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[已经解决] 人物跟随的问题

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Lv1.梦旅人

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发表于 2011-8-20 01:19:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
在使用了
  1. class Game_Character
  2. attr_accessor :move_speed
  3. end

  4. class Game_Map
  5. attr_accessor :oldroute
  6. attr_accessor :oldeventsnums
  7. attr_reader   :map
  8. alias initialize_old initialize
  9. def initialize
  10.    initialize_old
  11.    @oldroute = []
  12.    @oldeventsnums = 0
  13. end
  14. end

  15. class Game_Player < Game_Character
  16. alias update_old update
  17. def update
  18.    last_moving = moving?
  19.    unless moving? or $game_system.map_interpreter.running? or
  20.           @move_route_forcing or $game_temp.message_window_showing
  21.      case Input.dir4
  22.      when 2
  23.        if passable?(@x, @y, 2)
  24.          $game_map.oldroute.push([@x,@y,2])
  25.          if $game_map.oldroute.size == $game_party.actors.size
  26.            $game_map.oldroute.shift
  27.          end
  28.        end
  29.        move_down
  30.      when 4
  31.        if passable?(@x, @y, 4)
  32.          $game_map.oldroute.push([@x,@y,4])
  33.          if $game_map.oldroute.size == $game_party.actors.size
  34.            $game_map.oldroute.shift
  35.          end
  36.        end
  37.        move_left
  38.      when 6
  39.        if passable?(@x, @y, 6)
  40.          $game_map.oldroute.push([@x,@y,6])
  41.          if $game_map.oldroute.size == $game_party.actors.size
  42.            $game_map.oldroute.shift
  43.          end
  44.        end
  45.        move_right
  46.      when 8
  47.        if passable?(@x, @y, 8)
  48.          $game_map.oldroute.push([@x,@y,8])
  49.          if $game_map.oldroute.size == $game_party.actors.size
  50.            $game_map.oldroute.shift
  51.          end
  52.        end
  53.        move_up
  54.      end
  55.    end
  56.    update_old
  57. end
  58. end

  59. class Interpreter
  60. def command_129
  61.    actor = $game_actors[@parameters[0]]
  62.    if actor != nil
  63.      if @parameters[1] == 0
  64.        if @parameters[2] == 1
  65.          $game_actors[@parameters[0]].setup(@parameters[0])
  66.        end
  67.        $game_party.add_actor(@parameters[0])
  68.        $scene.del_follow
  69.        $scene.follow_system
  70.      else
  71.        $game_party.remove_actor(@parameters[0])
  72.        $scene.del_follow
  73.        $scene.follow_system
  74.      end
  75.    end
  76.    return true
  77. end
  78. end

  79. class Scene_Map
  80. alias main_old main
  81. def main
  82.    @spriteset = Spriteset_Map.new
  83.    if $game_variables[1000] == 0
  84.      follow_system
  85.      $game_variables[1000] = 1
  86.    end
  87.    main_old
  88. end

  89. alias update_old update
  90. def update
  91.    follow_system_update
  92.    update_old
  93. end

  94. alias transfer_player_old transfer_player
  95. def transfer_player
  96.    $game_temp.player_transferring = false
  97.    if $game_map.map_id != $game_temp.player_new_map_id
  98.      del_follow
  99.      $game_map.setup($game_temp.player_new_map_id)
  100.    end
  101.    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
  102.    follow_system
  103.    transfer_player_old
  104. end

  105. def follow_system
  106.    $game_map.oldeventsnums = $game_map.events.size
  107.    if $game_party.actors.size>=2
  108.      for i in 2..$game_party.actors.size
  109.        # 为事件加上名字考虑做srpg用
  110.        name = "我军,"+i.to_s
  111.        character_name = $game_party.actors[i-1].character_name
  112.        party_event($game_player.x,$game_player.y,name,character_name)
  113.        $game_map.oldroute.push([$game_player.x,$game_player.y,$game_player.direction])
  114.      end
  115.    end
  116. end

  117. def del_follow
  118.    $game_map.oldroute.clear
  119.    for i in 1..($game_map.events.size-$game_map.oldeventsnums)
  120.      $game_map.events.delete($game_map.oldeventsnums+i)
  121.    end
  122. end

  123. def party_event(x,y,name,character_name)
  124.    $game_map.events[$game_map.events.size+1] = Game_Event.new($game_map.map_id,produce_party_event(x,y,name,character_name))
  125.    $game_map.map.events[$game_map.events.size] = produce_party_event(x,y,name,character_name)
  126.    @spriteset.dispose
  127.    @spriteset = Spriteset_Map.new
  128. end
复制代码
跟随脚本,人物会显示为原色,就是行走图的色相变回一开始的颜色,怎么回事?求教

Lv1.梦旅人

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发表于 2011-8-20 01:35:47 | 只看该作者
用这个试试看!
  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================


  4. # ————————————————————————————————————

  5. # ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
  6. # by fukuyama

  7. #
  8. # Train_Actor
  9. #
  10. # [email protected]
  11. # http://www4.big.or.jp/~fukuyama/rgss/Train_Actor.txt
  12. #

  13. module Train_Actor




  14. #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
  15. #开关打开,跟随的人物就消失了(其实只是变成透明而已)
  16. TRANSPARENT_SWITCH = true
  17. TRANSPARENT_SWITCHES_INDEX = 4
  18. #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。





  19. #跟随人数的最大数目,可以更改为2、3什么的。
  20. TRAIN_ACTOR_SIZE_MAX = 4





  21. # 定数
  22. #Input::DOWN = 2
  23. #Input::LEFT = 4
  24. #Input::RIGHT = 6
  25. #Input::UP = 6
  26. DOWN_LEFT = 1
  27. DOWN_RIGHT = 3
  28. UP_LEFT = 7
  29. UP_RIGHT = 9
  30. JUMP = 5

  31. class Game_Party_Actor < Game_Character
  32. def initialize
  33. super()
  34. @through = true
  35. end
  36. def setup(actor)
  37. # キャラクターのファイル名と色相を設定
  38. if actor != nil
  39. @character_name = actor.character_name
  40. @character_hue = actor.character_hue
  41. else
  42. @character_name = ""
  43. @character_hue = 0
  44. end
  45. # 不透明度と合成方法を初期化
  46. @opacity = 255
  47. @blend_type = 0
  48. end
  49. def screen_z(height = 0)
  50. if $game_player.x == @x and $game_player.y == @y
  51. return $game_player.screen_z(height) - 1
  52. end
  53. super(height)
  54. end
  55. #--------------------------------------------------------------------------
  56. # ● 下に移動
  57. # turn_enabled : その場での向き変更を許可するフラグ
  58. #--------------------------------------------------------------------------
  59. def move_down(turn_enabled = true)
  60. # 下を向く
  61. if turn_enabled
  62. turn_down
  63. end
  64. # 通行可能な場合
  65. if passable?(@x, @y, Input::DOWN)
  66. # 下を向く
  67. turn_down
  68. # 座標を更新
  69. @y += 1
  70. end
  71. end
  72. #--------------------------------------------------------------------------
  73. # ● 左に移動
  74. # turn_enabled : その場での向き変更を許可するフラグ
  75. #--------------------------------------------------------------------------
  76. def move_left(turn_enabled = true)
  77. # 左を向く
  78. if turn_enabled
  79. turn_left
  80. end
  81. # 通行可能な場合
  82. if passable?(@x, @y, Input::LEFT)
  83. # 左を向く
  84. turn_left
  85. # 座標を更新
  86. @x -= 1
  87. end
  88. end
  89. #--------------------------------------------------------------------------
  90. # ● 右に移動
  91. # turn_enabled : その場での向き変更を許可するフラグ
  92. #--------------------------------------------------------------------------
  93. def move_right(turn_enabled = true)
  94. # 右を向く
  95. if turn_enabled
  96. turn_right
  97. end
  98. # 通行可能な場合
  99. if passable?(@x, @y, Input::RIGHT)
  100. # 右を向く
  101. turn_right
  102. # 座標を更新
  103. @x += 1
  104. end
  105. end
  106. #--------------------------------------------------------------------------
  107. # ● 上に移動
  108. # turn_enabled : その場での向き変更を許可するフラグ
  109. #--------------------------------------------------------------------------
  110. def move_up(turn_enabled = true)
  111. # 上を向く
  112. if turn_enabled
  113. turn_up
  114. end
  115. # 通行可能な場合
  116. if passable?(@x, @y, Input::UP)
  117. # 上を向く
  118. turn_up
  119. # 座標を更新
  120. @y -= 1
  121. end
  122. end
  123. #--------------------------------------------------------------------------
  124. # ● 左下に移動
  125. #--------------------------------------------------------------------------
  126. def move_lower_left
  127. # 向き固定でない場合
  128. unless @direction_fix
  129. # 右向きだった場合は左を、上向きだった場合は下を向く
  130. @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
  131. end
  132. # 下→左、左→下 のどちらかのコースが通行可能な場合
  133. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
  134. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
  135. # 座標を更新
  136. @x -= 1
  137. @y += 1
  138. end
  139. end
  140. #--------------------------------------------------------------------------
  141. # ● 右下に移動
  142. #--------------------------------------------------------------------------
  143. def move_lower_right
  144. # 向き固定でない場合
  145. unless @direction_fix
  146. # 左向きだった場合は右を、上向きだった場合は下を向く
  147. @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
  148. end
  149. # 下→右、右→下 のどちらかのコースが通行可能な場合
  150. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
  151. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
  152. # 座標を更新
  153. @x += 1
