235.67 KB, 下载次数: 20
纯属小虫 发表于 2022-6-16 10:33
1.首先,根据RXP描绘地图的逻辑,想要刷新地图后,这个物品还在这个地图上,那么这个地图上就应该要有对应 ...
module Furniture_Config MAP_ID = 1 #编辑器状态中相关设置,只设置2个状态,如下所示 ADD_StateID = 18 #搬运中 SUB_StateID = 21 #移除家具 #编辑器物品中家具的设置,另设置公共事件ID为Common_EventID 即可 #基本设置自定(名称,说明,图标……),但不能设为“有效使用物品” Common_EventID = 4 # 物品ID => "Graphics/Characters/"文件夹下的 文件名 ItemID_map_GraphicName = { 35 => "魔导书", 36 => "森林吊椅" #其余依次添加即可 37 => "地毯",与编辑器中数据保持同步 } end class Game_Temp attr_accessor :furniture_data end class Game_SelfSwitches attr_reader :data end class Game_Event < Game_Character alias ori_initialize initialize def initialize(map_id, event) ori_initialize(map_id, event) if map_id == Furniture_Config::MAP_ID if $game_self_switches.data[0x10000 | event.id] != nil @character_name = $game_self_switches.data[0x10000 | event.id] @character_hue = 0 end end end def graphic_set(graphic_name, graphic_hue, direction = nil, pattern = nil) @character_name = graphic_name @character_hue = graphic_hue @direction = direction if direction != nil @pattern = pattern if pattern != nil end end class Game_Player < Game_Character def store_graphic_data(new_character_name, new_character_hue) @last_character_name = @character_name @last_character_hue = @charcter_hue @character_name = new_character_name @character_hue = new_character_hue end def restore_graphic if @last_character_name != nil @character_name = @last_character_name @last_character_name = nil end if @last_charcter_hue != nil @character_hue = @last_charcter_hue @last_charcter_hue = nil end end end class Scene_Item def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) return end if Input.trigger?(Input::C) @item = @item_window.item unless @item.is_a?(RPG::Item) $game_system.se_play($data_system.buzzer_se) return end unless $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @item_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else #———————————————————— # 其余为RMXP原脚本 if @item.common_event_id == Furniture_Config::Common_EventID actor = $game_party.actors[0] if actor.states.include?(Furniture_Config::ADD_StateID) == true $game_system.se_play($data_system.cancel_se) return else if $game_map.map_id == Furniture_Config::MAP_ID $game_temp.furniture_data = @item.id else $game_temp.message_proc = Proc.new { @message_waiting = false } $game_temp.message_text = "此处不能使用家具。" $scene = Scene_Map.new return end end end #———————————————————— if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end return end end end class Interpreter def furniture_turn_command return unless $game_map.map_id == Furniture_Config::MAP_ID effective = false if $game_party.actors[0].states.include?(Furniture_Config::SUB_StateID) $game_temp.message_text = "是否移除次家具?\n是\n否\n" effective = true $game_temp.choice_proc = Proc.new do |n| if n == 0 $game_map.events[@event_id].graphic_set("", 0) $game_self_switches.data.delete(0x10000 | @event_id) $game_party.actors[0].remove_state(Furniture_Config::SUB_StateID) end end elsif $game_party.actors[0].states.include?(Furniture_Config::ADD_StateID) $game_temp.message_text = "是否将家具放置在这里?\n是\n否\n" effective = true $game_temp.choice_proc = Proc.new do |n| if n == 0 return if $game_temp.furniture_data == nil graphic_name = $game_player.character_name $game_map.events[@event_id].graphic_set(graphic_name, 0, 2, 0) $game_self_switches.data[0x10000 | @event_id] = graphic_name @wait_count = 2 $game_player.restore_graphic $game_player.move_backward $game_party.actors[0].remove_state(Furniture_Config::ADD_StateID) $game_temp.furniture_data = nil end end end if effective == true @message_waiting = true $game_temp.message_proc = Proc.new { @message_waiting = false } $game_temp.choice_start = 1 $game_temp.choice_max = 2 $game_temp.choice_cancel_type = 0 end end def furniture_use_command return if $game_temp.furniture_data == nil $game_party.actors[0].add_state(Furniture_Config::ADD_StateID) $game_player.store_graphic_data( Furniture_Config::ItemID_map_GraphicName[$game_temp.furniture_data], 0) end end
temp.jpg (102.72 KB, 下载次数: 16)
事件与公共事件的设置
