Project1
标题:
角色处理的一个问题
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作者:
幻影忧郁
时间:
2008-5-28 04:15
标题:
角色处理的一个问题
如何做到 “触发某事件后,从主角当前位置走出来其他的主角....然后几个人一番言语后,又走回主角的身体里灵魂附体”,然后继续剧情~~
这个用事件该怎么写呢?
顺便问下这个队伍排列的脚本,怎样暂时更改成主角单人行走?
#==============================================================================
# ■ Train_Actor::Config
#------------------------------------------------------------------------------
# マップ上でアクターを隊列移動させる
#==============================================================================
module Train_Actor
# ●透明状態用スイッチ設定
# true だとスイッチ制御を行う
#TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false
# ●透明状態用スイッチ番号
# TRANSPARENT_SWITCH が true で、この番号のスイッチがONだと透明になる
TRANSPARENT_SWITCHES_INDEX = 20
# 死亡時のキャラクターグラフィック名
#DEAD_CHARACTER_NAME = "Coffin"
#DEAD_CHARACTER_INDEX = 0
DEAD_CHARACTER_NAME = ""
DEAD_CHARACTER_INDEX = 0
# 定数
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5
STOP = 0
end
# Train_Actor::Game_Event_Module
# マップ上でアクターを隊列移動させる
# Author:: fukuyama
# Date:: 2007/12/31
# Copyright:: Copyright (C) 2005-2007 rgss-lib
module Train_Actor
module Game_Event_Module
# 通行可能判定
# x:: X 座標
# y:: Y 座標
# return:: 通行不可 false 可能 true
def passable?(x, y)
result = super(x, y)
return result if @through
if result
# 新しい座標を求める
new_x = x
new_y = y
# トレインアクターのループ
for actor in $game_party.characters
# 表示されている場合
if (not actor.character_name.empty?) and (not actor.transparent)
# アクターの座標が移動先と一致した場合
if actor.x == new_x and actor.y == new_y
# 自分がイベントの場合
if self != $game_player
# 通行不可
return false
end
end
end
end
end
return result
end
end
end
class Game_Event
include Train_Actor::Game_Event_Module
end
# Train_Actor::Game_Party_Module
# Game_Party用隊列歩行モジュール
# Author:: fukuyama
# Date:: 2007/12/31
# Copyright:: Copyright (C) 2005-2007 rgss-lib
module Train_Actor
module Game_Party_Module
attr_reader :characters
def initialize
super
if @characters.nil?
@characters = []
for i in 1 ... Game_Party::MAX_MEMBERS
@characters.push(Game_Party_Actor.new(i - 1))
end
end
end
def empty?
return @actors.empty?
end
def dead_actor_include?
for actor in members
if actor.dead?
return true
end
end
return false
end
def get_active_party_order
if not dead_actor_include?
return members
end
alive_actors = []
dead_actors = []
for actor in members
if actor.dead?
dead_actors.push actor
else
alive_actors.push actor
end
end
return alive_actors + dead_actors
end
def setup_actor_character_sprites
setup_actors = get_active_party_order
for i in 1 ... Game_Party::MAX_MEMBERS
@characters[i - 1].setup(setup_actors[i])
end
end
def transparent_switch
if TRANSPARENT_SWITCH
unless $game_player.transparent
return $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
end
return $game_player.transparent
end
def update_party_actors
setup_actor_character_sprites
transparent = transparent_switch
for character in @characters
character.transparent = transparent
character.update
if $game_player.vehicle_type >= 0 # 乗り物に乗ってる時は同期
character.sync_with_player
end
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
@move_list = []
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 not @characters[i].nil?
@characters[i].add_move_list_element(@move_list[i])
end
end
end
class 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 .. Game_Party::MAX_MEMBERS
@move_list[i] = nil
end
end
def add_move_list(type,*args)
if $game_player.vehicle_type >= 0 # 乗り物に乗ってる時は同期
move_list_setup
return
end
@move_list.unshift(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)
move_stop_party_actors
end
def move_stop_party_actors
self.members.each do |a|
move_party_actors
add_move_list(STOP)
end
end
end
end
class Game_Party
include Train_Actor::Game_Party_Module
end
# Train_Actor::Game_Player_Module
# Game_Player用隊列歩行モジュール
# Author:: fukuyama
# Date:: 2007/12/31
# Copyright:: Copyright (C) 2005-2007 rgss-lib
module Train_Actor
module Game_Player_Module
attr_reader :move_speed
attr_reader :step_anime
attr_reader :direction_fix
def update_party_actors
if $game_party.empty?
return
end
$game_party.update_party_actors
actors = $game_party.members
actor = actors[0]
if not actor.dead?
if not @prev_dead.nil?
@character_name = actor.character_name
@character_index = actor.character_index
@prev_dead = nil
end
return
end
@prev_dead = true
actors.each do |actor|
if not actor.dead?
