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Lv1.梦旅人 夜天の主
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好像是脚本本身的问题,换下面这个试试吧:
- 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 |
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