class << FileTest # FileTest.exist? 无法判断含中文的文件路径…… def exist_ex?(filename) return true if self.exist?(filename) begin IO.read(filename, 0) return true rescue return false end end end module Key # 主键盘的字母与数字键值的定义 10.times {|i| const_set("Num#{i}", 48 + i) } 65.upto(90) {|i| const_set(i.chr, i) } GetAsyncKeyState = Win32API.new('user32', 'GetAsyncKeyState', 'I', 'I') def self.trigger?(nVK) return GetAsyncKeyState.call(nVK) == -32767 end end module Furniture MAP_ID = 1 ADD_StateID = 29 #搬运家具 SUB_StateID = 30 #移除家具 Map_Key = Key::F # 设置个名字的空公共事件 Common_EventID = 10 ItemID_map_GraphicName = { 38 => "$10_森林吊椅", 39 => "魔导书", 40 => "森林吊椅" } Log_Name = "furniture_config_log.txt" # 避免转码,英文文件名 # 是否检查 ItemID_map_GraphicName Check_Settings = true if Check_Settings == true err = false log = File.open(Log_Name, "w+") log.write("Furniture::ItemID_map_GraphicName检查:\n") time = Time.new.strftime("%Y/%m/%d--%H:%M:%S") log.write(" #{time}\n") path = "Graphics/Characters/" items = load_data("Data/Items.rxdata") ItemID_map_GraphicName.each do |id, name| if items[id].common_event_id != Common_EventID err = true log.write(" 【#{id}:#{items[id].name}】 非家具物品\n") else filename = "#{path}#{name}.png" unless FileTest.exist_ex?(filename) err = true log.write(" 【#{id}:#{items[id].name}】对应图形文件(\"#{filename}\")不存在\n") end end end if err == true log.close system("start #{Log_Name}") else log.write(" 家具物品对应图形文件设置正常。\n") log.close end end module_function def carrying? return $game_party.actors[0].state?(ADD_StateID) end def to_carry $game_party.actors[0].add_state(ADD_StateID) end def carryed $game_party.actors[0].remove_state(ADD_StateID) end def removing? return $game_party.actors[0].state?(SUB_StateID) end def to_remove $game_party.actors[0].add_state(SUB_StateID) end def removed $game_party.actors[0].remove_state(SUB_StateID) end def event_trigger? return Key.trigger?(Map_Key) end end class Game_SelfSwitches attr_reader :data end class Game_Player < Game_Character attr_accessor :furniture_data def store_graphic_data(new_character_name, new_character_hue) @last_character_name = @character_name @last_character_hue = @charcter_hue @character_name = new_character_name @character_hue = new_character_hue end def restore_graphic if @last_character_name != nil @character_name = @last_character_name @last_character_name = nil end if @last_charcter_hue != nil @character_hue = @last_charcter_hue @last_charcter_hue = nil end end end class Scene_Item def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) return end if Input.trigger?(Input::C) @item = @item_window.item unless @item.is_a?(RPG::Item) $game_system.se_play($data_system.buzzer_se) return end #———————————————————— if @item.common_event_id == Furniture::Common_EventID if Furniture.carrying? $game_system.se_play($data_system.cancel_se) else if $game_map.map_id == Furniture::MAP_ID $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $game_player.furniture_data = @item.id Furniture.to_carry $game_player.store_graphic_data( Furniture::ItemID_map_GraphicName[@item.id], 0) else $game_system.se_play($data_system.cancel_se) $game_temp.message_proc = Proc.new { @message_waiting = false } $game_temp.message_text = "此处不能使用家具。" end $scene = Scene_Map.new end return end #———————————————————— unless $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @item_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end return end end end class Sprite_Furniture < Sprite # 图形是否“停止时动画”,以Graphic.frame_count为单位 # "$0_魔导书" 或 "魔导书" => 无动画 # "$10_魔导书" => 有动画 Anime_Reg = /^\$(\d+)_/ attr_reader :anime_count def initialize(viewport, map_x, map_y, direction, pattern, hue, filename) super(viewport) self.graphic_set(direction, pattern, hue, filename) @real_x, @real_y = map_x * 128, map_y * 128 end def graphic_set(direction, pattern, hue, filename) self.bitmap = RPG::Cache.character(filename, hue) w, h = self.bitmap.width / 4, self.bitmap.height / 4 self.src_rect.set(pattern * w, (direction / 2 - 1) * h, w, h) self.ox, self.oy = w / 2, h @real_z = h > 32 ? 