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Lv2.观梦者 傻♂逼
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传送脚本是:
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 自定义内容解释:
- # TOWNS[编号]=["地名,可以随便写",开关编号,[传送去的地图id,传送去的地图x,
- # 传送去的地图y],角色朝向]
- #
- # 编号请按照0、1、2、3……顺序往下排布
- # 当编号的开关打开的时候,才可以选择这个传送地点
- # 角色朝向,2为下,4为左,6为右,8为上,具体可以参考自己数字小键盘的方向和数字关系
- # 如果是其他方向请自己改。
- #
- # 需要制作脚本,请点击66rpg.com最底部的QQ交谈
- #
- # 使用方法:在需要传送的传送门、传送石、传送羽毛、传送旅店一类的地方使用公共事件:
- # 呼叫脚本:$scene = Scene_Teleport.new
- #
- # 制作者:柳柳
- #==============================================================================
- TOWNS=[]
- TOWNS[0]=["古德城堡东门",1,[1,2,3],2]
- TOWNS[1]=["古德城堡西门",2,[1,2,5],4]
- #==============================================================================
- # ■ Window_Teleport
- #------------------------------------------------------------------------------
- # 处理传送的窗口
- #==============================================================================
- class Window_Teleport < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(640,640,64,64)
- self.contents = Bitmap.new(width, height)
- self.opacity = 180
- get_towns
- draw_towns
- @column_max = 1
- end
- #--------------------------------------------------------------------------
- # ● 获取可到达的城镇和窗口大小
- #--------------------------------------------------------------------------
- def get_towns
- @carol3_towns = []
- @width_temp = 0
- @cont_use = false
- for town in TOWNS
- if $game_switches[town[1]]==true
- @carol3_towns.push(town)
- if contents.text_size(town[0]).width >= @width_temp
- @width_temp = contents.text_size(town[0]).width
- end
- end
- end
- @item_max = @carol3_towns.size
- if @item_max == 0
- @carol3_towns[0] = ["没有可以传送的地方",1,[1,1,1]]
- @width_temp = contents.text_size(@carol3_towns[0][0]).width
- @item_max = 1
- @cont_use = true
- end
- self.width = [@width_temp+32,480].min
- self.height = [(@item_max+1)*32,360].min
- self.x = (640-self.width)/2
- self.y = (480-self.height)/2
- self.contents = Bitmap.new(width-32,row_max*32)
- end
- #--------------------------------------------------------------------------
- # ● 描绘城镇名称
- #--------------------------------------------------------------------------
- def draw_towns
- for i in 0...@carol3_towns.size
- self.contents.draw_text(0,i*32,@width_temp,32,@carol3_towns[i][0],1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 返回的内容
- #========================================================================
- # ● 地图编号
- #--------------------------------------------------------------------------
- def map_id
- return @carol3_towns[self.index][2][0]
- end
- #--------------------------------------------------------------------------
- # ● 地图x坐标
- #--------------------------------------------------------------------------
- def map_x
- return @carol3_towns[self.index][2][1]
- end
- #--------------------------------------------------------------------------
- # ● 地图y坐标
- #--------------------------------------------------------------------------
- def map_y
- return @carol3_towns[self.index][2][2]
- end
- #--------------------------------------------------------------------------
- # ● 角色朝向
- #--------------------------------------------------------------------------
- def map_direction
- return @carol3_towns[self.index][2][3]
- end
- #--------------------------------------------------------------------------
- # ● 判断是否一个城市都没有
- #--------------------------------------------------------------------------
- def cant_use?
- return @cont_use
- end
- end
- #==============================================================================
- # ■ Scene_Teleport
- #------------------------------------------------------------------------------
- # 处理传送执行的类
- #==============================================================================
- class Scene_Teleport
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- $game_system.se_play($data_system.decision_se)
- @carol3_trans_white = false
- @carol3_map_sprite = Spriteset_Map.new
- @carol3_teleport_window = Window_Teleport.new
- if @carol3_teleport_window.cant_use?
- @carol3_teleport_window.index = -1
- else
- @carol3_teleport_window.index = 0
- end
- @carol3_teleport_window.active = true
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- carol3_update
- if $scene != self
- break
- end
- end
- if @carol3_trans_white==true
- @carol3_white_sprite = Sprite.new
- @carol3_white_sprite.bitmap = Bitmap.new(640,480)
- @carol3_white_sprite.opacity = 0
- @carol3_white_sprite.bitmap.fill_rect(0, 0, 640, 480, Color.new(255,255,255,255))
- for i in 0..20
- @carol3_white_sprite.opacity += 15
- @carol3_teleport_window.opacity -= 12
- @carol3_teleport_window.contents_opacity -= 12
- Graphics.update
- end
- Graphics.freeze
- Graphics.transition(0)
- Graphics.update
- @carol3_map_sprite.dispose
- $game_map.setup($game_temp.player_new_map_id)
- $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
- $game_player.turn_down
- $game_player.straighten
- $game_map.autoplay
- Graphics.frame_reset
- for i in 0..20
- @carol3_white_sprite.opacity -= 15
- Graphics.update
- end
- @carol3_white_sprite.dispose
- @carol3_teleport_window.dispose
- Graphics.freeze
- else
- Graphics.freeze
- @carol3_teleport_window.dispose
- @carol3_map_sprite.dispose
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def carol3_update
- @carol3_teleport_window.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- if @carol3_teleport_window.index == -1
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- else
- $game_temp.player_new_map_id = @carol3_teleport_window.map_id
- $game_temp.player_new_x = @carol3_teleport_window.map_x
- $game_temp.player_new_y = @carol3_teleport_window.map_y
- $game_temp.player_new_direction = @carol3_teleport_window.map_direction
- $game_temp.player_transferring = true
- $game_temp.transition_processing = true
- $game_temp.transition_name = ""
- $scene = Scene_Map.new
- @carol3_trans_white = true
- Audio.se_play("Audio/SE/" + "018-Teleport01",100,100)
- return
- end
- end
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码
跟随脚本是或主站上其他的跟随脚本:
- class Game_Character
- attr_accessor :move_speed
- end
- class Game_Map
- attr_accessor :oldroute
- attr_accessor :oldeventsnums
- attr_reader :map
- alias initialize_old initialize
- def initialize
- initialize_old
- @oldroute = []
- @oldeventsnums = 0
- end
- end
- class Game_Player < Game_Character
- alias update_old update
- def update
- last_moving = moving?
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- case Input.dir4
- when 2
- if passable?(@x, @y, 2)
- $game_map.oldroute.push([@x,@y,2])
- if $game_map.oldroute.size == $game_party.actors.size
- $game_map.oldroute.shift
- end
- end
- move_down
- when 4
- if passable?(@x, @y, 4)
- $game_map.oldroute.push([@x,@y,4])
- if $game_map.oldroute.size == $game_party.actors.size
- $game_map.oldroute.shift
- end
- end
- move_left
- when 6
- if passable?(@x, @y, 6)
- $game_map.oldroute.push([@x,@y,6])
- if $game_map.oldroute.size == $game_party.actors.size
- $game_map.oldroute.shift
- end
- end
- move_right
- when 8
- if passable?(@x, @y, 8)
- $game_map.oldroute.push([@x,@y,8])
- if $game_map.oldroute.size == $game_party.actors.size
- $game_map.oldroute.shift
- end
- end
- move_up
- end
- end
- update_old
- end
- end
- class Interpreter
- def command_129
- actor = $game_actors[@parameters[0]]
- if actor != nil
- if @parameters[1] == 0
- if @parameters[2] == 1
- $game_actors[@parameters[0]].setup(@parameters[0])
- end
- $game_party.add_actor(@parameters[0])
- $scene.del_follow
- $scene.follow_system
