![]() 因为脚本执行是从上到下执行,下面的定义会覆盖上面的定义,所以,有时候脚本排列的不同会有不同的影响,有些冲突大的脚本作者有备注,尽量的靠近mani 就是这个原因,所以啦,换下顺序有时候就能解决问题了,就是这么简单. |
这个……所谓切换脚本插入的位置,即是说,难道我把双远景图脚本插到前面去他可能会好吗? ‘‘──lengqiuningyue于2012-7-16 14:10补充以下内容: 好的………… 这个是双远景图的脚本……(其实一搜一大堆的…… - -B) #============================================================================== # 本脚本来自www.66rpg.com,使用前请参考制作录像 #============================================================================== # ■ Spriteset_Map #------------------------------------------------------------------------------ # 处理地图画面活动块和元件的类。本类在 # Scene_Map 类的内部使用。 #============================================================================== 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 @tilemap.autotiles = 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 $panorama2 = Plane.new(@viewport1) $panorama2.z = 3000 # 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) @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)) end # 生成计时器块 @timer_sprite = Sprite_Timer.new # 刷新画面 update end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose # 释放元件地图 @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles.dispose end @tilemap.dispose # 释放远景平面 @panorama.dispose $panorama2.dispose # 释放雾平面 @fog.dispose # 释放角色活动块 for sprite in @character_sprites sprite.dispose end # 释放天候 @weather.dispose # 释放图片 for sprite in @picture_sprites sprite.dispose end # 释放计时器块 @timer_sprite.dispose # 释放显示端口 @viewport1.dispose @viewport2.dispose @viewport3.dispose end #------------------------------------- def abs(x) if x < 0 # 如果 x 小于 0 的话, return -x # 结束函数,返回值 -x。 else # 除此之外, return x # 结束函数,返回值 x。 end # 分歧结束。 end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 远景与现在的情况有差异发情况下 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 $panorama2.bitmap.dispose $panorama2.bitmap = nil @panarama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) $panorama2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @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 / 4 @panorama.oy = $game_map.display_y / 4 $panorama2.ox = @panorama.ox $panorama2.oy = @panorama.oy # 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 # 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 #-------------------------------------------------------------------------------- # 雙遠景-偽優先級 # 與隊伍/npc 遮擋修正 # width: 人物大約寛度, 越大修正範圍越多, 但可能卡 # 越小越順暢, 但視覺上會有點滯後 # height: 大約高度 # *width不應比人物真實寛度大,否則可能造成與遮擋圖發生的問題 # By tintin #-------------------------------------------------------------------------------- width = 20 height = 70 k = @character_sprites.size - 1 i = @character_sprites.size - 2 #case 隊尾/npc踏地圖元件7 方塊 #由隊尾檢查, 如隊尾不當遮擋隊頭, 修正隊頭 while i >= 0 #如事件/npc 圖片是"無"或角色透明 ,略過 if @character_sprites.re_char_name !="" && @character_sprites.re_char_transparent == false j = i - 1 while j >= 0 #如事件/npc 圖片是"無"或角色透明,略過 if @character_sprites[j].re_char_name != "" && @character_sprites[j].re_char_transparent == false if abs(@character_sprites.x - @character_sprites[j].x) < width && abs(@character_sprites.y - @character_sprites[j].y) < height && @character_sprites.y < @character_sprites[j].y && @character_sprites.z >= @character_sprites[j].z @character_sprites[j].z = @character_sprites.z + 10 end end j-=1 end #主角處理--@character_sprites[k] if abs(@character_sprites.x - @character_sprites[k].x) < width && abs(@character_sprites.y - @character_sprites[k].y) < height && @character_sprites.y < @character_sprites[k].y && @character_sprites.z >= @character_sprites[k].z @character_sprites[k].z = @character_sprites.z + 10 end end i-= 1 end #case 隊頭踏地圖元件7 方塊 #由隊頭檢查, 如隊頭不當遮擋隊尾/npc, 修正隊尾 j = 0 #主角處理--@character_sprites[k] while j <= @character_sprites.size - 2 if @character_sprites[j].re_char_name != "" && @character_sprites[j].re_char_transparent == false if abs(@character_sprites[k].x - @character_sprites[j].x) < width && abs(@character_sprites[k].y - @character_sprites[j].y) < height && @character_sprites[k].y < @character_sprites[j].y && @character_sprites[k].z >= @character_sprites[j].z @character_sprites[j].z = @character_sprites[k].z + 10 end end j+=1 end i = 0 while i <= @character_sprites.size - 2 if @character_sprites.re_char_name != "" && @character_sprites.re_char_transparent == false j = i + 1 while j <= @character_sprites.size - 2 if abs(@character_sprites.x - @character_sprites[j].x) <width && abs(@character_sprites.y - @character_sprites[j].y) <height && @character_sprites.y < @character_sprites[j].y && @character_sprites.z >= @character_sprites[j].z @character_sprites[j].z = @character_sprites.z + 10 end j+=1 end end i+= 1 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 #============================================================================== # ■ 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_Character < RPG::Sprite #-------------------------------------------------------------------------- # ● 取得角色 文件名 #-------------------------------------------------------------------------- def re_char_name return @character.character_name end #-------------------------------------------------------------------------- # ● 取得透明状态 #-------------------------------------------------------------------------- def re_char_transparent return @character.transparent end end #============================================================================== # 本脚本来自www.66rpg.com,使用前请参考制作录像 #============================================================================== 至于战棋脚本嘛~就是liqunsz翻译的ZTBS战棋脚本~(也是一搜一大堆的呀~)嗯~由于我的懒惰,所以还请您自己去搜下好了……谢谢了~ ’’ |
请发相应的两个脚本或范例 |
就算我不说这句话你也不会帮我…… |
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