31 : 0 if (Anime_Reg =~ filename) != nil @anime_count = $1.to_i else @anime_count = 0 end end def update_self self.x = (@real_x - $game_map.display_x + 3) / 4 + 16 self.y = (@real_y - $game_map.display_y + 3) / 4 + 32 self.z = self.y + @real_z if @anime_count > 0 if Graphics.frame_count % @anime_count == 0 self.src_rect.x = (self.src_rect.x + self.src_rect.width) % (self.src_rect.width * 4) end end end end class Spriteset_Map #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize # 生成显示端口 @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 200 @viewport3.z = 5000 # 生成元件地图 @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($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_Character.new(@viewport1, $game_player)) # 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 #———————————————————— if $game_map.map_id == Furniture::MAP_ID @data = ($game_self_switches.data[$game_map.map_id] ||= {}) @furniture_sprites = {} @data.each do |k, v| @furniture_sprites[k & 0x3FFF] = Sprite_Furniture.new(@viewport1, (k >> 9) & 0x1FF, k & 0x1FF, *v.unpack('C3A*')) end end #———————————————————— # 刷新画面 update end def add_furniture(dir, pattern, hue, name) key = $game_player.x << 9 | $game_player.y sprite = @furniture_sprites[key] if sprite != nil sprite.graphic_set(dir, pattern, hue, name) else @furniture_sprites[key] = Sprite_Furniture.new(@viewport1, $game_player.x, $game_player.y, dir, pattern, hue, name) end @data[key | $game_map.map_id<<18] = [dir, pattern, hue, name].pack('C3A*') end def sub_furniture key = $game_player.x << 9 | $game_player.y @data.delete(key | $game_map.map_id << 18) @furniture_sprites[key].dispose @furniture_sprites.delete(key) end def update_furniture if Furniture.event_trigger? key = $game_map.map_id << 18 | $game_player.x << 9 | $game_player.y if Furniture.removing? return unless @data.key?(key) $game_temp.message_text = "是否移除次家具?\n是\n否\n" effective = true $game_temp.choice_proc = Proc.new do |n| if n == 0 self.sub_furniture Furniture.removed end end elsif Furniture.carrying? return if $game_player.furniture_data == nil $game_temp.message_text = "是否将家具放置在这里?\n是\n否\n" effective = true $game_temp.choice_proc = Proc.new do |n| if n == 0 self.add_furniture(2, 0, 0, $game_player.character_name) $game_player.restore_graphic $game_player.move_backward Furniture.carryed $game_player.furniture_data = nil end end end if effective == true $game_temp.message_proc = Proc.new { @message_waiting = false } $game_temp.choice_start = 1 $game_temp.choice_max = 2 $game_temp.choice_cancel_type = 0 end end @furniture_sprites.each{|k, sprite| sprite.update_self } end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 远景与现在的情况有差异发生的情况下 if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.panorama_hue if @panorama.bitmap != nil @panorama.bitmap.dispose @panorama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) end Graphics.frame_reset end # 雾与现在的情况有差异的情况下 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.fog_hue if @fog.bitmap != nil @fog.bitmap.dispose @fog.bitmap = nil end if @fog_name != "" @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) end Graphics.frame_reset end # 刷新元件地图 @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update # 刷新远景平面 @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 # 刷新雾平面 @fog.zoom_x = $game_map.fog_zoom / 100.0 @fog.zoom_y = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity @fog.blend_type = $game_map.fog_blend_type @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy @fog.tone = $game_map.fog_tone # 刷新角色活动块 for sprite in @character_sprites sprite.update end #———————————————————— self.update_furniture if $game_map.map_id == Furniture::MAP_ID #———————————————————— # 刷新天候图形 @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.ox = $game_map.display_x / 4 @weather.oy = $game_map.display_y / 4 @weather.update # 刷新图片 for sprite in @picture_sprites sprite.update end # 刷新计时器块 @timer_sprite.update # 设置画面的色调与震动位置 @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake # 设置画面的闪烁色 @viewport3.color = $game_screen.flash_color # 刷新显示端口 @viewport1.update @viewport3.update end end
234.39 KB, 下载次数: 4
工程
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |