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Lv1.梦旅人 
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        - 在线时间
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 - 2012-6-3
 
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 - 40
 
 
 
 | 
	
- #==============================================================================
 
 - # ■ 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
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 常量
 
 -   #--------------------------------------------------------------------------
 
 -   CENTER_X = (320 - 16) * 4   # 画面中央的 X 坐标 * 4
 
 -   CENTER_Y = (240 - 16) * 4   # 画面中央的 Y 坐标 * 4
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 可以通行判定
 
 -   #     x : X 坐标
 
 -   #     y : Y 坐标
 
 -   #     d : 方向 (0,2,4,6,8)  ※ 0 = 全方向不能通行的情况判定 (跳跃用)
 
 -   #--------------------------------------------------------------------------
 
 -   def passable?(x, y, d)
 
 -     # 求得新的坐标
 
 -     new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
 
 -     new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
 
 -     # 坐标在地图外的情况下
 
 -     unless $game_map.valid?(new_x, new_y)
 
 -       # 不能通行
 
 -       return false
 
 -     end
 
 -     # 调试模式为 ON 并且 按下 CTRL 键的情况下
 
 -     if $DEBUG and Input.press?(Input::CTRL)
 
 -       # 可以通行
 
 -       return true
 
 -     end
 
 -     super
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 以画面中央为基准设置地图的显示位置
 
 -   #--------------------------------------------------------------------------
 
 -   def center(x, y)
 
 -     max_x = ($game_map.width - 20) * 128
 
 -     max_y = ($game_map.height - 15) * 128
 
 -     $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
 
 -     $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 向指定的位置移动
 
 -   #     x : X 坐标
 
 -   #     y : Y 坐标
 
 -   #--------------------------------------------------------------------------
 
 -   def moveto(x, y)
 
 -     super
 
 -     # 自连接
 
 -     center(x, y)
 
 -     # 生成遇敌计数
 
 -     make_encounter_count
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 增加步数
 
 -   #--------------------------------------------------------------------------
 
 -   def increase_steps
 
 -     super
 
 -     # 不是强制移动路线的场合
 
 -     unless @move_route_forcing
 
 -       # 增加步数
 
 -       $game_party.increase_steps
 
 -       # 步数是偶数的情况下
 
 -       if $game_party.steps % 2 == 0
 
 -         # 检查连续伤害
 
 -         $game_party.check_map_slip_damage
 
 -       end
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 获取遇敌计数
 
 -   #--------------------------------------------------------------------------
 
 -   def encounter_count
 
 -     return @encounter_count
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 生成遇敌计数
 
 -   #--------------------------------------------------------------------------
 
 -   def make_encounter_count
 
 -     # 两种颜色震动的图像
 
 -     if $game_map.map_id != 0
 
 -       n = $game_map.encounter_step
 
 -       @encounter_count = rand(n) + rand(n) + 1
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     # 同伴人数为 0 的情况下
 
 -     if $game_party.actors.size == 0
 
 -       # 清除角色的文件名及对像
 
 -       @character_name = ""
 
 -       @character_hue = 0
 
 -       # 分支结束
 
 -       return
 
 -     end
 
 -     # 获取带头的角色
 
 -     actor = $game_party.actors[0]
 
 -     # 设置角色的文件名及对像
 
 -     @character_name = actor.character_name
 
 -     @character_hue = actor.character_hue
 
 -     # 初始化不透明度和合成方式
 
 -     @opacity = 255
 
 -     @blend_type = 0
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 同位置的事件启动判定
 
 -   #--------------------------------------------------------------------------
 
 -   def check_event_trigger_here(triggers)
 
 -     result = false
 
 -     # 事件执行中的情况下
 
 -     if $game_system.map_interpreter.running?
 
 -       return result
 
 -     end
 
 -     # 全部事件的循环
 
 -     for event in $game_map.events.values
 
 -       # 事件坐标与目标一致的情况下
 
 -       if event.x == @x and event.y == @y and triggers.include?(event.trigger)
 
 -         # 跳跃中以外的情况下、启动判定是同位置的事件
 
 -         if not event.jumping? and event.over_trigger?
 