@character_name = actor.character_name
@character_index = actor.character_index
break
end
end
end
def update
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 + 1)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x - 1, @y)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x + 1, @y)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y - 1)
$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+1) and passable?(@x-1, @y+1)) or
(passable?(@x-1, @y) and passable?(@x-1, @y+1))
$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+1) and passable?(@x+1, @y+1)) or
(passable?(@x+1, @y) and passable?(@x+1, @y+1))
$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-1) and passable?(@x-1, @y-1)) or
(passable?(@x-1, @y) and passable?(@x-1, @y-1))
$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-1) and passable?(@x+1, @y-1)) or
(passable?(@x+1, @y) and passable?(@x+1, @y-1))
$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)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
end
end
class Game_Player
include Train_Actor::Game_Player_Module
end
# Train_Actor::Spriteset_Map_Module
# Spriteset_Map用隊列歩行モジュール
# Author:: fukuyama
# Date:: 2007/12/31
# Copyright:: Copyright (C) 2005-2007 rgss-lib
module Train_Actor
module Spriteset_Map_Module
def setup_actor_character_sprites
for character in $game_party.characters.reverse
@character_sprites.unshift(Sprite_Character.new(@viewport1, character))
end
end
end
end
class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
alias train_actor_create_characters create_characters
def create_characters
train_actor_create_characters
setup_actor_character_sprites
end
end
# Train_Actor::Game_Party_Actor
# マップ上のパーティ用キャラクター
# Author:: fukuyama
# Date:: 2007/12/31
# Copyright:: Copyright (C) 2005-2007 rgss-lib
module Train_Actor
class Game_Party_Actor < Game_Character
def initialize(train_index)
super()
@train_index = train_index
@character_wait = 0
@through = true
# 不透明度と合成方法を初期化
@opacity = 255
@blend_type = 0
@move_list = []
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 = ""
elsif not actor.dead? # 死んでる場合とりあえず、消しとこ…
@character_name = actor.character_name
@character_index = actor.character_index
else
@character_name = DEAD_CHARACTER_NAME
@character_index = DEAD_CHARACTER_INDEX
end
end
def dash?
return false if $game_map.disable_dash?
# return false if $game_player.move_route_forcing
return Input.press?(Input::A)
end
def update
@move_speed = $game_player.move_speed
@step_anime = $game_player.step_anime
@opacity = $game_player.opacity
@blend_type = $game_player.blend_type
@direction_fix = $game_player.direction_fix
if @direction_fix
@direction = $game_player.direction
end
update_move_list()
super
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
super() - 1
else
super()
end
end
def add_move_list_element(element)
@move_list.push(element)
if @move_list.size == 1
update_move_list()
end
end
def move_list_size
return @move_list.size
end
def update_move_list()
return if moving?
return if @move_list.empty?
if @move_list[0].type == STOP
if @train_index != 0
character = $game_party.characters[@train_index - 1]
if character.x == @x and character.y == @y and character.direction == @direction
distance = (2 ** @move_speed)
distance *= 2 if dash?
@character_wait = 256 / distance + 1
while character.move_list_size < @move_list.size and @move_list[0].type == STOP
@move_list.shift
end
end
end
else
@character_wait = 0
end
if @character_wait > 0
if dash?
@character_wait -= 2
else
@character_wait -= 1
end
return
end
element = @move_list.shift
case element.type
when Input::DOWN
move_down(element.args[0])
when Input::LEFT
move_left(element.args[0])
when Input::RIGHT
move_right(element.args[0])
when Input::UP
move_up(element.args[0])
when DOWN_LEFT
move_lower_left
when DOWN_RIGHT
move_lower_right
when UP_LEFT
move_upper_left
when UP_RIGHT
move_upper_right
when JUMP
jump(element.args[0],element.args[1])
when STOP
update_move_list()
end
end
def moveto( x, y )
@move_list.clear
super(x, y)
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 + 1)
# 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 - 1, @y)
# 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 + 1, @y)
# 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 - 1)
# 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+1) and passable?(@x-1, @y+1)) or
(passable?(@x-1, @y) and passable?(@x-1, @y+1))
# 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+1) and passable?(@x+1, @y+1)) or
(passable?(@x+1, @y) and passable?(@x+1, @y+1))
# 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-1) and passable?(@x-1, @y-1)) or
(passable?(@x-1, @y) and passable?(@x-1, @y-1))
# 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-1) and passable?(@x+1, @y-1)) or
(passable?(@x+1, @y) and passable?(@x+1, @y-1))
# 座標を更新
@x += 1
@y -= 1
end
end
def sync_with_player
@x = $game_player.x
@y = $game_player.y
@real_x = $game_player.real_x
@real_y = $game_player.real_y
@direction = $game_player.direction
update_bush_depth
end
end
end
复制代码
[LINE]1,#dddddd[/LINE]
版务信息:本贴由楼主自主结贴~
作者:
八云紫
时间:
2008-5-28 04:18
一个很邪恶的做法, 触发某事件后,先判断主角的位置,然后把主角移动到一个事放有 灵魂
的事件上。 [LINE]1,#dddddd[/LINE]
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
作者:
龙腾天下
时间:
2008-5-28 04:22
主角的地方,建一个事件,再控制这个事件向主角里走出来,就行了,
这个事件要"允许穿透"
作者:
幻影忧郁
时间:
2008-5-28 05:19
谢谢二位,基本思路有了~!
作者:
lyl2008
时间:
2008-5-28 05:21
提示:
作者被禁止或删除 内容自动屏蔽
作者:
2288809
时间:
2008-5-28 05:22
晕,这个根本用不着脚本啊!直接用事件更省事.
欢迎光临 Project1 (https://rpg.blue/)
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