  154. @y += 1
  155. end
  156. end
  157. #--------------------------------------------------------------------------
  158. # ● 左上に移動
  159. #--------------------------------------------------------------------------
  160. def move_upper_left
  161. # 向き固定でない場合
  162. unless @direction_fix
  163. # 右向きだった場合は左を、下向きだった場合は上を向く
  164. @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
  165. end
  166. # 上→左、左→上 のどちらかのコースが通行可能な場合
  167. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
  168. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
  169. # 座標を更新
  170. @x -= 1
  171. @y -= 1
  172. end
  173. end
  174. #--------------------------------------------------------------------------
  175. # ● 右上に移動
  176. #--------------------------------------------------------------------------
  177. def move_upper_right
  178. # 向き固定でない場合
  179. unless @direction_fix
  180. # 左向きだった場合は右を、下向きだった場合は上を向く
  181. @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
  182. end
  183. # 上→右、右→上 のどちらかのコースが通行可能な場合
  184. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
  185. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
  186. # 座標を更新
  187. @x += 1
  188. @y -= 1
  189. end
  190. end
  191. attr_writer :move_speed
  192. attr_writer :step_anime
  193. end
  194. module Spriteset_Map_Module
  195. def setup_actor_character_sprites?
  196. return @setup_actor_character_sprites_flag != nil
  197. end
  198. def setup_actor_character_sprites(characters)
  199. if !setup_actor_character_sprites?
  200. index_game_player = 0
  201. @character_sprites.each_index do |i|
  202. if @character_sprites[i].character.instance_of?(Game_Player)
  203. index_game_player = i
  204. break
  205. end
  206. end
  207. for character in characters.reverse
  208. @character_sprites.unshift(
  209. Sprite_Character.new(@viewport1, character)
  210. )
  211. end
  212. @setup_actor_character_sprites_flag = true
  213. end
  214. end
  215. end
  216. module Scene_Map_Module
  217. def setup_actor_character_sprites(characters)
  218. @spriteset.setup_actor_character_sprites(characters)
  219. end
  220. end
  221. module Game_Party_Module
  222.   
  223.   def return_char(i)
  224.     return @characters[i]
  225.   end
  226.   
  227. def set_transparent_actors(transparent)
  228. @transparent = transparent
  229. end
  230. def setup_actor_character_sprites
  231. if @characters == nil
  232. @characters = []
  233. for i in 1 ... TRAIN_ACTOR_SIZE_MAX
  234. @characters.push(Game_Party_Actor.new)
  235. end
  236. end
  237. for i in 1 ... TRAIN_ACTOR_SIZE_MAX
  238. @characters[i - 1].setup(actors[i])
  239. end
  240. if $scene.class.method_defined?('setup_actor_character_sprites')
  241. $scene.setup_actor_character_sprites(@characters)
  242. end
  243. end
  244. def update_party_actors
  245. setup_actor_character_sprites
  246. transparent = $game_player.transparent
  247. if transparent == false
  248. if TRANSPARENT_SWITCH
  249. transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
  250. end
  251. end
  252. for character in @characters
  253. character.transparent = transparent
  254. character.move_speed = $game_player.move_speed
  255. character.step_anime = $game_player.step_anime
  256. character.update
  257. end
  258. end
  259. def moveto_party_actors( x, y )
  260. setup_actor_character_sprites
  261. for character in @characters
  262. character.moveto( x, y )
  263. end
  264. if @move_list == nil
  265. @move_list = []
  266. end
  267. move_list_setup
  268. end
  269. def move_party_actors
  270. if @move_list == nil
  271. @move_list = []
  272. move_list_setup
  273. end
  274. @move_list.each_index do |i|
  275. if @characters[i] != nil
  276. case @move_list[i].type
  277. when Input::DOWN
  278. @characters[i].move_down(@move_list[i].args[0])
  279. when Input::LEFT
  280. @characters[i].move_left(@move_list[i].args[0])
  281. when Input::RIGHT
  282. @characters[i].move_right(@move_list[i].args[0])
  283. when Input::UP
  284. @characters[i].move_up(@move_list[i].args[0])
  285. when DOWN_LEFT
  286. @characters[i].move_lower_left
  287. when DOWN_RIGHT
  288. @characters[i].move_lower_right
  289. when UP_LEFT
  290. @characters[i].move_upper_left
  291. when UP_RIGHT
  292. @characters[i].move_upper_right
  293. when JUMP
  294. @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
  295. end
  296. end
  297. end
  298. end
  299. class Move_List_Element
  300. def initialize(type,args)
  301. @type = type
  302. @args = args
