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标题: 如何华丽的镜头转移脚本与显示NPC名字脚本完美整合 [打印本页]

作者: 2719358    时间: 2010-7-30 11:56
标题: 如何华丽的镜头转移脚本与显示NPC名字脚本完美整合
如何华丽的镜头转移脚本与显示NPC名字脚本完美整合?发现镜头转移时名字也一起移了...怎么解决?
作者: 逸豫    时间: 2010-7-30 12:04
咱没发现这样的情况= =|||
汝能提供截图么?
作者: 2719358    时间: 2010-7-30 12:06

作者: 逸豫    时间: 2010-7-30 12:13
真是灵异= =|||为什么我这里没有这样的效果= =|||
你能把工程上传上来么?
作者: 2719358    时间: 2010-7-30 12:16
我是淀粉战记.rar (917.92 KB, 下载次数: 257)
作者: 天瞳    时间: 2010-7-30 14:17
相当强悍呐
无能为力
纯事件忠诚者
作者: 逸豫    时间: 2010-7-30 15:28
本帖最后由 逸豫 于 2010-7-30 15:36 编辑

防止事件过多卡机脚本冲突……
直接删去即可= =|||
如果你一定想要的话就CO这一份……
  1. #======================================
  2. # ■ Anti Event Lag Script
  3. #======================================
  4. #  By: Near Fantastica
  5. #   Date: 12.06.05
  6. #   Version: 3
  7. #======================================

  8. #======================================
  9. # ■ Game_Map
  10. #======================================

  11. class Game_Map
  12. #--------------------------------------------------------------------------
  13. def in_range?(object)
  14. screne_x = $game_map.display_x
  15. screne_x -= 256
  16. screne_y = $game_map.display_y
  17. screne_y -= 256
  18. screne_width = $game_map.display_x
  19. screne_width += 2816
  20. screne_height = $game_map.display_y
  21. screne_height += 2176
  22. return false if object.real_x <= screne_x
  23. return false if object.real_x >= screne_width
  24. return false if object.real_y <= screne_y
  25. return false if object.real_y >= screne_height
  26. return true
  27. end
  28. #--------------------------------------------------------------------------
  29. def update
  30. if $game_map.need_refresh
  31.    refresh
  32. end
  33. if @scroll_rest > 0
  34.    distance = 2 ** @scroll_speed
  35.    case @scroll_direction
  36.    when 2
  37.      scroll_down(distance)
  38.    when 4
  39.      scroll_left(distance)
  40.    when 6  
  41.      scroll_right(distance)
  42.    when 8  
  43.      scroll_up(distance)
  44.    end
  45.    @scroll_rest -= distance
  46. end
  47. for event in @events.values
  48.    if in_range?(event) or event.trigger == 3 or event.trigger == 4
  49.      event.update
  50.    end
  51. end
  52. for common_event in @common_events.values
  53.    common_event.update
  54. end
  55. @fog_ox -= @fog_sx / 8.0
  56. @fog_oy -= @fog_sy / 8.0
  57. if @fog_tone_duration >= 1
  58.    d = @fog_tone_duration
  59.    target = @fog_tone_target
  60.    @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
  61.    @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
  62.    @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
  63.    @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
  64.    @fog_tone_duration -= 1
  65. end
  66. if @fog_opacity_duration >= 1
  67.    d = @fog_opacity_duration
  68.    @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
  69.    @fog_opacity_duration -= 1
  70. end
  71. end
  72. end

  73. #======================================
  74. # ■ Spriteset_Map
  75. #======================================

  76. class Spriteset_Map
  77. #--------------------------------------------------------------------------
  78. def in_range?(object)
  79. screne_x = $game_map.display_x
  80. screne_x -= 256
  81. screne_y = $game_map.display_y
  82. screne_y -= 256
  83. screne_width = $game_map.display_x
  84. screne_width += 2816
  85. screne_height = $game_map.display_y
  86. screne_height += 2176
  87. return false if object.real_x <= screne_x
  88. return false if object.real_x >= screne_width
  89. return false if object.real_y <= screne_y
  90. return false if object.real_y >= screne_height
  91. return true
  92. end
  93. #--------------------------------------------------------------------------
  94. def update
  95. if @panorama_name != $game_map.panorama_name or
  96.     @panorama_hue != $game_map.panorama_hue
  97.    @panorama_name = $game_map.panorama_name
  98.    @panorama_hue = $game_map.panorama_hue
  99.    if @panorama.bitmap != nil
  100.      @panorama.bitmap.dispose
  101.      @panorama.bitmap = nil
  102.    end
  103.    if @panorama_name != ""
  104.      @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
  105.    end
  106.    Graphics.frame_reset
  107. end
  108. if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
  109.    @fog_name = $game_map.fog_name
  110.    @fog_hue = $game_map.fog_hue
  111.    if @fog.bitmap != nil
  112.      @fog.bitmap.dispose
  113.      @fog.bitmap = nil
  114.    end
  115.    if @fog_name != ""
  116.      @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
  117.    end
  118.    Graphics.frame_reset
  119. end
  120. @tilemap.ox = $game_map.display_x / 4
  121. @tilemap.oy = $game_map.display_y / 4
  122. @tilemap.update
  123. @panorama.ox = $game_map.display_x / 8
  124. @panorama.oy = $game_map.display_y / 8
  125. @fog.zoom_x = $game_map.fog_zoom / 100.0
  126. @fog.zoom_y = $game_map.fog_zoom / 100.0
  127. @fog.opacity = $game_map.fog_opacity
  128. @fog.blend_type = $game_map.fog_blend_type
  129. @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
  130. @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
  131. @fog.tone = $game_map.fog_tone
  132. if @character_sprites != nil
  133. i=0
  134. for sprite in @character_sprites
  135.    if sprite.character.is_a?(Game_Event)
  136.      #if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
  137.        sprite.update
  138.        i+=1
  139.      #end
  140.    else
  141.      sprite.update
  142.      i+=1
  143.    end
  144. end
  145. end
  146. #p i
  147. @weather.type = $game_screen.weather_type
  148. @weather.max = $game_screen.weather_max
  149. @weather.ox = $game_map.display_x / 4
  150. @weather.oy = $game_map.display_y / 4
  151. @weather.update
  152. for sprite in @picture_sprites
  153.    sprite.update
  154. end
  155. @timer_sprite.update
  156. @viewport1.tone = $game_screen.tone
  157. @viewport1.ox = $game_screen.shake
  158. @viewport3.color = $game_screen.flash_color
  159. @viewport1.update
  160. @viewport3.update
  161. end
  162. end
复制代码
好吧,其实防卡部分内容被我注释掉了= =|||
作者: 2719358    时间: 2010-7-30 19:40
还有,显示名字时如何不显示"touch"?




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