赞 | 0 |
VIP | 1 |
好人卡 | 11 |
积分 | 1 |
经验 | 17928 |
最后登录 | 2018-9-22 |
在线时间 | 461 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 55
- 在线时间
- 461 小时
- 注册时间
- 2008-11-19
- 帖子
- 607
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 sai90306 于 2011-12-10 19:00 编辑
想請問在使用角色跟隨腳本的前提下
利用離隊腳本將角色離隊
並且使離隊的腳色留在原地要怎作到呢?
目前想到的方法是建一個新腳本 調用腳色跟隨腳本中的"角色位置變數" ,將這個角色位置的變數存起來,如下
class Save_Loc < Game_Party_Actor #Save_Loc是我自己新建的類別,Game_Party_Actor是角色跟隨腳本中的類別
def loc_save(new_x,new_y) #new_x,new_y是角色跟隨腳本中最後得到的腳色位置
@save_x = new_x
@save_y = new_y
super
end
end #我是腳本苦手+小白中的小白...不知有沒有打錯...
然後接著判斷角色是否在隊伍中
不在的話讓該角色(或該事件)的位置設定為從角色跟隨腳本取得的位置(save_x,save_y),這樣子...
不過我不知道調用系統內建的哪個數據才能判斷"角色是否在隊伍中"
有沒有哪位大神能幫忙呢? 感謝!!
附上我借用的離隊腳本和角色跟隨系統腳本- # ▼▲▼ XRXS13. Train_Actor ▼▲▼
- # by fukuyama
- #
- # [email protected]
- # http://www4.big.or.jp/~fukuyama/
- #
- # ●透明状態用スイッチ設定
- # true だとスイッチ制御を行う
- # TRAIN_ACTOR_TRANSPARENT_SWITCH = true
- TRAIN_ACTOR_TRANSPARENT_SWITCH = true
- # ●透明状態用スイッチ番号
- # この番号のスイッチがONだと透明になる
- #設定跟隨系統的開關
- TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 1
- # ●アクターの最大数
- # 将来的に多人数パーティが出来るようになったら…
- TRAIN_ACTOR_SIZE_MAX = 4
- # 定数
- #Input::DOWN = 2 # この辺はちゃんと定数あった…
- #Input::LEFT = 4
- #Input::RIGHT = 6
- #Input::UP = 8
- 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)
- # 下を向く
- if turn_enabled
- turn_down
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::DOWN)
- # 下を向く
- turn_down
- # 座標を更新
- @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
- # 座標を更新
- @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
- end
- module Train_Actor_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 Train_Actor_Scene_Map_Module
- def setup_actor_character_sprites(characters)
- @spriteset.setup_actor_character_sprites(characters)
- end
- end
- module Train_Actor_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.instance_of?(Scene_Map)
- $scene.setup_actor_character_sprites(@characters)
- end
- end
- def update_party_actors
- setup_actor_character_sprites
- transparent = $game_player.transparent
- if transparent == false
- if TRAIN_ACTOR_TRANSPARENT_SWITCH
- transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
- end
- end
- for character in @characters
- character.transparent = transparent
- character.move_speed = $game_player.move_speed
- 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 Train_Actor_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(Train_Actor_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 Train_Actor_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
- # -----------------------------------------------
- # move_speed を外から見れるように
- # -----------------------------------------------
- attr_reader :move_speed
- end
- 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
- # Train_Actor
复制代码 |
|