 -           event.start
 
 -           result = true
 
 -         end
 
 -       end
 
 -     end
 
 -     return result
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 正面事件的启动判定
 
 -   #--------------------------------------------------------------------------
 
 -   def check_event_trigger_there(triggers)
 
 -     result = false
 
 -     # 事件执行中的情况下
 
 -     if $game_system.map_interpreter.running?
 
 -       return result
 
 -     end
 
 -     # 计算正面坐标
 
 -     new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
 
 -     new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
 
 -     # 全部事件的循环
 
 -     for event in $game_map.events.values
 
 -       # 事件坐标与目标一致的情况下
 
 -       if event.x == new_x and event.y == new_y and
 
 -          triggers.include?(event.trigger)
 
 -         # 跳跃中以外的情况下、启动判定是正面的事件
 
 -         if not event.jumping? and not event.over_trigger?
 
 -           event.start
 
 -           result = true
 
 -         end
 
 -       end
 
 -     end
 
 -     # 找不到符合条件的事件的情况下
 
 -     if result == false
 
 -       # 正面的元件是计数器的情况下
 
 -       if $game_map.counter?(new_x, new_y)
 
 -         # 计算 1 元件里侧的坐标
 
 -         new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
 
 -         new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
 
 -         # 全事件的循环
 
 -         for event in $game_map.events.values
 
 -           # 事件坐标与目标一致的情况下
 
 -           if event.x == new_x and event.y == new_y and
 
 -              triggers.include?(event.trigger)
 
 -             # 跳跃中以外的情况下、启动判定是正面的事件
 
 -             if not event.jumping? and not event.over_trigger?
 
 -               event.start
 
 -               result = true
 
 -             end
 
 -           end
 
 -         end
 
 -       end
 
 -     end
 
 -     return result
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 接触事件启动判定
 
 -   #--------------------------------------------------------------------------
 
 -   def check_event_trigger_touch(x, y)
 
 -     result = false
 
 -     # 事件执行中的情况下
 
 -     if $game_system.map_interpreter.running?
 
 -       return result
 
 -     end
 
 -     # 全事件的循环
 
 -     for event in $game_map.events.values
 
 -       # 事件坐标与目标一致的情况下
 
 -       if event.x == x and event.y == y and [1,2].include?(event.trigger)
 
 -         # 跳跃中以外的情况下、启动判定是正面的事件
 
 -         if not event.jumping? and not event.over_trigger?
 
 -           event.start
 
 -           result = true
 
 -         end
 
 -       end
 
 -     end
 
 -     return result
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 画面更新
 
 -   #--------------------------------------------------------------------------
 
 -   def update
 
 -     # 本地变量记录移动信息
 
 -     last_moving = moving?
 
 -     # 移动中、事件执行中、强制移动路线中、
 
 -     # 信息窗口一个也不显示的时候
 
 -     unless moving? or $game_system.map_interpreter.running? or
 
 -            @move_route_forcing or $game_temp.message_window_showing
 
 -       # 如果方向键被按下、主角就朝那个方向移动
 
 -       case Input.dir8
 
 -       when 2
 
 -         move_down
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       when 4
 
 -         move_left
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       when 6
 
 -         move_right
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       when 8
 
 -         move_up
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       when 1
 
 -         move_lower_left
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       when 3
 
 -         move_lower_right
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       when 7  
 
 -         move_upper_left
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       when 9
 
 -         move_upper_right
 
 -         Audio.se_play ("Audio/SE/013-Move01", 60, 150)
 
 -       end
 
 -     end
 
 -     # 本地变量记忆坐标
 
 -     last_real_x = @real_x
 
 -     last_real_y = @real_y
 
 -     super
 
 -     # 角色向下移动、画面上的位置在中央下方的情况下
 
 -     if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
 
 -       # 画面向下卷动
 
 -       $game_map.scroll_down(@real_y - last_real_y)
 
 -     end
 
 -     # 角色向左移动、画面上的位置在中央左方的情况下
 
 -     if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
 
 -       # 画面向左卷动
 
 -       $game_map.scroll_left(last_real_x - @real_x)
 
 -     end
 
 -     # 角色向右移动、画面上的位置在中央右方的情况下
 
 -     if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
 
 -       # 画面向右卷动
 
 -       $game_map.scroll_right(@real_x - last_real_x)
 
 -     end
 
 -     # 角色向上移动、画面上的位置在中央上方的情况下
 
 -     if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
 
 -       # 画面向上卷动
 
 -       $game_map.scroll_up(last_real_y - @real_y)
 
 -     end
 
 -     # 不在移动中的情况下
 
 -     unless moving?
 
