬个样本horse则是交通工具的名称,可以自行定义 自己来个样本(会飞的狗狗)交通工具的内容可以自定义,至于内容则必须使用固定语句,以下为语句 x为交通工具的行走图 x为行走图的ID(0~7) 踏步动画 优先度在角色之上,类似飞空艇 x为飞行高度 x为通行设置与哪个相同 player为角色 boat为小舟 ship为大船 airship为飞空艇 ...

Lv1.梦旅人

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发表于 2012-12-8 20:16:36 | 只看该作者
只翻译顺便说明使用方法应该足够了吧?
在VE_VEHICLE_SETTING后面添加其他交通工具的设定
搬个样本
  1.     horse: "<speed: 5> <init map: 1> <init pos: 12, 3>
  2.             <character name: Animal> <character index: 5>
  3.             <music: 'Scene4', 100, 100> <passability: player>
  4.             <block region: 1> <encounter rate: 25>",
复制代码
horse则是交通工具的名称,可以自行定义
自己来个样本(会飞的狗狗)
  1.     dog: "<speed: 5> <altitude 32> <init map: 1> <init pos: 12, 3>
  2.             <character name: Animal> <character index: 0>
  3.             <music: 'Theme1', 100, 100> <passability: player>
  4.             <encounter rate: 50>",
复制代码
交通工具的内容可以自定义,至于内容则必须使用固定语句,以下为语句

<character name: x>
x为交通工具的行走图

<character index: x>
x为行走图的ID(0~7)

<step animation>
踏步动画

<character above>
优先度在角色之上,类似飞空艇

<altitude x>
x为飞行高度

<passability: x>
x为通行设置与哪个相同
player为角色
boat为小舟
ship为大船
airship为飞空艇

<pass terrain: x>
<pass terrain: x, x>
X为可以通过的地形ID(0~7)

<pass region: x>
<pass region: x, x>
X为可通行区域ID(1~64)

<land terrain: x>
<land terrain: x, x>
X为可以降落的地形ID(0~7)

<land region: x>
<land region: x, x>
X为可降落区域ID(1~64)

<block terrain: x>
<block terrain: x, x>
X为不可通过的地形ID(0~7)

<block region: x>
<block region: x, x>
X为不可降落的通行区域ID(1~64)

<speed: x>
X为行走速度(1~6)与事件里的设置行走速度同理

<init map: x>
x为一开始此交通工具所在地的地图ID

<init pos: x, y>
x为一开始此交通工具所在地的X坐标
y为一开始此交通工具所在地的Y坐标

<music: 'name', x, y>
name为乘坐此交通工具时所播放的音乐名称
x为音量
y为音调

<battleback 1: x>
x为乘上此交通工具时的战斗背景1的图片名称

<battleback 2: x>
x为乘上此交通工具时的战斗背景2的图片名称

<encounter rate: x%>
X为遇敌率,100%则和不乘坐时相同,0%为不遇敌

<idle sound: x, y, z, w>
交通工具停止不动时的音效
x为音效名称
y为音效音量
z为音效音调
w为播放后重复播放的速度(数字越大速度越慢)

<move sound: x, y, z, w>
交通工具移动时的音效
交通工具停止不动时的音效
x为音效名称
y为音效音量
z为音效音调
w为播放后重复播放的速度(数字越大速度越慢)

点评

这是不可能的,只能在脚本库里设定(除非能找到什么触手把RM给改造,不过这么做的话这脚本不就没意义了  发表于 2012-12-10 13:40
就是说能像系统那样可以自由选取交通工具位置。。行走图等  发表于 2012-12-10 13:04
在问,我想把定做的交通工具加入数据库系统该怎么做?  发表于 2012-12-10 12:51
原本自带的交通工具应该不能在这脚本更改,不过可以制作一个接近原本的交通工具再修改  发表于 2012-12-10 11:54
请问交通工具的内容在这个脚本中能否定义?有的话请麻烦说明  发表于 2012-12-10 08:05
我是噬罪者,是芙蕾娅,是Raiku,是Rion幻音,是消失的三千,还是月夜神音
现在已合为一体,不再分裂……
打起精神重新开始
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Lv1.梦旅人

水星地球侵略

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发表于 2012-12-8 21:29:47 | 只看该作者
居然是英語……這年頭還有人連英語都要靠翻譯嗎……

点评

不英語是實用技能會英語和應試教育沒關係= =(要是不會的話上歐美工口網站多吃力啊= =)  发表于 2012-12-9 18:59
在下好像记得阁下是不屑于尘世教育必学科目的,关于要不要英语翻译,我想你也需要的吧  发表于 2012-12-9 14:32
在下英语水平实在不行,日语,法语没话说  发表于 2012-12-8 21:37
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Lv3.寻梦者 (暗夜天使)

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发表于 2012-12-8 21:57:19 | 只看该作者
好像是自定义车辆的脚本……
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