###########################################################################################################################
# 脚本功能:八方向走与多帧移动之图片修正 + 人物跟随。
# 附赠功能:
# 可以让NPC角色随机8方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c8即可
# 可以让NPC角色随机4斜角方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c4即可
# 可以让NPC角色随机4方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入z4即可
# 可以使用真·斜4方向行走,参考脚本53行开始
#改:个快快
#修正内容:修正方向错位,改变站位,切换人物图片错乱
#新增功能:可以让NPC任意规格 8X4 8X5 7X8 1X5都可以
#2 下 4左 6右 8 上 1左下 3右下 7左上 9右上
#修正数据库:{列,行,X坐标,Y坐标}
$人物 = {
"_本事和尚" => [7,4],
}
$c3_每一步的帧数 = 8
$c3_总共可用的方向数 = 8
class Game_Character
def event_is_in?(x, y)
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == x and event.y == y
# 跳跃中以外的情况下、启动判定是同位置的事件
return true
end
end
return false
end
def player_is_in?(x, y)
if $game_player.x == x and $game_player.y == y
return true
end
return false
end
def can_go?(x, y)
if player_is_in?(x, y) or event_is_in?(x, y)
return false
else
return true
end
end
#--------------------------------------------------------------------------
# ● 向下移动
# turn_enabled : 本场地位置更改许可标志
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# 面向下
if turn_enabled
turn_down
end
# 可以通行的场合
if passable?(@x, @y, 2)
# 面向下
turn_down
# 更新坐标
@y += 1
# 增加步数
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN) and
can_go?(@x, @y + 1)
unless @direction_fix
@direction = 1
end
@x -= 1
@y += 1
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN) and
can_go?(@x, @y + 1)
unless @direction_fix
@direction = 3
end
@x += 1
@y += 1
increase_steps
#..........................................................................
# 不能通行的情况下
else
# 接触事件的启动判定
check_event_trigger_touch(@x, @y+1)
end
end
#--------------------------------------------------------------------------
# ● 向左移动
# turn_enabled : 本场地位置更改许可标志
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# 面向左
if turn_enabled
turn_left
end
# 可以通行的情况下
if passable?(@x, @y, 4)
# 面向左
turn_left
# 更新坐标
@x -= 1
# 增加步数
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT) and
can_go?(@x - 1, @y)
unless @direction_fix
@direction = 7
end
@x -= 1
@y -= 1
increase_steps
elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT) and
can_go?(@x - 1, @y)
unless @direction_fix
@direction = 1
end
@x -= 1
@y += 1
increase_steps
#..........................................................................
# 不能通行的情况下
else
# 接触事件的启动判定
check_event_trigger_touch(@x-1, @y)
end
end
#--------------------------------------------------------------------------
# ● 向右移动
# turn_enabled : 本场地位置更改许可标志
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# 面向右
if turn_enabled
turn_right
end
# 可以通行的场合
if passable?(@x, @y, 6)
# 面向右
turn_right
# 更新坐标
@x += 1
# 增加部数
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT) and
can_go?(@x + 1, @y)
unless @direction_fix
@direction = 9
end
@x += 1
@y -= 1
increase_steps
elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT) and
can_go?(@x + 1, @y)
unless @direction_fix
@direction = 3
end
@x += 1
@y += 1
increase_steps
#..........................................................................
# 不能通行的情况下
else
# 接触事件的启动判定
check_event_trigger_touch(@x+1, @y)
end
end
#--------------------------------------------------------------------------
# ● 向上移动
# turn_enabled : 本场地位置更改许可标志
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# 面向上
if turn_enabled
turn_up
end
# 可以通行的情况下
if passable?(@x, @y, 8)
# 面向上
turn_up
# 更新坐标
@y -= 1
# 歩数増加
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP) and
can_go?(@x, @y - 1)
unless @direction_fix
@direction = 7
end
@x -= 1
@y -= 1
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP) and
can_go?(@x, @y - 1)
unless @direction_fix
@direction = 9
end
@x += 1
@y -= 1
increase_steps
#..........................................................................
