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Lv1.梦旅人
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队友跟随系统:
- # ————————————————————————————————————
- # 本脚本来自www.66rpg.com,转载自www.phylomortis.com,转载请保留此信息
- # ————————————————————————————————————
- # ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
- # by fukuyama
- #
- # Train_Actor
- #
- # [email protected]
- # http://www4.big.or.jp/~fukuyama/rgss/Train_Actor.txt
- #
- module Train_Actor
-
- #是否使用停止跟随的方法,也就是说,这里false改为true的时候,如果TRANSPARENT_SWITCHES_INDEX
- #开关打开,跟随的人物就消失了(其实只是变成透明而已)
- TRANSPARENT_SWITCH = true
- TRANSPARENT_SWITCHES_INDEX = 191
- #举例:第一个为true,第二个为20,则打开20号开关,后面的人都没了。
-
-
- #跟随人数的最大数目,可以更改为2、3什么的。
- TRAIN_ACTOR_SIZE_MAX = 5
-
-
- # 定数
- #Input::DOWN = 2
- #Input::LEFT = 4
- #Input::RIGHT = 6
- #Input::UP = 6
- DOWN_LEFT = 1
- DOWN_RIGHT = 3
- UP_LEFT = 7
- UP_RIGHT = 9
- JUMP = 5
- class Game_Party_Actor < Game_Character
- def initialize
- super()
- @through = true
- 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 = actor.character_name
- @character_hue = actor.character_hue
- else
- @character_name = ""
- @character_hue = 0
- end
- # 不透明度と合成方法を初期化
- @opacity = 255
- @blend_type = 0
- end
-
- def screen_z(height = 0)
- if $game_player.x == @x and $game_player.y == @y
-
- return $game_player.screen_z(height) - 1
- end
-
- super(height)
- 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)
- if turn_enabled
- turn_down
- end
-
- if passable?(@x, @y, Input::DOWN)
- turn_down
- @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, @y, Input::LEFT)
- # 左を向く
- turn_left
- @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, @y, Input::RIGHT)
- # 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, Input::UP)
- # 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, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- # 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, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- # 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, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- # 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, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- # 座標を更新
- @x += 1
- @y -= 1
- end
- end
- attr_writer :move_speed
- attr_writer :step_anime
- end
- module Spriteset_Map_Module
- def setup_actor_character_sprites?
- return @setup_actor_character_sprites_flag != nil
- end
- def setup_actor_character_sprites(characters)
- if !setup_actor_character_sprites?
- index_game_player = 0
- @character_sprites.each_index do |i|
- if @character_sprites[i].character.instance_of?(Game_Player)
- index_game_player = i
- break
- end
- end
- for character in characters.reverse
- @character_sprites.unshift(Sprite_Character.new(@viewport1, character))
- end
- @setup_actor_character_sprites_flag = true
- end
- end
- end
- module Scene_Map_Module
- def setup_actor_character_sprites(characters)
- @spriteset.setup_actor_character_sprites(characters)
- end
- end
- module Game_Party_Module
- def set_transparent_actors(transparent)
- @transparent = transparent
- end
- def setup_actor_character_sprites
- if @characters == nil
- @characters = []
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters.push(Game_Party_Actor.new)
- end
- end
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters[i - 1].setup(actors[i])
- end
- if $scene.class.method_defined?('setup_actor_character_sprites')
- $scene.setup_actor_character_sprites(@characters)
- end
- end
- def update_party_actors
- setup_actor_character_sprites
- transparent = $game_player.transparent
- if transparent == false
- if TRANSPARENT_SWITCH
- transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
- end
- end
- for character in @characters
- character.transparent = transparent
- character.move_speed = $game_player.move_speed
- character.step_anime = $game_player.step_anime
- character.update
- end
- end
- def moveto_party_actors( x, y )
- setup_actor_character_sprites
- for character in @characters
- character.moveto( x, y )
- end
- if @move_list == nil
- @move_list = []
- end
- 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 @characters[i] != nil
- case @move_list[i].type
- when Input::DOWN
- @characters[i].move_down(@move_list[i].args[0])
- when Input::LEFT
- @characters[i].move_left(@move_list[i].args[0])
- when Input::RIGHT
- @characters[i].move_right(@move_list[i].args[0])
- when Input::UP
- @characters[i].move_up(@move_list[i].args[0])
- when DOWN_LEFT
- @characters[i].move_lower_left
- when DOWN_RIGHT
- @characters[i].move_lower_right
- when UP_LEFT
- @characters[i].move_upper_left
- when UP_RIGHT
- @characters[i].move_upper_right
- when JUMP
- @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
- end
- 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 .. TRAIN_ACTOR_SIZE_MAX
- @move_list[i] = nil
- end
- end
- def add_move_list(type,*args)
- @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)
- end
- end
- module Game_Player_Module
- def update
- $game_party.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, Input::DOWN)
- $game_party.move_down_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_left(turn_enabled = true)
- if passable?(@x, @y, Input::LEFT)
- $game_party.move_left_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_right(turn_enabled = true)
- if passable?(@x, @y, Input::RIGHT)
