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 Lv1.梦旅人 
	梦石0 星屑50 在线时间91 小时注册时间2012-8-28帖子117 | 
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#==============================================================================
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  # ■ Game_Event
 #------------------------------------------------------------------------------
 #  处理事件的类。条件判断、事件页的切换、并行处理、执行事件功能
 # 在 Game_Map 类的内部使用。
 #==============================================================================
 class Game_Event < Game_Character
 #——————————————————————————————————————
 # 用来返回名称
 #——————————————————————————————————————
 def name
 return @event.name
 end
 def name=(newname)
 @event.name = newname
 end
 end
 #==============================================================================
 # ■ 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)
 name = character.name
 super(viewport)
 @character = character
 @namesprite = Sprite.new
 @namesprite.bitmap = Bitmap.new(160, 48)
 @namesprite.bitmap.font.name = "黑体"
 @namesprite.bitmap.font.size = 10
 @namesprite.bitmap.font.color.set(255, 255, 50)
 @evname = name
 @evname_split = name.split(/,/)[0]
 
 
 if name[0, 2]=="EV"
 @evname_split = " "
 end
 if name.split(/,/)[1] != nil
 case name.split(/,/)[1]
 when "0"
 @namesprite.bitmap.font.color.set(255, 255, 255)
 when "1"
 @namesprite.bitmap.font.color.set(50, 255, 50)
 when "2"
 @namesprite.bitmap.font.color.set(255, 128, 128)
 when "3"
 @namesprite.bitmap.font.color.set(128, 255, 128)
 when "4"
 @namesprite.bitmap.font.color.set(128, 255, 255)
 when "5"
 @namesprite.bitmap.font.color.set(255, 128, 255)
 when "6"
 @namesprite.bitmap.font.color.set(255, 255, 128)
 when "7"
 @namesprite.bitmap.font.color.set(192, 192, 192)
 else
 @namesprite.bitmap.font.color.set(255, 255, 255)
 end
 end
 if @evname_split != "" and @evname_split != nil
 @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
 end
 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)
 @cw = bitmap.width / 4
 @ch = bitmap.height / 4
 self.ox = @cw / 2
 self.oy = @ch
 end
 end
 if @evname != @character.name
 @namesprite.bitmap.clear
 @evname = @character.name
 @evname_split = @character.name.split(/,/)[0]
 if @character.name.split(/,/)[1] != nil
 case @character.name.split(/,/)[1]
 when "0"
 @namesprite.bitmap.font.color.set(255, 255, 255)
 when "1"
 @namesprite.bitmap.font.color.set(50, 255, 50)
 when "2"
 @namesprite.bitmap.font.color.set(255, 128, 128)
 when "3"
 @namesprite.bitmap.font.color.set(128, 255, 128)
 when "4"
 @namesprite.bitmap.font.color.set(128, 255, 255)
 when "5"
 @namesprite.bitmap.font.color.set(255, 128, 255)
 when "6"
 @namesprite.bitmap.font.color.set(255, 255, 128)
 when "7"
 @namesprite.bitmap.font.color.set(192, 192, 192)
 else
 @namesprite.bitmap.font.color.set(255, 255, 255)
 end
 end
 if @evname_split != "" and @evname_split != nil
 @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
 end
 end
 @namesprite.x = self.x-82
 @namesprite.y = self.y-self.oy + 45
 #@namesprite.visible = $game_switches[39]
 # 设置可视状态
 self.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
 sy = (@character.direction - 2) / 2 * @ch
 self.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)
 # 设置不透明度、合成方式、茂密
 self.opacity = @character.opacity
 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
 #==============================================================================
 # ■ Game_Player
 #------------------------------------------------------------------------------
 #  处理主角的类。事件启动的判定、以及地图的滚动等功能。
 # 本类的实例请参考 $game_player。
 #==============================================================================
 $game_party.actors[0].name
 def name
 return "主角"
 end
 end
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