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Lv1.梦旅人 B 
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移植脚本,效果见截图 
 
截图: 
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脚本: 
- #==============================================================================
 
 - # ■ 人物跟随
 
 - #------------------------------------------------------------------------------
 
 - #
 
 - #   本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #
 
 - #   作者:fukuyama   
 
 - #
 
 - #   移植:ONEWateR
 
 - #
 
 - #==============================================================================
 
 - module Train_Actor
 
  
- #是否使用停止跟随的方法,也就是说,这里false改为true的时候,如果TRANSPARENT_SWITCHES_INDEX
 
 - #开关打开,跟随的人物就消失了(其实只是变成透明而已)
 
  
- TRANSPARENT_SWITCH = true
 
 - TRANSPARENT_SWITCHES_INDEX = 1
 
 - #举例:第一个为true,第二个为20,则打开20号开关,后面的人都没了。
 
  
- #跟随人数的最大数目,可以更改为2、3什么的。
 
 - TRAIN_ACTOR_SIZE_MAX = 4
 
  
- # 定数
 
 - DOWN_LEFT = 1
 
 - DOWN_RIGHT = 3
 
 - UP_LEFT = 7
 
 - UP_RIGHT = 9
 
 - JUMP = 5
 
  
- class Game_Party_Actor < Game_Character
 
 - def initialize
 
 - super()
 
 - @through = true
 
 - end
 
 - def setup(actor)
 
 - if actor != nil
 
 - @character_index = actor.character_index
 
 - @character_name = actor.character_name
 
 - @priority_type = 1
 
 - else
 
 - @character_name = ""
 
 - @character_index = 0
 
 - @priority_type = 1
 
 - end
 
 - # 不透明度と合成方法を初期化
 
 - @opacity = 255
 
 - @blend_type = 0
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 下に移動
 
 - # turn_enabled : その場での向き変更を許可するフラグ
 
 - #--------------------------------------------------------------------------
 
 - def move_down(turn_enabled = true)
 
 - # 下を向く
 
 - if turn_enabled
 
 - turn_down
 
 - end
 
 - # 通行可能な場合
 
 - if new_passable?(@x, @y, Input::DOWN)
 
 - # 下を向く
 
 - turn_down
 
 - # 座標を更新
 
 - @y += 1
 
 - end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 左に移動
 
 - # turn_enabled : その場での向き変更を許可するフラグ
 
 - #--------------------------------------------------------------------------
 
 - def move_left(turn_enabled = true)
 
 - # 左を向く
 
 - if turn_enabled
 
 - turn_left
 
 - end
 
 - # 通行可能な場合
 
 - if new_passable?(@x, @y, Input::LEFT)
 
 - # 左を向く
 
 - turn_left
 
 - # 座標を更新
 
 - @x -= 1
 
 - end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 右に移動
 
 - # turn_enabled : その場での向き変更を許可するフラグ
 
 - #--------------------------------------------------------------------------
 
 - def move_right(turn_enabled = true)
 
 - # 右を向く
 
 - if turn_enabled
 
 - turn_right
 
 - end
 
 - # 通行可能な場合
 
 - if new_passable?(@x, @y, Input::RIGHT)
 
 - # 右を向く
 
 - turn_right
 
 - # 座標を更新
 
 - @x += 1
 
 - end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 上に移動
 
 - # turn_enabled : その場での向き変更を許可するフラグ
 
 - #--------------------------------------------------------------------------
 
 - def move_up(turn_enabled = true)
 
 - # 上を向く
 
 - if turn_enabled
 
 - turn_up
 
 - end
 
 - # 通行可能な場合
 
 - if new_passable?(@x, @y, Input::UP)
 
 - # 上を向く
 
 - turn_up
 
 - # 座標を更新
 
 - @y -= 1
 
 - end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 左下に移動
 
 - #--------------------------------------------------------------------------
 
 - def move_lower_left
 
 - # 向き固定でない場合
 
 - unless @direction_fix
 
 - # 右向きだった場合は左を、上向きだった場合は下を向く
 
 - @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
 
 - end
 
 - # 下→左、左→下 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::LEFT)) or
 
 - (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::DOWN))
 
 - # 座標を更新
 
 - @x -= 1
 
 - @y += 1
 
 - end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 右下に移動
 
 - #--------------------------------------------------------------------------
 
 - def move_lower_right
 
 - # 向き固定でない場合
 
 - unless @direction_fix
 
 - # 左向きだった場合は右を、上向きだった場合は下を向く
 
 - @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
 
 - end
 
 - # 下→右、右→下 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::RIGHT)) or
 
 - (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::DOWN))
 
 - # 座標を更新
 
 - @x += 1
 
 - @y += 1
 
 - end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 左上に移動
 
 - #--------------------------------------------------------------------------
 
 - def move_upper_left
 
 - # 向き固定でない場合
 
 - unless @direction_fix
 
 - # 右向きだった場合は左を、下向きだった場合は上を向く
 
 - @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
 
 - end
 
 - # 上→左、左→上 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::LEFT)) or
 
 - (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::UP))
 
