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 Lv1.梦旅人 
	梦石0 星屑50 在线时间25 小时注册时间2008-11-8帖子145 | 
| 制作双远景图需要双远景图和增添两个变量两个脚本! 增添两个变量:
 #==============================================================================
 # ■ Game_Map
 #------------------------------------------------------------------------------
 #  处理地图的类。包含卷动以及可以通行的判断功能。
 # 本类的实例请参考 $game_map 。
 #==============================================================================
 class Game_Map
 attr_accessor :map
 attr_accessor :map_id
 end
 #==============================================================================
 # 本脚本的用途请参考制作录像
 #==============================================================================
 
 
 
 双远景图:
 #==============================================================================
 # 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
 #--------------------------------------------------------------------------
 # ● 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
 @panarama2.bitmap.dispose
 @panorama2.bitmap = nil
 @panarama.bitmap = nil
 end
 if @panorama_name != ""
 @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
 Graphics.update #防卡死
 @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
 # 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
 #==============================================================================
 # 本脚本来自www.66rpg.com,使用前请参考制作录像
 #==============================================================================
 
 此外还需要在公共事件中增加设置角色通行的脚本,如图:
 
 一切就绪后就进入游戏,按F9打开开关,然后按A,S键来制作!
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