  303. end
  304. def type() return @type end
  305. def args() return @args end
  306. end
  307. def move_list_setup
  308. for i in 0 .. TRAIN_ACTOR_SIZE_MAX
  309. @move_list[i] = nil
  310. end
  311. end
  312. def add_move_list(type,*args)
  313. @move_list.unshift(Move_List_Element.new(type,args)).pop
  314. end
  315. def move_down_party_actors(turn_enabled = true)
  316. move_party_actors
  317. add_move_list(Input::DOWN,turn_enabled)
  318. end
  319. def move_left_party_actors(turn_enabled = true)
  320. move_party_actors
  321. add_move_list(Input::LEFT,turn_enabled)
  322. end
  323. def move_right_party_actors(turn_enabled = true)
  324. move_party_actors
  325. add_move_list(Input::RIGHT,turn_enabled)
  326. end
  327. def move_up_party_actors(turn_enabled = true)
  328. move_party_actors
  329. add_move_list(Input::UP,turn_enabled)
  330. end
  331. def move_lower_left_party_actors
  332. move_party_actors
  333. add_move_list(DOWN_LEFT)
  334. end
  335. def move_lower_right_party_actors
  336. move_party_actors
  337. add_move_list(DOWN_RIGHT)
  338. end
  339. def move_upper_left_party_actors
  340. move_party_actors
  341. add_move_list(UP_LEFT)
  342. end
  343. def move_upper_right_party_actors
  344. move_party_actors
  345. add_move_list(UP_RIGHT)
  346. end
  347. def jump_party_actors(x_plus, y_plus)
  348. move_party_actors
  349. add_move_list(JUMP,x_plus, y_plus)
  350. end
  351. end
  352. module Game_Player_Module
  353. def update
  354. $game_party.update_party_actors
  355. super
  356. end
  357. def moveto( x, y )
  358. $game_party.moveto_party_actors( x, y )
  359. super( x, y )
  360. end
  361. def move_down(turn_enabled = true)
  362. if passable?(@x, @y, Input::DOWN)
  363. $game_party.move_down_party_actors(turn_enabled)
  364. end
  365. super(turn_enabled)
  366. end
  367. def move_left(turn_enabled = true)
  368. if passable?(@x, @y, Input::LEFT)
  369. $game_party.move_left_party_actors(turn_enabled)
  370. end
  371. super(turn_enabled)
  372. end
  373. def move_right(turn_enabled = true)
  374. if passable?(@x, @y, Input::RIGHT)
  375. $game_party.move_right_party_actors(turn_enabled)
  376. end
  377. super(turn_enabled)
  378. end
  379. def move_up(turn_enabled = true)
  380. if passable?(@x, @y, Input::UP)
  381. $game_party.move_up_party_actors(turn_enabled)
  382. end
  383. super(turn_enabled)
  384. end
  385. def move_lower_left
  386. # 下→左、左→下 のどちらかのコースが通行可能な場合
  387. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
  388. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
  389. $game_party.move_lower_left_party_actors
  390. end
  391. super
  392. end
  393. def move_lower_right
  394. # 下→右、右→下 のどちらかのコースが通行可能な場合
  395. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
  396. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
  397. $game_party.move_lower_right_party_actors
  398. end
  399. super
  400. end
  401. def move_upper_left
  402. # 上→左、左→上 のどちらかのコースが通行可能な場合
  403. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
  404. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
  405. $game_party.move_upper_left_party_actors
  406. end
  407. super
  408. end
  409. def move_upper_right
  410. # 上→右、右→上 のどちらかのコースが通行可能な場合
  411. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
  412. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
  413. $game_party.move_upper_right_party_actors
  414. end
  415. super
  416. end
  417. def jump(x_plus, y_plus)
  418. # 新しい座標を計算
  419. new_x = @x + x_plus
  420. new_y = @y + y_plus
  421. # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
  422. if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
  423. $game_party.jump_party_actors(x_plus, y_plus)
  424. end
  425. super(x_plus, y_plus)
  426. end
  427. attr_reader :move_speed
  428. attr_reader :step_anime
  429. end
  430. end # module Train_Actor
  431. class Game_Party
  432. include Train_Actor::Game_Party_Module
  433. end
  434. class Game_Player
  435. include Train_Actor::Game_Player_Module
  436. end
  437. class Spriteset_Map
  438. include Train_Actor::Spriteset_Map_Module
  439. end
  440. class Scene_Map
  441. include Train_Actor::Scene_Map_Module
  442. end

  443. #==============================================================================
  444. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  445. #==============================================================================
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