赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 1015 |
最后登录 | 2014-1-29 |
在线时间 | 0 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 0 小时
- 注册时间
- 2007-12-23
- 帖子
- 109
|
#------------------------------------------------------------------------------
# 爱护环境,人人有责,现实中切勿乱丢垃圾。
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
# 脚本原理:
# 是从仓库地图中提取事件,将其拷贝放入指定的位置,
# 依此达成随时随地生成新事件的功能,如此可节省大量用RGSS编写事件所消耗的体力,很多地方写的
# 很保守,尽量减少冲突几率。。
# 此为强化版,可实现新事件的保存,但代价是冲突的随之增大,若只想单纯实现ARPG
# 一类的物品掉落,场所移动后便清除,请使用简洁版。
#------------------------------------------------------------------------------
=begin
Note:
一:生成物品主方法:
Drop_Item.make_events(map_id,event_id,item_x,item_y,save=false)
map_id : 仓库地图的ID。
event_id : 仓库中对应事件的ID。
item_x、item_y :新事件的X与Y坐标
save : 是否存储标志;
默认为false,即不存储,场所移动等转换场景后事件会消失;
true 为存储,取档、关机、登火星,返回后事件仍存在。
二:删除事件方法:
事件名若包含"delete"字段,则执行完毕会立即自我清除;
注:任何事件皆如此。
三:必掌握语句:
$game_map.events[@event_id]
$game_player
事件的脚本使用,表示“本事件”和“角色”,主要为取得事件的坐标,
取得“本事件”X与Y坐标:$game_map.events[@event_id].event.x
$game_map.events[@event_id].event.y
取得“角色”X与Y坐标:$game_player.x
$game_player.y
例如,在某事件左侧生成2号地图的2号事件并永久存储,写法如下。
x = $game_map.events[@event_id].event.x
y = $game_map.events[@event_id].event.y
Drop_Item.make_events(2,2,x-1,y,true)
四:备注:
此脚本用法十分灵活,种植、建设、舍弃、掉宝等功能都可用以达成。
=end
#==============================================================================
module Drop_Item
def self.make_events(map_id,event_id,item_x,item_y,save=false)
return unless self.is_map?
map = self.map_data_load(map_id)
temp = Marshal.load(Marshal.dump(map))
if !$game_system.map_events_number
$game_system.map_events_number = {}
end
sum = $game_system.map_events_number
m_id = $game_map.map_id
sum[m_id] == nil ? sum[m_id] = 2000 : sum[m_id] += 1
new_event_id = sum[m_id]
temp.events[event_id].id = new_event_id
temp.events[event_id].x,temp.events[event_id].y = item_x,item_y
$game_map.events[new_event_id] = Game_Event.new(m_id,temp.events[event_id])
if save
now_map = self.map_data_load(m_id)
now_map.events[new_event_id] = temp.events[event_id]
self.map_data_save(m_id,now_map)
end
refresh_map
end
def self.map_data_init
for i in 1..999
begin
map = load_data(sprintf("Data/Map%03d.rxdata", i))
rescue Errno::ENOENT
next
end
$game_system.map_data = Marshal.load(Marshal.dump(map))
end
end
def self.map_data_save(map_id,event)
$game_system.map_data[$game_map.map_id] = event
end
def self.map_data_load(map_id)
if !$game_system.map_data
$game_system.map_data = {}
self.map_data_init
end
return $game_system.map_data[map_id]
end
def self.delete_events(event_id)
return unless self.is_map?
$game_map.events.delete(event_id)
self.refresh_map
end
def self.refresh_map
return unless self.is_map?
$scene.spriteset.dispose
$scene.spriteset = Spriteset_Map.new
end
def self.is_map?
(return true) if $scene.is_a?(Scene_Map)
return false
end
end
class Game_Map
def setup(map_id)
@map_id = map_id
#@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
@map = Drop_Item.map_data_load(@map_id)
tileset = $data_tilesets[@map.tileset_id]
@tileset_name = tileset.tileset_name
@autotile_names = tileset.autotile_names
@panorama_name = tileset.panorama_name
@panorama_hue = tileset.panorama_hue
@fog_name = tileset.fog_name
@fog_hue = tileset.fog_hue
@fog_opacity = tileset.fog_opacity
@fog_blend_type = tileset.fog_blend_type
@fog_zoom = tileset.fog_zoom
@fog_sx = tileset.fog_sx
@fog_sy = tileset.fog_sy
@battleback_name = tileset.battleback_name
@passages = tileset.passages
@priorities = tileset.priorities
@terrain_tags = tileset.terrain_tags
@display_x = 0
@display_y = 0
@need_refresh = false
@events = {}
for i in @map.events.keys
@events = Game_Event.new(@map_id, @map.events)
end
@common_events = {}
for i in 1...$data_common_events.size
@common_events = Game_CommonEvent.new(i)
end
@fog_ox = 0
@fog_oy = 0
@fog_tone = Tone.new(0, 0, 0, 0)
@fog_tone_target = Tone.new(0, 0, 0, 0)
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
end
end
class Interpreter
def command_end
@list = nil
if @main and @event_id > 0
if $game_map.events[@event_id].event.name[/delete/].nil?
$game_map.events[@event_id].unlock
else
if $scene.is_a?(Scene_Map)
Drop_Item.delete_events(@event_id)
now_map = Drop_Item.map_data_load($game_map.map_id)
now_map.events.delete(@event_id)
Drop_Item.map_data_save($game_map.map_id,now_map)
end
end
end
end
end
class Game_System
attr_accessor :map_events_number
attr_accessor :map_data
end
class Scene_Map
attr_accessor :spriteset
end
地址找不到了,不好意思
|
|