Project1
标题:
角色换装系统出错
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作者:
IRO
时间:
2011-2-10 20:52
标题:
角色换装系统出错
本帖最后由 IRO 于 2011-2-10 20:52 编辑
请问一下前辈们...
我用了亿万星辰前辈的装备换装脚本,开范例教程时没有问题,
测试时却会在第55行的" $game_party.actors[0].character_name,"这一行出错
以下是脚本:
#==============================================================================
# ■ 角色装备行走图变更 BY:亿万星辰
#------------------------------------------------------------------------------
# 使用了一种特殊的方法来改变行走图,不是更换,而是在原图的基础上继续描绘新的
# 层以实现层的叠加,类似暗黑里的装备帽子以后角色的行走图就多出帽子,装备盾牌以
# 后就会看到角色的左手拿着盾牌。
#
# 介绍:
# 现在默认分为5层,最下为默认的行走图,也就是数据库里角色那里设置的。之后分为头
# 部、身体、左右手4层,也可自行添加,但需要一定的功底,以防备逻辑上的混乱……
#
# 使用说明:
# 全部都是在数据库里设置,对应的武器或防具后逗号追加一个图片文件名即可,此文件
# 放在graphics/characters下,至于图片的绘制,实属虐待美工…… 具体可参考范例里
# 的graphics/characters目录,不过盾牌的图画的不是很合适
#==============================================================================
module RPG
class Weapon
def name
return @name.split(/,/)[0]
end
def part
return @name.split(/,/)[1]
end
end
class Armor
def name
return @name.split(/,/)[0]
end
def part
return @name.split(/,/)[1]
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。
#==============================================================================
class Game_Player < Game_Character
attr_accessor :part_name # 角色 文件名
attr_accessor :turn_z
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super
@turn_z = [0,3,4,1,2] # 优先级,靠后的显示在最前 0主身体 1武器 2盾牌 3身体 4头
@part_name = [
$game_party.actors[0].character_name,
$game_party.actors[0].weapon_id != 0 ? $data_weapons[$game_party.actors[0].weapon_id].part : "",
$game_party.actors[0].armor1_id != 0 ? $data_armors[$game_party.actors[0].armor1_id].part : "",
$game_party.actors[0].armor2_id != 0 ? $data_armors[$game_party.actors[0].armor2_id].part : "",
$game_party.actors[0].armor3_id != 0 ? $data_armors[$game_party.actors[0].armor3_id].part : ""]
end
#--------------------------------------------------------------------------
# ● 面向向下
#--------------------------------------------------------------------------
def turn_down
unless @direction_fix
@direction = 2
@stop_count = 0
@turn_z = [0,3,4,1,2] # 优先级,靠后的显示在最前
end
end
#--------------------------------------------------------------------------
# ● 面向向左
#--------------------------------------------------------------------------
def turn_left
unless @direction_fix
@direction = 4
@stop_count = 0
@turn_z = [1,0,3,4,2] # 优先级,靠后的显示在最前
end
end
#--------------------------------------------------------------------------
# ● 面向向右
#--------------------------------------------------------------------------
def turn_right
unless @direction_fix
@direction = 6
@stop_count = 0
@turn_z = [2,0,3,4,1] # 优先级,靠后的显示在最前
end
end
#--------------------------------------------------------------------------
# ● 面向向上
# (这里感觉不太好处理,有些时候有的图一步在角色主图前,一步在角色主图后,
# 不怎么好处理,只能麻烦美工了……比如范例里的盾牌……)
#--------------------------------------------------------------------------
def turn_up
unless @direction_fix
@direction = 8
@stop_count = 0
@turn_z = [0,1,2,3,4] # 优先级,靠后的显示在最前
end
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_Player < RPG::Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :part # 角色
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 查看端口
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, part)
super(viewport)
@part = part
@character = $game_player
self.z += $game_player.turn_z.index(part)
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
pic = @character.part_name[@part]
self.bitmap = RPG::Cache.character(pic, @character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
# 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.turn_z.index(part)
# 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 = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
# 生成显示端口
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# 生成元件地图
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
# 生成远景平面
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# 生成雾平面
@fog = Plane.new(@viewport1)
@fog.z = 3000
# 生成角色活动块
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Player.new(@viewport1, 0)) # 主体
@character_sprites.push(Sprite_Player.new(@viewport1, 1)) # 武器
@character_sprites.push(Sprite_Player.new(@viewport1, 2)) # 盾牌
@character_sprites.push(Sprite_Player.new(@viewport1, 3)) # 身体
@character_sprites.push(Sprite_Player.new(@viewport1, 4)) # 头
# 生成天气
@weather = RPG::Weather.new(@viewport1)
# 生成图片
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# 生成计时器块
@timer_sprite = Sprite_Timer.new
# 刷新画面
update
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 变更装备
# equip_type : 装备类型
# id : 武器 or 防具 ID (0 为解除装备)
#--------------------------------------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # 武器
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
$game_player.part_name[1] = @weapon_id != 0 ? $data_weapons[@weapon_id].part : ""
end
when 1 # 盾
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
$game_player.part_name[2] = @armor1_id != 0 ? $data_armors[@armor1_id].part : ""
end
when 2 # 头
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
$game_player.part_name[3] = @armor2_id != 0 ? $data_armors[@armor2_id].part : ""
end
when 3 # 身体
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
$game_player.part_name[4] = @armor3_id != 0 ? $data_armors[@armor3_id].part : ""
end
when 4 # 装饰品
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
end
复制代码
请问有人能告诉我问题出在哪里吗?该如何修改它呢T_T?