 - # 座標を更新
 
 - @x -= 1
 
 - @y -= 1
 
 - end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 右上に移動
 
 - #--------------------------------------------------------------------------
 
 - def move_upper_right
 
 - # 向き固定でない場合
 
 - unless @direction_fix
 
 - # 左向きだった場合は右を、下向きだった場合は上を向く
 
 - @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
 
 - end
 
 - # 上→右、右→上 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::RIGHT)) or
 
 - (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::UP))
 
 - # 座標を更新
 
 - @x += 1
 
 - @y -= 1
 
 - end
 
 - end
 
 - attr_writer :move_speed
 
 - attr_writer :step_anime
 
 - end
 
 - module Spriteset_Map_Module
 
 - def setup_actor_character_sprites?
 
 - return @setup_actor_character_sprites_flag != nil
 
 - end
 
 - def setup_actor_character_sprites(characters)
 
 - if !setup_actor_character_sprites?
 
 - index_game_player = 0
 
 - @character_sprites.each_index do |i|
 
 - if @character_sprites[i].character.instance_of?(Game_Player)
 
 - index_game_player = i
 
 - break
 
 - end
 
 - end
 
 - for character in characters.reverse
 
 - @character_sprites.unshift(
 
 - Sprite_Character.new(@viewport1, character)
 
 - )
 
 - end
 
 - @setup_actor_character_sprites_flag = true
 
 - end
 
 - end
 
 - end
 
 - module Scene_Map_Module
 
 - def setup_actor_character_sprites(characters)
 
 - @spriteset.setup_actor_character_sprites(characters)
 
 - end
 
 - end
 
 - module Game_Party_Module
 
 - def set_transparent_actors(transparent)
 
 - @transparent = transparent
 
 - end
 
 - def setup_actor_character_sprites
 
 - if @characters == nil
 
 - @characters = []
 
  
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
 
 - @characters.push(Game_Party_Actor.new)
 
 - end
 
 - end
 
 - for i in 1 ... TRAIN_ACTOR_SIZE_MAX
 
 - @characters[i - 1].setup($game_party.members[i])
 
 - end
 
  
- if $scene.class.method_defined?('setup_actor_character_sprites')
 
 - $scene.setup_actor_character_sprites(@characters)
 
 - end
 
 - end
 
 - def update_party_actors
 
 - setup_actor_character_sprites
 
 - transparent = $game_player.transparent
 
 - if transparent == false
 
 - if TRANSPARENT_SWITCH
 
 - transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
 
 - end
 
 - end
 
 - for character in @characters
 
 - character.transparent = transparent
 
 - if $game_player.dash?
 
 - character.move_speed = $game_player.move_speed*1.25
 
 - else
 
 - character.move_speed = $game_player.move_speed
 
 - end
 
 - character.step_anime = $game_player.step_anime
 
 - character.update
 
 - end
 
 - end
 
 - def moveto_party_actors( x, y )
 
 - setup_actor_character_sprites
 
 - for character in @characters
 
 - character.moveto( x, y )
 
 - end
 
 - if @move_list == nil
 
 - @move_list = []
 
 - end
 
 - move_list_setup
 
 - end
 
 - def move_party_actors
 
 - if @move_list == nil
 
 - @move_list = []
 
 - move_list_setup
 
 - end
 
 - @move_list.each_index do |i|
 
 - if @characters[i] != nil
 
 - case @move_list[i].type
 
 - when Input::DOWN
 
 - @characters[i].move_down(@move_list[i].args[0])
 
 - when Input::LEFT
 
 - @characters[i].move_left(@move_list[i].args[0])
 
 - when Input::RIGHT
 
 - @characters[i].move_right(@move_list[i].args[0])
 
 - when Input::UP
 
 - @characters[i].move_up(@move_list[i].args[0])
 
 - when DOWN_LEFT
 
 - @characters[i].move_lower_left
 
 - when DOWN_RIGHT
 
 - @characters[i].move_lower_right
 
 - when UP_LEFT
 
 - @characters[i].move_upper_left
 
 - when UP_RIGHT
 
 - @characters[i].move_upper_right
 
 - when JUMP
 
 - @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
 
 - end
 
 - end
 
 - end
 
 - end
 
 - class Move_List_Element
 
 - def initialize(type,args)
 
 - @type = type
 
 - @args = args
 
 - end
 
 - def type() return @type end
 
 - def args() return @args end
 
 - end
 
 - def move_list_setup
 
 - for i in 0 .. TRAIN_ACTOR_SIZE_MAX
 
 - @move_list[i] = nil
 
 - end
 
 - end
 
 - def add_move_list(type,*args)
 
 - @move_list.unshift(Move_List_Element.new(type,args)).pop
 
 - end
 
 - def move_down_party_actors(turn_enabled = true)
 
 - move_party_actors
 
 - add_move_list(Input::DOWN,turn_enabled)
 
 - end
 
 - def move_left_party_actors(turn_enabled = true)
 