 -       # 上次主角移动中的情况
 
 -       if last_moving
 
 -         # 与同位置的事件接触就判定为事件启动
 
 -         result = check_event_trigger_here([1,2])
 
 -         # 没有可以启动的事件的情况下
 
 -         if result == false
 
 -           # 调试模式为 ON 并且按下 CTRL 键的情况下除外
 
 -           unless $DEBUG and Input.press?(Input::CTRL)
 
 -             # 遇敌计数下降
 
 -             if @encounter_count > 0
 
 -               @encounter_count -= 1
 
 -             end
 
 -           end
 
 -         end
 
 -       end
 
 -       # 按下 C 键的情况下
 
 -       if Input.trigger?(Input::C)
 
 -         # 判定为同位置以及正面的事件启动
 
 -         check_event_trigger_here([0])
 
 -         check_event_trigger_there([0,1,2])
 
 -       end
 
 - #============================================================================================
 
 - # Advanced Jump Edit By: Title Loan Man
 
 - #==============================================================================      
 
 -    unless $game_system.map_interpreter.running?
 
 -     if Input.press?(Input::RIGHT) and Input.press?(Input::A)
 
 -       if passable?(@x, @y, 4) and $game_map.terrain_tag($game_player.x+1, $game_player.y) != 6
 
 -       Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -       jump(3,0)
 
 -     end
 
 -   end
 
 -     if Input.press?(Input::LEFT) and Input.press?(Input::A)
 
 -       if passable?(@x, @y, 6) and $game_map.terrain_tag($game_player.x-1, $game_player.y) != 6
 
 -       Audio.se_play ("Audio/SE/016-Jump02", 90, 100)     
 
 -       jump(-3,0)   
 
 -       end
 
 -   end
 
 -     if Input.press?(Input::DOWN) and Input.press?(Input::A)
 
 -       if passable?(@x, @y, 8) and $game_map.terrain_tag($game_player.x, $game_player.y+1) != 6
 
 -       Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -       jump(0,3)
 
 -     end
 
 -   end
 
 -     if Input.press?(Input::UP) and Input.press?(Input::A)
 
 -       if passable?(@x, @y, 2) and $game_map.terrain_tag($game_player.x, $game_player.y-1) != 6
 
 -       Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -       jump(0,-3)
 
 -     end
 
 -   end
 
 -     if Input.trigger?(Input::A)
 
 -       Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -       jump(0,0)
 
 -     end
 
 -   end
 
 - #============================================================================================
 
 - # Advanced Jump Edit By: Title Loan Man
 
 - #==============================================================================  
 
  
-      unless $game_system.map_interpreter.running?
 
 -     if Input.press?(Input::RIGHT) and Input.press?(Input::A) and Input.press?(Input::C)
 
 -       if passable?(@x, @y, 4) 
 
 -         if $game_map.terrain_tag($game_player.x+1, $game_player.y) != 6 
 
 -          if $game_map.terrain_tag($game_player.x+2, $game_player.y) != 6 
 
 -            if $game_map.terrain_tag($game_player.x+3, $game_player.y) != 6
 
 -             if $game_map.terrain_tag($game_player.x+4, $game_player.y) != 6
 
 -             Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -             jump(5,0)
 
 -             end
 
 -           end
 
 -         end
 
 -        end
 
 -      end
 
 -    end
 
 -     if Input.press?(Input::LEFT) and Input.press?(Input::A) and Input.press?(Input::C)
 
 -       if passable?(@x, @y, 6)
 
 -         if $game_map.terrain_tag($game_player.x-1, $game_player.y) != 6 
 
 -          if $game_map.terrain_tag($game_player.x-2, $game_player.y) != 6 
 
 -            if $game_map.terrain_tag($game_player.x-3, $game_player.y) != 6
 
 -             if $game_map.terrain_tag($game_player.x-4, $game_player.y) != 6          
 
 -             Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -             jump(-5,0)
 
 -             end
 
 -           end
 
 -         end
 
 -        end
 
 -      end
 
 -    end
 
 -     if Input.press?(Input::DOWN) and Input.press?(Input::A) and Input.press?(Input::C)
 