# 不能通行的情况下
else
# 接触事件的启动判定
check_event_trigger_touch(@x, @y-1)
end
end
#--------------------------------------------------------------------------
# ● 向左下移动
#--------------------------------------------------------------------------
def move_lower_left
# 没有固定面向的场合
unless @direction_fix
# 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
# 下→左、左→下 的通道可以通行的情况下
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
# 更新坐标
@x -= 1
@y += 1
# 增加步数
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::DOWN) and can_go?(@x - 1, @y + 1)
unless @direction_fix
@direction = 2
end
@y += 1
increase_steps
elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
unless @direction_fix
@direction = 4
end
@x -= 1
increase_steps
#..........................................................................
end
end
#--------------------------------------------------------------------------
# ● 向右下移动
#--------------------------------------------------------------------------
def move_lower_right
# 没有固定面向的场合
unless @direction_fix
# 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
# 下→右、右→下 的通道可以通行的情况下
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
# 更新坐标
@x += 1
@y += 1
# 增加步数
increase_steps
elsif passable?(@x, @y, Input::DOWN) and can_go?(@x + 1, @y + 1)
unless @direction_fix
@direction = 2
end
@y += 1
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y + 1)
unless @direction_fix
@direction = 6
end
@x += 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 向左上移动
#--------------------------------------------------------------------------
def move_upper_left
# 没有固定面向的场合
unless @direction_fix
# 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
# 上→左、左→上 的通道可以通行的情况下
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
# 更新坐标
@x -= 1
@y -= 1
# 增加步数
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and can_go?(@x - 1, @y - 1)
unless @direction_fix
@direction = 8
end
@y -= 1
increase_steps
elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
unless @direction_fix
@direction = 4
end
@x -= 1
increase_steps
#..........................................................................
end
end
#--------------------------------------------------------------------------
# ● 向右上移动
#--------------------------------------------------------------------------
def move_upper_right
# 没有固定面向的场合
unless @direction_fix
# 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
# 上→右、右→上 的通道可以通行的情况下
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
# 更新坐标
@x += 1
@y -= 1
# 增加步数
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and can_go?(@x + 1, @y - 1)
unless @direction_fix
@direction = 8
end
@y -= 1
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y - 1)
unless @direction_fix
@direction = 6
end
@x += 1
increase_steps
#..........................................................................
end
end
end
#-------------------------------------------------------------------------------
class Game_Event < Game_Character
def name
return @event.name
end
def name=(newname)
@event.name = newname
end
end
class Game_Player < Game_Character
def name
return ""
end
end
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(viewport)
@namesprite.x = self.x - 50
if $人物[@character.character_name] and $人物[@character.character_name][3]
@namesprite.y = self.y - $人物[@character.character_name][3]
else
@namesprite.y = self.y
end
#影子
@shadow = Sprite.new(viewport)
@shadow.bitmap = RPG::Cache.character("shadow.png",1)
@namesprite.bitmap = Bitmap.new(100, 32)
@namesprite.bitmap.font.name = "宋体"
@namesprite.bitmap.font.size = 16
@namesprite.bitmap.font.color.set(255, 255, 0)
@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(128, 128, 255)
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
update
end
end
#----------------------------------------------------------------------------
class Game_Player < Game_Character
if $c3_总共可用的方向数 == 8
def update
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# 用井号后面的东西替代前面的,就可以实现斜4方向走
case Input.dir8
when 2
move_down #move_lower_left
when 4
move_left #move_upper_left
when 6
move_right #move_lower_right
when 8
move_up #move_upper_right
when 1
move_lower_left
when 3
move_lower_right
when 7
move_upper_left
when 9
move_upper_right
else
end
end
# 本地变量记忆坐标
last_real_x = @real_x
last_real_y = @real_y
super
# 角色向下移动、画面上的位置在中央下方的情况下
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# 画面向下卷动
$game_map.scroll_down(@real_y - last_real_y)
end
# 角色向左移动、画面上的位置在中央左方的情况下
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# 画面向左卷动
$game_map.scroll_left(last_real_x - @real_x)
end
# 角色向右移动、画面上的位置在中央右方的情况下
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# 画面向右卷动
$game_map.scroll_right(@real_x - last_real_x)
end
# 角色向上移动、画面上的位置在中央上方的情况下
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# 画面向上卷动
$game_map.scroll_up(last_real_y - @real_y)
end
# 不在移动中的情况下
unless moving?