- $game_party.move_right_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_up(turn_enabled = true)
- if passable?(@x, @y, Input::UP)
- $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, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- $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, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- $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, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- $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, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- $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, 0)
- $game_party.jump_party_actors(x_plus, y_plus)
- end
- super(x_plus, y_plus)
- end
-
- attr_reader :move_speed
- attr_reader :step_anime
- end
- end # module Train_Actor
- class Game_Party
- include Train_Actor::Game_Party_Module
- end
- class Game_Player
- include Train_Actor::Game_Player_Module
- end
- class Spriteset_Map
- include Train_Actor::Spriteset_Map_Module
- end
- class Scene_Map
- include Train_Actor::Scene_Map_Module
- end
复制代码 显示事件名:- #==============================================================================
- # 本脚本来自www.66rpg.com,转载、使用请保留此信息
- #==============================================================================
- # 作者:柳柳
- #
- # 使用方法:插入到main前即可,之后就会显示每个事件的名字。
- # 不想显示名字的NPC直接把名字设置为一个空格就行了。
- #
- # 附加功能:名字颜色区分:比如一个NPC的名字是 柳柳,2 就会用2号颜色(红色)显示
- #
- # 修改NPC名的方法:$game_map.events[事件ID编号].name =
- # 比如某个宝箱,原名宝箱,打开后名为“打开的宝箱”,则
- # $game_map.events[@event_id].name = "打开的宝箱" 或者
- # $game_map.events[2].name = "打开的宝箱" (假设宝箱是2号事件)
- #
- # 修改颜色定义:70-88行,131-149行,自己随便改。
- #
- # 给主角带上名字:192行,改 "" 为 "主角" 或者 $game_party.actors[0].name 即可
- #
- # 是否显示姓名的开关:157行,开头的井号去掉。则以后39号开关打开的时候才会显示姓名
- #
- #==============================================================================
- # ■ Game_Event
- #------------------------------------------------------------------------------
- # 处理事件的类。条件判断、事件页的切换、并行处理、执行事件功能
- # 在 Game_Map 类的内部使用。
- #==============================================================================
- class Game_Event < Game_Character
- #——————————————————————————————————————
- # 用来返回名称
- #——————————————————————————————————————
- def name
- return @event.name
- end
- def name=(newname)
- @event.name = newname
- 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
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character # 角色
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 查看端口
- # character : 角色 (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil)
- name = character.name
- super(viewport)
- @character = character
- @namesprite = Sprite.new
- @namesprite.bitmap = Bitmap.new(160, 48)
- @namesprite.bitmap.font.name = "黑体"
- @namesprite.bitmap.font.size = 16
- @namesprite.bitmap.font.color.set(255, 255, 255)
- @evname = name
- @evname_split = name.split(/,/)[0]
- if name[0, 2]=="EV"
- @evname_split = " "
- end
- if name.split(/,/)[1] != nil
- case name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- if @evname_split != "" and @evname_split != nil
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- update
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 元件 ID、文件名、色相与现在的情况存在差异的情况下
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_hue != @character.character_hue
- # 记忆元件 ID 与文件名、色相
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- # 元件 ID 为有效值的情况下
- if @tile_id >= 384
- self.bitmap = RPG::Cache.tile($game_map.tileset_name,
- @tile_id, @character.character_hue)
- self.src_rect.set(0, 0, 32, 32)
- self.ox = 16
- self.oy = 32
- # 元件 ID 为无效值的情况下
- else
- self.bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- @cw = bitmap.width / 4
- @ch = bitmap.height / 4
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- if @evname != @character.name
- @namesprite.bitmap.clear
- @evname = @character.name
- @evname_split = @character.name.split(/,/)[0]
- if @character.name.split(/,/)[1] != nil
- case @character.name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- if @evname_split != "" and @evname_split != nil
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- end
- @namesprite.x = self.x-80
- @namesprite.y = self.y-self.oy-24
- #@namesprite.visible = $game_switches[39]
- # 设置可视状态
- self.visible = (not @character.transparent)
- # 图形是角色的情况下
- if @tile_id == 0
- # 设置传送目标的矩形
- sx = @character.pattern * @cw
- sy = (@character.direction - 2) / 2 * @ch
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- # 设置脚本的坐标
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z(@ch)
- # 设置不透明度、合成方式、茂密
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- # 动画
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- end
- end
- #==============================================================================
- # ■ Game_Player
- #------------------------------------------------------------------------------
- # 处理主角的类。事件启动的判定、以及地图的滚动等功能。
- # 本类的实例请参考 $game_player。
- #==============================================================================
- class Game_Player < Game_Character
- def name
- return ""
- end
- end
- #==============================================================================
- # 本脚本来自www.66rpg.com,转载、使用请保留此信息
- #==============================================================================
复制代码 发在一起后出现:脚本'显示事件名'的58行 发生了 NoMethodError。
undefined method 'name' for #<Train_Actor::Game_Party_Actor:0×f70128>
有解决的办法吗?
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