 - move_party_actors
 
 - add_move_list(Input::LEFT,turn_enabled)
 
 - end
 
 - def move_right_party_actors(turn_enabled = true)
 
 - move_party_actors
 
 - add_move_list(Input::RIGHT,turn_enabled)
 
 - end
 
 - def move_up_party_actors(turn_enabled = true)
 
 - move_party_actors
 
 - add_move_list(Input::UP,turn_enabled)
 
 - end
 
 - def move_lower_left_party_actors
 
 - move_party_actors
 
 - add_move_list(DOWN_LEFT)
 
 - end
 
 - def move_lower_right_party_actors
 
 - move_party_actors
 
 - add_move_list(DOWN_RIGHT)
 
 - end
 
 - def move_upper_left_party_actors
 
 - move_party_actors
 
 - add_move_list(UP_LEFT)
 
 - end
 
 - def move_upper_right_party_actors
 
 - move_party_actors
 
 - add_move_list(UP_RIGHT)
 
 - end
 
 - def jump_party_actors(x_plus, y_plus)
 
 - move_party_actors
 
 - add_move_list(JUMP,x_plus, y_plus)
 
 - end
 
 - end
 
 - module Game_Player_Module
 
 - def update
 
 - $game_party.update_party_actors
 
 - super
 
 - end
 
 - def moveto( x, y )
 
 - $game_party.moveto_party_actors( x, y )
 
 - super( x, y )
 
 - end
 
 - def move_down(turn_enabled = true)
 
 - if new_passable?(@x, @y, Input::DOWN)
 
 - $game_party.move_down_party_actors(turn_enabled)
 
 - end
 
 - super(turn_enabled)
 
 - end
 
 - def move_left(turn_enabled = true)
 
 - if new_passable?(@x, @y, Input::LEFT)
 
 - $game_party.move_left_party_actors(turn_enabled)
 
 - end
 
 - super(turn_enabled)
 
 - end
 
 - def move_right(turn_enabled = true)
 
 - if new_passable?(@x, @y, Input::RIGHT)
 
 - $game_party.move_right_party_actors(turn_enabled)
 
 - end
 
 - super(turn_enabled)
 
 - end
 
 - def move_up(turn_enabled = true)
 
 - if new_passable?(@x, @y, Input::UP)
 
 - $game_party.move_up_party_actors(turn_enabled)
 
 - end
 
 - super(turn_enabled)
 
 - end
 
 - def move_lower_left
 
 - # 下→左、左→下 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::LEFT)) or
 
 - (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::DOWN))
 
 - $game_party.move_lower_left_party_actors
 
 - end
 
 - super
 
 - end
 
 - def move_lower_right
 
 - # 下→右、右→下 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::RIGHT)) or
 
 - (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::DOWN))
 
 - $game_party.move_lower_right_party_actors
 
 - end
 
 - super
 
 - end
 
 - def move_upper_left
 
 - # 上→左、左→上 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::LEFT)) or
 
 - (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::UP))
 
 - $game_party.move_upper_left_party_actors
 
 - end
 
 - super
 
 - end
 
 - def move_upper_right
 
 - # 上→右、右→上 のどちらかのコースが通行可能な場合
 
 - if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::RIGHT)) or
 
 - (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::UP))
 
 - $game_party.move_upper_right_party_actors
 
 - end
 
 - super
 
 - end
 
 - def jump(x_plus, y_plus)
 
 - # 新しい座標を計算
 
 - new_x = @x + x_plus
 
 - new_y = @y + y_plus
 
 - # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
 
 - if (x_plus == 0 and y_plus == 0) or new_passable?(new_x, new_y, 0)
 
 - $game_party.jump_party_actors(x_plus, y_plus)
 
 - end
 
 - super(x_plus, y_plus)
 
 - end
 
 - attr_accessor :move_speed
 
 - attr_accessor :step_anime
 
 - end
 
 - end # module Train_Actor
 
 - class Game_Party
 
 - include Train_Actor::Game_Party_Module
 
 - end
 
 - class Game_Player
 
 - include Train_Actor::Game_Player_Module
 
 - end
 
 - class Spriteset_Map
 
 - include Train_Actor::Spriteset_Map_Module
 
 - end
 
 - class Scene_Map
 
 - include Train_Actor::Scene_Map_Module
 
 - end
 
 - class Game_Character
 
 - def new_passable?(x, y, d)
 
 - new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
 
 - new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
 
 - unless $game_map.valid?(new_x, new_y)
 
 - return false
 
 - end
 
 - x = $game_map.round_x(x)                        # 横方向循环修正
 
 - y = $game_map.round_y(y)                        # 纵方向循环修正
 
 - return false unless $game_map.valid?(x, y)      # 地图外?
 
 - return true if @through or debug_through?       # 穿越 ON?
 
 - return false unless map_passable?(new_x, new_y)         # 地图不能通行?
 
 - return false if collide_with_characters?(new_x, new_y)  # 与角色冲突?
 
 - return true                                     # 可以通行
 
 - end
 
 - end
 
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