 -       if passable?(@x, @y, 8)
 
 -         if $game_map.terrain_tag($game_player.x, $game_player.y+1) != 6 
 
 -          if $game_map.terrain_tag($game_player.x, $game_player.y+2) != 6 
 
 -            if $game_map.terrain_tag($game_player.x, $game_player.y+3) != 6
 
 -             if $game_map.terrain_tag($game_player.x, $game_player.y+4) != 6          
 
 -             Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -             jump(0,5)
 
 -             end
 
 -           end
 
 -         end
 
 -        end
 
 -      end
 
 -    end
 
 -     if Input.press?(Input::UP) and Input.press?(Input::A) and Input.press?(Input::C)
 
 -       if passable?(@x, @y, 2)
 
 -         if $game_map.terrain_tag($game_player.x, $game_player.y-1) != 6 
 
 -          if $game_map.terrain_tag($game_player.x, $game_player.y-2) != 6 
 
 -            if $game_map.terrain_tag($game_player.x, $game_player.y-3) != 6
 
 -             if $game_map.terrain_tag($game_player.x, $game_player.y-4) != 6          
 
 -             Audio.se_play ("Audio/SE/016-Jump02", 90, 100)
 
 -             jump(0,-5)
 
 -             end
 
 -           end
 
 -         end
 
 -        end
 
 -      end
 
 -    end
 
 -   end
 
 -   
 
  
-         end
 
 -        end
 
 -      end
 
 - #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
  
 
- # ▼▲▼ XRXS25. ダッシュ機能 ver.2 ▼▲▼
 
 - # by 桜雅 在土 (基本、再改訂)
 
 - #    Tetra-Z   (改訂原案)
 
  
- #==============================================================================
 
 - # □ カスタマイズポイント
 
 - #==============================================================================
 
 - module XRXS_Dash
 
 - #
 
 - # 按下加速键之后的速度増加量
 
 - #
 
 - PLUSPEED = 1
 
 - #
 
 - # 行走加速的按键
 
 - #
 
 - BUTTON = Input::C
 
 - end
 
 - #==============================================================================
 
 - # ■ Game_Player
 
 - #==============================================================================
 
 - class Game_Player < Game_Character
 
 - #--------------------------------------------------------------------------
 
 - # ● フレーム更新
 
 - #--------------------------------------------------------------------------
 
 - alias xrxs25_update update
 
 - def update
 
 -    # 例外補正
 
 -    if @move_speed_arcadia == nil
 
 -      @move_speed_arcadia = @move_speed
 
 -    end
 
 -    # 移動中、イベント実行中、移動ルート強制中、
 
 -    # メッセージウィンドウ表示中、
 
 -    # ダッシュボタン挿下中、のいずれでもない場合
 
 -    unless moving? or $game_system.map_interpreter.running? or
 
 -           @move_route_forcing or $game_temp.message_window_showing
 
 -      # 速度の変更
 
 -      if Input.press?(XRXS_Dash::BUTTON)
 
 -        @move_speed = @move_speed_arcadia + XRXS_Dash::PLUSPEED
 
 -      else
 
 -        @move_speed = @move_speed_arcadia
 
 -      end
 
 -    end
 
 -    # 呼び戻す
 
 -    xrxs25_update
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ○ 移動タイプ : カスタム [オーバーライド]
 
 - #--------------------------------------------------------------------------
 
 - def move_type_custom
 
 -    # 例外補正
 
 -    if @move_speed_arcadia == nil
 
 -      @move_speed_arcadia = @move_speed
 
 -    end
 
 -    # 標準速度に戻す
 
 -    @move_speed = @move_speed_arcadia
 
 -    # 呼び戻す
 
 -    super
 
 -    # 速度の保存
 
 -    @move_speed_arcadia = @move_speed
 
 - end
 
 - end
 
  
- #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
 - #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
  
 
- # ————————————————————————————————————
 
  
- # ▼▲▼ 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 = false
 
 - TRANSPARENT_SWITCHES_INDEX = 20
 
 - #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 = 4
 
  
 
 
 
 
- # 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)
 
 - # 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
 
 - 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
 
  
- #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
  复制代码 表示不管怎么改,始终都无效,要么出错要么无效···求方法把Z的跳跃改成C的跳跃,加速C搞成V加速 |   
 
 
 
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