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Lv1.梦旅人
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- 2010-7-18
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我用了角色换装系统,结果发现主角面向上的时候 头部会被npc的脚覆盖,请问这个问题怎么解决?下面是代码~- #==============================================================================
- # ■ 角色装备行走图变更 BY:亿万星辰
- #------------------------------------------------------------------------------
- # 使用了一种特殊的方法来改变行走图,不是更换,而是在原图的基础上继续描绘新的
- # 层以实现层的叠加,类似暗黑里的装备帽子以后角色的行走图就多出帽子,装备盾牌以
- # 后就会看到角色的左手拿着盾牌。
- #
- # 介绍:
- # 现在默认分为5层,最下为默认的行走图,也就是数据库里角色那里设置的。之后分为头
- # 部、身体、左右手4层,也可自行添加,但需要一定的功底,以防备逻辑上的混乱……
- #
- # 使用说明:
- # 全部都是在数据库里设置,对应的武器或防具后逗号追加一个图片文件名即可,此文件
- # 放在graphics/characters下,至于图片的绘制,实属虐待美工…… 具体可参考范例里
- # 的graphics/characters目录,不过盾牌的图画的不是很合适
- #==============================================================================
- module RPG
- class Weapon
- def name
- return @name.split(/,/)[0]
- end
- def part
- return @name.split(/,/)[1]
- end
- end
-
- class Armor
- def name
- return @name.split(/,/)[0]
- end
- def part
- return @name.split(/,/)[1]
- 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
- attr_accessor :part_name # 角色 文件名
- attr_accessor :turn_z
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super
- @turn_z = [0,3,4,1,2] # 优先级,靠后的显示在最前 0主身体 1武器 2盾牌 3身体 4头
- @part_name = [
- $game_party.actors[0].character_name,
- $game_party.actors[0].weapon_id != 0 ? $data_weapons[$game_party.actors[0].weapon_id].part : "",
- $game_party.actors[0].armor1_id != 0 ? $data_armors[$game_party.actors[0].armor1_id].part : "",
- $game_party.actors[0].armor2_id != 0 ? $data_armors[$game_party.actors[0].armor2_id].part : "",
- $game_party.actors[0].armor3_id != 0 ? $data_armors[$game_party.actors[0].armor3_id].part : ""]
- end
- #--------------------------------------------------------------------------
- # ● 面向向下
- #--------------------------------------------------------------------------
- def turn_down
- unless @direction_fix
- @direction = 2
- @stop_count = 0
- @turn_z = [0,3,4,1,2] # 优先级,靠后的显示在最前
- end
- end
- #--------------------------------------------------------------------------
- # ● 面向向左
- #--------------------------------------------------------------------------
- def turn_left
- unless @direction_fix
- @direction = 4
- @stop_count = 0
- @turn_z = [1,0,3,4,2] # 优先级,靠后的显示在最前
- end
- end
- #--------------------------------------------------------------------------
- # ● 面向向右
- #--------------------------------------------------------------------------
- def turn_right
- unless @direction_fix
- @direction = 6
- @stop_count = 0
- @turn_z = [2,0,3,4,1] # 优先级,靠后的显示在最前
- end
- end
- #--------------------------------------------------------------------------
- # ● 面向向上
- # (这里感觉不太好处理,有些时候有的图一步在角色主图前,一步在角色主图后,
- # 不怎么好处理,只能麻烦美工了……比如范例里的盾牌……)
- #--------------------------------------------------------------------------
- def turn_up
- unless @direction_fix
- @direction = 8
- @stop_count = 0
- @turn_z = [0,1,2,3,4] # 优先级,靠后的显示在最前
- end
- 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_Player < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :part # 角色
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 查看端口
- # character : 角色 (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, part)
- super(viewport)
- @part = part
- @character = $game_player
- self.z += $game_player.turn_z.index(part)
- 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
- pic = @character.part_name[@part]
- self.bitmap = RPG::Cache.character(pic, @character.character_hue)
- @cw = bitmap.width / 4
- @ch = bitmap.height / 4
- self.ox = @cw / 2
- self.oy = @ch
- end
- # 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.turn_z.index(part)
- # 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 = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- end
- end
- class Spriteset_Map
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- # 生成显示端口
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 200
- @viewport3.z = 5000
- # 生成元件地图
- @tilemap = Tilemap.new(@viewport1)
- @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
- for i in 0..6
- autotile_name = $game_map.autotile_names[i]
- @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
- end
- @tilemap.map_data = $game_map.data
- @tilemap.priorities = $game_map.priorities
- # 生成远景平面
- @panorama = Plane.new(@viewport1)
- @panorama.z = -1000
- # 生成雾平面
- @fog = Plane.new(@viewport1)
- @fog.z = 3000
- # 生成角色活动块
- @character_sprites = []
- for i in $game_map.events.keys.sort
- sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
- @character_sprites.push(sprite)
- end
- @character_sprites.push(Sprite_Player.new(@viewport1, 0)) # 主体
- @character_sprites.push(Sprite_Player.new(@viewport1, 1)) # 武器
- @character_sprites.push(Sprite_Player.new(@viewport1, 2)) # 盾牌
- @character_sprites.push(Sprite_Player.new(@viewport1, 3)) # 身体
- @character_sprites.push(Sprite_Player.new(@viewport1, 4)) # 头
- # 生成天气
- @weather = RPG::Weather.new(@viewport1)
- # 生成图片
- @picture_sprites = []
- for i in 1..50
- @picture_sprites.push(Sprite_Picture.new(@viewport2,
- $game_screen.pictures[i]))
- end
- # 生成计时器块
- @timer_sprite = Sprite_Timer.new
- # 刷新画面
- update
- end
- end
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 变更装备
- # equip_type : 装备类型
- # id : 武器 or 防具 ID (0 为解除装备)
- #--------------------------------------------------------------------------
- def equip(equip_type, id)
- case equip_type
- when 0 # 武器
- if id == 0 or $game_party.weapon_number(id) > 0
- $game_party.gain_weapon(@weapon_id, 1)
- @weapon_id = id
- $game_party.lose_weapon(id, 1)
- $game_player.part_name[1] = @weapon_id != 0 ? $data_weapons[@weapon_id].part : ""
- end
- when 1 # 盾
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor1_id], $data_armors[id])
- $game_party.gain_armor(@armor1_id, 1)
- @armor1_id = id
- $game_party.lose_armor(id, 1)
- $game_player.part_name[2] = @armor1_id != 0 ? $data_armors[@armor1_id].part : ""
- end
- when 2 # 头
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor2_id], $data_armors[id])
- $game_party.gain_armor(@armor2_id, 1)
- @armor2_id = id
- $game_party.lose_armor(id, 1)
- $game_player.part_name[3] = @armor2_id != 0 ? $data_armors[@armor2_id].part : ""
- end
- when 3 # 身体
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor3_id], $data_armors[id])
- $game_party.gain_armor(@armor3_id, 1)
- @armor3_id = id
- $game_party.lose_armor(id, 1)
- $game_player.part_name[4] = @armor3_id != 0 ? $data_armors[@armor3_id].part : ""
- end
- when 4 # 装饰品
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor4_id], $data_armors[id])
- $game_party.gain_armor(@armor4_id, 1)
- @armor4_id = id
- $game_party.lose_armor(id, 1)
- end
- end
- end
- end
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