用了烛光脚本后在用事件显示图片就会出现如下情况,求解
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945127391 发表于 2013-2-9 15:16 目测你是开头那里设置错了吧……
晨曦琉璃 发表于 2013-2-9 15:04 #============================================================================== # □ 设定项目 #== ...
945127391 发表于 2013-2-9 14:32 也许你是把对应开启烛光系统的开关打开了吧……你不说是哪个烛光系统的话我很难回答你的 ...
#============================================================================== # □ 设定项目#==============================================================================module TMBLSIGHT # 指定几号的地图进行视界制限 # 例)SIGHT[3] = 128 # 设置地图号码3的视野能见度128点矩形 SIGHT = {} SIGHT[1] = 128 VN_SIGHT = 1 # 设定尺寸大小补正在游戏中使用的游戏变量end #============================================================================== # □ RPG::BaseItem #============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # ○ 视界制限补正値 #-------------------------------------------------------------------------- def sight_power unless @sight_power @sight_power = /<视界补正\s*(\-*\d+)\s*>/ =~ @note ? $1.to_i : 0 end @sight_power end end #============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # ○ 视界制限补正値 #-------------------------------------------------------------------------- def sight_power result = 0 feature_objects.each {|object| result += object.sight_power} result end end #============================================================================== # □ Sprite_SightShadow #============================================================================== class Sprite_SightShadow < Sprite #-------------------------------------------------------------------------- # ● 物件初期化 #-------------------------------------------------------------------------- def initialize(viewport = nil) super(viewport) self.z = 199 self.bitmap = Bitmap.new(Graphics.width, Graphics.height) @bitmap_shadow = Bitmap.new("Graphics/System/sight_shadow") end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose self.bitmap.dispose @bitmap_shadow.dispose super end #-------------------------------------------------------------------------- # ● 帧更新 #-------------------------------------------------------------------------- def update super if TMBLSIGHT::SIGHT[$game_map.map_id] self.visible = true self.bitmap.clear w = TMBLSIGHT::SIGHT[$game_map.map_id] $game_party.battle_members.each{|actor| w = [w + actor.sight_power, 48].max} w = [w + $game_variables[TMBLSIGHT::VN_SIGHT], 48].max x = $game_player.screen_x - w / 2 y = $game_player.screen_y - w / 2 - 16 rect = Rect.new(x, y, w, w) self.bitmap.stretch_blt(rect, @bitmap_shadow, @bitmap_shadow.rect) color = Color.new(0, 0, 0) self.bitmap.fill_rect(0, 0, Graphics.width, y, color) self.bitmap.fill_rect(0, y + w, Graphics.width, Graphics.height - y - w, color) self.bitmap.fill_rect(0, y, x, w, color) self.bitmap.fill_rect(x + w, y, Graphics.width - x - w, w, color) else self.visible = false end end end #============================================================================== # ■ Spriteset_Map #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # ● 物件初期化 #-------------------------------------------------------------------------- alias tmblsight_spriteset_map_initialize initialize def initialize tmblsight_spriteset_map_initialize create_sight_shadow end #-------------------------------------------------------------------------- # ○ 作成视界制限Sprite #-------------------------------------------------------------------------- def create_sight_shadow @sight_shadow_sprite = Sprite_SightShadow.new(@viewport2) end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- alias tmblsight_spriteset_map_dispose dispose def dispose tmblsight_spriteset_map_dispose dispose_sight_shadow end #-------------------------------------------------------------------------- # ○ 解放视界制限Sprites #-------------------------------------------------------------------------- def dispose_sight_shadow @sight_shadow_sprite.dispose end #-------------------------------------------------------------------------- # ● 帧更新 #-------------------------------------------------------------------------- alias tmblsight_spriteset_map_update update def update update_sight_shadow tmblsight_spriteset_map_update end #-------------------------------------------------------------------------- # ○ 更新视界制限Sprites #-------------------------------------------------------------------------- def update_sight_shadow @sight_shadow_sprite.update if @sight_shadow_sprite end end
#============================================================================== # □ 设定项目 #============================================================================== module TMBLSIGHT # 指定几号的地图进行视界制限 # 例)SIGHT[3] = 128 # 设置地图号码3的视野能见度128点矩形 SIGHT = {} SIGHT[1] = 128 VN_SIGHT = 1 # 设定尺寸大小补正在游戏中使用的游戏变量 end #============================================================================== # □ RPG::BaseItem #============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # ○ 视界制限补正値 #-------------------------------------------------------------------------- def sight_power unless @sight_power @sight_power = /<视界补正\s*(\-*\d+)\s*>/ =~ @note ? $1.to_i : 0 end @sight_power end end #============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # ○ 视界制限补正値 #-------------------------------------------------------------------------- def sight_power result = 0 feature_objects.each {|object| result += object.sight_power} result end end #============================================================================== # □ Sprite_SightShadow #============================================================================== class Sprite_SightShadow < Sprite #-------------------------------------------------------------------------- # ● 物件初期化 #-------------------------------------------------------------------------- def initialize(viewport = nil) super(viewport) self.z = 199 self.bitmap = Bitmap.new(Graphics.width, Graphics.height) @bitmap_shadow = Bitmap.new("Graphics/System/sight_shadow") end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose self.bitmap.dispose @bitmap_shadow.dispose super end #-------------------------------------------------------------------------- # ● 帧更新 #-------------------------------------------------------------------------- def update super if TMBLSIGHT::SIGHT[$game_map.map_id] self.visible = true self.bitmap.clear w = TMBLSIGHT::SIGHT[$game_map.map_id] $game_party.battle_members.each{|actor| w = [w + actor.sight_power, 48].max} w = [w + $game_variables[TMBLSIGHT::VN_SIGHT], 48].max x = $game_player.screen_x - w / 2 y = $game_player.screen_y - w / 2 - 16 rect = Rect.new(x, y, w, w) self.bitmap.stretch_blt(rect, @bitmap_shadow, @bitmap_shadow.rect) color = Color.new(0, 0, 0) self.bitmap.fill_rect(0, 0, Graphics.width, y, color) self.bitmap.fill_rect(0, y + w, Graphics.width, Graphics.height - y - w, color) self.bitmap.fill_rect(0, y, x, w, color) self.bitmap.fill_rect(x + w, y, Graphics.width - x - w, w, color) else self.visible = false end end end #============================================================================== # ■ Spriteset_Map #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # ● 物件初期化 #-------------------------------------------------------------------------- alias tmblsight_spriteset_map_initialize initialize def initialize tmblsight_spriteset_map_initialize create_sight_shadow end #-------------------------------------------------------------------------- # ○ 作成视界制限Sprite #-------------------------------------------------------------------------- def create_sight_shadow @sight_shadow_sprite = Sprite_SightShadow.new(@viewport2) end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- alias tmblsight_spriteset_map_dispose dispose def dispose tmblsight_spriteset_map_dispose dispose_sight_shadow end #-------------------------------------------------------------------------- # ○ 解放视界制限Sprites #-------------------------------------------------------------------------- def dispose_sight_shadow @sight_shadow_sprite.dispose end #-------------------------------------------------------------------------- # ● 帧更新 #-------------------------------------------------------------------------- alias tmblsight_spriteset_map_update update def update update_sight_shadow tmblsight_spriteset_map_update end #-------------------------------------------------------------------------- # ○ 更新视界制限Sprites #-------------------------------------------------------------------------- def update_sight_shadow @sight_shadow_sprite.update if @sight_shadow_sprite end end
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