作者:
忧雪の伤
时间:
2011-2-10 20:54
用了其他脚本?
作者:
IRO
时间:
2011-2-10 20:59
用了一個疊加視野遮色片的腳本
class Spriteset_Map
#控制視線距離的變數編號
SIGHTRANGE_VARIABLE_INDEX =13
#控制視線限制的開關編號
LIMITEDSIGHT_SWITCHES_INDEX = 03
#定義視線距離
def get_sightrange
return $game_variables[SIGHTRANGE_VARIABLE_INDEX]
end
#定義視線限制是否工作中
def get_working?
return $game_switches[LIMITEDSIGHT_SWITCHES_INDEX]
end
alias gsr_01_initialize initialize
def initialize
#生成fow (fog of war)平面, 並且z值比霧平面(3000)還高
@fow = Plane.new(@viewport1)
@fow.z = 10
@fow.bitmap = Bitmap.new(640, 480)
gsr_01_initialize
end
alias gsr_01_dispose dispose
def dispose
gsr_01_dispose
@fow.dispose
end
alias gsr_01_update update
def update
#TODO: update及render效能還可改進
gsr_01_update
#更新
sightrange = self.get_sightrange
@fow.visible = self.get_working?
return unless @fow.visible
#計算視距
range = 16+32*sightrange
xx = $game_player.screen_x
yy = $game_player.screen_y
#計算遮罩所在的矩型
r = Rect.new(xx-range, yy-range-16, 2*range, 2*range)
#繪製到fow後緩充
@fow.bitmap.fill_rect(Rect.new(0, 0, 640, 480), Color.new(0, 0, 0))
@fow.bitmap.fill_rect(r, Color.new(0, 0, 0, 0))
@fow.bitmap.stretch_blt(r, FOW_Mask.get_instance, Rect.new(0, 0, FOW_Mask::Size, FOW_Mask::Size), 255)
end
end
class FOW_Mask < Bitmap
#遮罩解析度 內定200*200
Size = 200
#使用Singleton pattern
private_class_method :new
@@mask = nil
def FOW_Mask.get_instance
@@mask = new unless @@mask
return @@mask
end
def initialize
super(Size, Size)
r = Size/2
#加速運算
r2 = r*r
for i in 0...Size
for j in 0...Size
x = r
y = r
dis2 = (i-x)*(i-x) + (j-y)*(j-y)
if dis2 > r*r
self.set_pixel(i, j, Color.new(0,0,0))
else
n = dis2
m = r2
opa = 1.0*n/m*255
self.set_pixel(i, j, Color.new(0,0,0, opa))
end
end
end
end
end
复制代码
還有一個讓隊伍成員跟隨在主角後的腳本
# ▼▲▼ XRXS13. Train_Actor ▼▲▼
# by fukuyama
#
#
[email protected]
# http://www4.big.or.jp/~fukuyama/
#
# ●透明状態用スイッチ設定
# true だとスイッチ制御を行う
# TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
# ●透明状態用スイッチ番号
# この番号のスイッチがONだと透明になる
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 17
# ●アクターの最大数
# 将来的に多人数パーティが出来るようになったら…
TRAIN_ACTOR_SIZE_MAX = 4
# 定数
#Input::DOWN = 2 # この辺はちゃんと定数あった…
#Input::LEFT = 4
#Input::RIGHT = 6
#Input::UP = 8
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)
# キャラクターのファイル名と色相を設定
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# 不透明度と合成方法を初期化
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
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 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 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 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 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 (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and 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 (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and 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 (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and 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 (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# 座標を更新
@x += 1
@y -= 1
end
end
attr_writer :move_speed
end
module Train_Actor_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 Train_Actor_Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
module Train_Actor_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(actors[i])
end
if $scene.instance_of?(Scene_Map)
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
end
end
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
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 Train_Actor_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(Train_Actor_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 Train_Actor_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 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 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 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 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 (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and 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 (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and 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 (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and 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 (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and 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 passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
# -----------------------------------------------
# move_speed を外から見れるように
# -----------------------------------------------
attr_reader :move_speed
end
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
# Train_Actor
复制代码
會是和這些衝突到嗎...?
作者:
亿万星辰
时间:
2011-2-11 12:46
队伍里一开始没人吧
作者:
亿万星辰
时间:
2011-2-11 14:12
如果觉得是脚本冲突可逐一注释掉其他脚本以尝试一下。
作者:
亿万星辰
时间:
2011-2-13 11:20
角色换装系统 V3.2.rar
(803.97 KB, 下载次数: 3027)
2011-2-13 11:20 上传
点击文件名下载附件
这东西的冲突率很高的~{:nm_1:}
欢迎光临 Project1 (https://rpg.blue/)
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