- else
- $game_party.remove_actor(@parameters[0])
- $scene.del_follow
- $scene.follow_system
- end
- end
- return true
- end
- end
- class Scene_Map
- alias main_old main
- def main
- @spriteset = Spriteset_Map.new
- if $game_variables[1000] == 0
- follow_system
- $game_variables[1000] = 1
- end
- main_old
- end
-
- alias update_old update
- def update
- follow_system_update
- update_old
- end
-
- alias transfer_player_old transfer_player
- def transfer_player
- $game_temp.player_transferring = false
- if $game_map.map_id != $game_temp.player_new_map_id
- del_follow
- $game_map.setup($game_temp.player_new_map_id)
- end
- $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
- follow_system
- transfer_player_old
- end
-
- def follow_system
- $game_map.oldeventsnums = $game_map.events.size
- if $game_party.actors.size>=2
- for i in 2..$game_party.actors.size
- # 为事件加上名字考虑做srpg用
- name = "我军,"+i.to_s
- character_name = $game_party.actors[i-1].character_name
- party_event($game_player.x,$game_player.y,name,character_name)
- $game_map.oldroute.push([$game_player.x,$game_player.y,$game_player.direction])
- end
- end
- end
- def del_follow
- $game_map.oldroute.clear
- for i in 1..($game_map.events.size-$game_map.oldeventsnums)
- $game_map.events.delete($game_map.oldeventsnums+i)
- end
- end
-
- def party_event(x,y,name,character_name)
- $game_map.events[$game_map.events.size+1] = Game_Event.new($game_map.map_id,produce_party_event(x,y,name,character_name))
- $game_map.map.events[$game_map.events.size] = produce_party_event(x,y,name,character_name)
- @spriteset.dispose
- @spriteset = Spriteset_Map.new
- end
-
- def produce_party_event(x,y,name,character_name)
- e = RPG::Event.new(x,y)
- e.id = $game_map.events.size
- e.name = name
- e.pages = [RPG::Event::Page.new]
- e.pages[0].graphic = RPG::Event::Page::Graphic.new
- e.pages[0].graphic.character_name = character_name
- e.pages[0].through = true
- return e
- end
-
- def follow_system_update
- num = $game_map.oldeventsnums
- n = $game_player.move_speed
- s=$game_map.oldroute.size-1
- if s>=0
- #$game_map.events[num+1].move_speed = n
- if $game_map.events[num+1].x>$game_map.oldroute[s][0]
- $game_map.events[num+1].move_left
- elsif $game_map.events[num+1].x<$game_map.oldroute[s][0]
- $game_map.events[num+1].move_right
- elsif $game_map.events[num+1].y>$game_map.oldroute[s][1]
- $game_map.events[num+1].move_up
- elsif $game_map.events[num+1].y<$game_map.oldroute[s][1]
- $game_map.events[num+1].move_down
- end
- end
- if s>=1
- $game_map.events[num+2].move_speed = n
- if $game_map.events[num+2].x>$game_map.oldroute[s-1][0]
- $game_map.events[num+2].move_left
- elsif $game_map.events[num+2].x<$game_map.oldroute[s-1][0]
- $game_map.events[num+2].move_right
- elsif $game_map.events[num+2].y>$game_map.oldroute[s-1][1]
- $game_map.events[num+2].move_up
- elsif $game_map.events[num+2].y<$game_map.oldroute[s-1][1]
- $game_map.events[num+2].move_down
- end
- end
- if s>=2
- $game_map.events[num+3].move_speed = n
- if $game_map.events[num+3].x>$game_map.oldroute[s-2][0]
- $game_map.events[num+3].move_left
- elsif $game_map.events[num+3].x<$game_map.oldroute[s-2][0]
- $game_map.events[num+3].move_right
- elsif $game_map.events[num+3].y>$game_map.oldroute[s-2][1]
- $game_map.events[num+3].move_up
- elsif $game_map.events[num+3].y<$game_map.oldroute[s-2][1]
- $game_map.events[num+3].move_down
- end
- end
- end
- end
复制代码
版务信息:本贴由楼主自主结贴~ |
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