# 上次主角移动中的情况
if last_moving
# 与同位置的事件接触就判定为事件启动
result = check_event_trigger_here([1,2])
# 没有可以启动的事件的情况下
if result == false
# 调试模式为 ON 并且按下 CTRL 键的情况下除外
unless $DEBUG and Input.press?(Input::CTRL)
# 遇敌计数下降
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 判定为同位置以及正面的事件启动
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
else
if @move_route_forcing and $game_map.encounter_list != []
if @encounter_count > 0
@encounter_count -= 1 if Graphics.frame_count % 20 == 0
#elsif $game_map.encounter_list != []
# @encounter_coun = 0
# @move_route_forcing = false
else
@encounter_coun = 0
@move_route_forcing = false
end
#耶..一样好不。。不信试试
end
end
end
#--------------------------------------------------------------------------
# ● 正面事件的启动判定
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# 事件执行中的情况下
if $game_system.map_interpreter.running?
return result
end
# 计算正面坐标
new_x = @x
new_y = @y
case @direction
when 1
new_x -= 1
new_y += 1
when 2
new_y += 1
when 3
new_x += 1
new_y += 1
when 4
new_x -= 1
when 6
new_x += 1
when 7
new_x -= 1
new_y -= 1
when 8
new_y -= 1
when 9
new_x += 1
new_y -= 1
end
# 全部事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# 跳跃中以外的情况下、启动判定是正面的事件
if not event.jumping? and not event.over_trigger? and $scene == nil
event.start
result = true
end
end
end
# 找不到符合条件的事件的情况下
if result == false
# 正面的元件是计数器的情况下
if $game_map.counter?(new_x, new_y)
# 计算 1 元件里侧的坐标
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# 全事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == new_x and event.y == new_y
triggers.include?(event.trigger)
# 跳跃中以外的情况下、启动判定是正面的事件
if not event.jumping? and not event.over_trigger? and $scene == nil
event.start
result = true
end
end
end
end
end
return result
end
end
end
class Sprite_Character < RPG::Sprite
def dispose
super
if @namesprite.bitmap != nil
@namesprite.bitmap.dispose
end
@namesprite.dispose
if @shadow.bitmap != nil
@shadow.bitmap.dispose
end
@shadow.dispose
end
#----------------------------------------------------------------------------
# 更新
#----------------------------------------------------------------------------
def update
if @character.x < $game_player.x - 20 or @character.x > $game_player.x + 20 or
@character.y < $game_player.y - 15 or @character.y > $game_player.y + 15
return
end
super
#判断影子有无
if @character_name == nil or @character.character_name == "_W1" or @character_name =="传送" or @character_name == ""
unless @shadow.bitmap.disposed?
@shadow.bitmap.dispose
end
else
if @shadow.bitmap.disposed?
@shadow.bitmap = RPG::Cache.character("shadow", 1)
end
end
if @evname != @character.name
@namesprite.bitmap.clear
@evname = @character.name
@evname_split = @character.name.split(/,/)[0]
if @evname[0, 2]=="EV"
@evname_split = ""
end
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(128, 128, 255)
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
@namesprite.x = self.x - 50
if $人物[@character.character_name] and $人物[@character.character_name][3]
@namesprite.y = self.y - $人物[@character.character_name][3]
else
@namesprite.y = self.y
end
end
#------------------------------------------------------------------------------
# 元件 ID、文件名、色相与现在的情况存在差异的情况下
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# 记忆元件 ID 与文件名、色相
@tile_id = @character.tile_id
@character_name = @character.character_name
if @character_name != nil and @character_name != ""
@namesprite.bitmap.clear
@evname = @character.name
@evname_split = @character.name.split(/,/)[0]
if @evname[0, 2]=="EV"
@evname_split = ""
end
if @character.name.split(/,/)[1] != nil
case @character.name.split(/,/)[1]
when "0"
@namesprite.bitmap.font.color.set(255, 255, 255)
when "1"
@namesprite.bitmap.font.color.set(128, 128, 255)
when "2"
@namesprite.bitmap.font.color.set(255, 128, 128)
when "3"
@namesprite.bitmap.font.color.set(128, 255, 128)
when "4"
@namesprite.bitmap.font.color.set(128, 255, 255)
when "5"
@namesprite.bitmap.font.color.set(255, 128, 255)
when "6"
@namesprite.bitmap.font.color.set(255, 255, 128)
when "7"
@namesprite.bitmap.font.color.set(192, 192, 192)
else
@namesprite.bitmap.font.color.set(255, 255, 255)
end
end
elsif @character_name != nil and @character_name == ""
@namesprite.bitmap.clear
end
@character_hue = @character.character_hue
# 元件 ID 为有效值的情况下
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($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)
if $人物[@character.character_name]
@cw = bitmap.width / $人物[@character.character_name][0]
else
@cw = bitmap.width / $c3_每一步的帧数
end
if $c3_总共可用的方向数==4
@ch = bitmap.height / 4
else
if $人物[@character.character_name]
@ch = bitmap.height / $人物[@character.character_name][1]
else
@ch = bitmap.height / 8
end
end
#判断文件名中附加oy
name = "Graphics/Characters/"+@character.character_name+".txt"
default_name = "Graphics/Characters/default.txt"
@ox_move = 0
@oy_move = 0
if @character.character_name != ""
body = File.open(name,"r") rescue body = File.open(default_name,"r")
line=body.readlines
if line[0].split("\n")[0].to_i != 0
@ox_move = line[0].split("\n")[0].to_i
@oy_move = line[1].split("\n")[0].to_i
end
body.close
end
if @oy_move != 0 or @ox_move != 0
self.ox = @ox_move
self.oy = @oy_move + 10
else
self.ox = @cw / 2
self.oy = @ch
end
end
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
#2 下 4左 6右 8 上 1左下 3右下 7左上 9右上
if $c3_总共可用的方向数==8
if $人物[@character.character_name] and $人物[@character.character_name][1]==4
if @character == $game_player
case @character.direction
when 2
sy = 0 * @ch
when 4
sy = 1 * @ch
when 6
sy = 3 * @ch
when 8
sy = 2 * @ch
when 1
sy = 1 * @ch
when 3
sy = 0 * @ch
when 7
sy = 2 * @ch
when 9
sy = 3 * @ch
end
else
case @character.direction
when 2
sy = 0 * @ch
when 4
sy = 1 * @ch
when 6
sy = 2 * @ch
when 8
sy = 3 * @ch
when 1
sy = 4 * @ch
when 3
sy = 5 * @ch
when 7
sy = 6 * @ch
when 9
sy = 7 * @ch
end
end
else
case @character.direction
when 2
sy = 4 * @ch
when 4
sy = 5 * @ch
when 6
sy = 7 * @ch
when 8
sy = 6 * @ch
when 1
sy = 1 * @ch
when 3
sy = 0 * @ch
when 7
sy = 2 * @ch
when 9
sy = 3 * @ch
end
end
else
sy = (@character.direction - 2) / 2 * @ch
end
unless sy
sy = 0
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y
#刷新影子位置
unless @shadow.bitmap.disposed?
if @oy_move != nil or @ox_move != nil
@shadow.x = self.x - @shadow.bitmap.width / 2
@shadow.y = self.y - @shadow.bitmap.height / 2 - 10
else
@shadow.x = self.x - @shadow.bitmap.width / 2
@shadow.y = self.y - @shadow.bitmap.height / 2 - 10
end
end
# 设置脚本的坐标
if $人物[@character.character_name] and $人物[@character.character_name][2]
self.x = @character.screen_x + $人物[@character.character_name][2]
self.y = @character.screen_y + $人物[@character.character_name][3]
end
self.z = 1#@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
class Game_Character
def c8
# 随机 0~5 的分支
case rand(10)
when 0..3 # 随机
move_random
when 4 # 前进一步
move_forward
when 5 # 暂时停止
@stop_count = 0
when 6..9 #另外4方向随机
c4
end
end
def c4
case rand(5)
when 0
move_upper_left
@direction = 7
when 1
move_upper_right
@direction = 9
when 2
move_lower_left
@direction = 1
when 3
move_lower_right
@direction = 3
when 4
@stop_count = 0
end
end
def z4
case rand(5)
when 0
move_left
@direction = 4
when 1
move_right
@direction = 6
when 2
move_up
@direction = 8
when 3
move_down
@direction = 2
when 4
@stop_count = 0
end
end
def update
# 跳跃中、移动中、停止中的分支
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
# 动画计数超过最大值的情况下
# ※最大值等于基本值减去移动速度 * 1 的值
if $人物[@character.character_name]
if @anime_count > 16 * 4/$人物[@character.character_name][0] - @move_speed * 2 #这是4真的素材,如果用8真的素材,要在 * 2 前加#
# 停止动画为 OFF 并且在停止中的情况下
if not @step_anime and @stop_count > 0
# 还原为原来的图形
@pattern = @original_pattern
# 停止动画为 ON 并且在移动中的情况下
else
# 更新图形
@pattern = (@pattern + 1) % $人物[@character.character_name][0]
end
# 清除动画计数
@anime_count = 0
end
else
if @anime_count > 16 * 4/$c3_每一步的帧数 - @move_speed * 2 #这是4真的素材,如果用8真的素材,要在 * 2 前加#
# 停止动画为 OFF 并且在停止中的情况下
if not @step_anime and @stop_count > 0
# 还原为原来的图形
@pattern = @original_pattern
# 停止动画为 ON 并且在移动中的情况下
else
# 更新图形
@pattern = (@pattern + 1) % $c3_每一步的帧数
end
# 清除动画计数
@anime_count = 0
end
end
# 等待中的情况下
if @wait_count > 0
# 减少等待计数
@wait_count -= 1
return
end
# 强制移动路线的场合
if @move_route_forcing
# 自定义移动
move_type_custom
return
end
# 事件执行待机中并且为锁定状态的情况下
if @starting or lock?
# 不做规则移动
return
end
# 如果停止计数超过了一定的值(由移动频度算出)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# 移动类型分支
case @move_type
when 1 # 随机
move_type_random
when 2 # 接近
move_type_toward_player
when 3 # 自定义
move_type_custom
end
end
end
end
class Game_Character
#--------------------------------------------------------------------------
# ● 面向主角的方向
#--------------------------------------------------------------------------
def turn_toward_player
# 求得与主角的坐标差
sx = @x - $game_player.x
sy = @y - $game_player.y
# 坐标相等的场合下
if sx == 0 and sy == 0
return
end
# 横侧距离长的情况下
if sx.abs > sy.abs
# 将左右方向变更为朝向主角的方向
sx > 0 ? turn_left : turn_right
# 竖侧距离长的情况下
else
# 将上下方向变更为朝向主角的方向
sy > 0 ? turn_up : turn_down
end
if sx == -1 and sy == -1
unless @direction_fix
@direction = 3
end
@stop_count = 0
elsif sx == -1 and sy == 1
unless @direction_fix
@direction = 9
end
@stop_count = 0
elsif sx == 1 and sy == -1
unless @direction_fix
@direction = 1
end
@stop_count = 0
elsif sx == 1 and sy == 1
unless @direction_fix
@direction = 7
end
@stop_count = 0
end
end
end
#==============================================================================
#==============================================================================