本帖最后由 魔法丶小肉包 于 2017-5-6 11:31 编辑
自由定义主角行走时和停下时的行走图
class Game_Interpreter def move_p(name_moving,name,a=0,b=0) if $game_player.moving? character_name = name_moving character_index = $game_variables[a] $game_player.set_graphic(character_name, character_index) else character_name = name character_index = $game_variables[b] $game_player.set_graphic(character_name, character_index) end end end
class Game_Interpreter
def move_p(name_moving,name,a=0,b=0)
if $game_player.moving?
character_name = name_moving
character_index = $game_variables[a]
$game_player.set_graphic(character_name, character_index)
else
character_name = name
character_index = $game_variables[b]
$game_player.set_graphic(character_name, character_index)
end
end
end
在事件中同样设置并行处理,然后输入事件脚本
move_p(name_moving,name,a,b)
括号内为4个参数,前两个必填,后两个选填,
name_moving:移动的时候显示的行走图文件名
name:停下时显示的行走图文件名
a:移动时显示的行走图文件名的索引所代入的变量ID,不填则为0
b:停下时显示的行走图文件名的索引所代入的变量ID,不填则为0
举例:move_p("evil","Actor1")
自由定义跟随的同伴的行走图
class Game_Interpreter def move_p(id,name_moving,name,a=0,b=0) if $game_player.moving? character_name = name_moving character_index = $game_variables[a] $game_player.followers[id].set_graphic(character_name, character_index) else character_name = name character_index = $game_variables[b] $game_player.followers[id].set_graphic(character_name, character_index) end end end
class Game_Interpreter
def move_p(id,name_moving,name,a=0,b=0)
if $game_player.moving?
character_name = name_moving
character_index = $game_variables[a]
$game_player.followers[id].set_graphic(character_name, character_index)
else
character_name = name
character_index = $game_variables[b]
$game_player.followers[id].set_graphic(character_name, character_index)
end
end
end
事件中脚本:move_p(id,name_moving,name,a=0,b=0)
加了一个参数,其他参数不变
id:跟随同伴的id(注意:跟随同伴id是从0开始的,比如跟在主角后面的第一人,id是0)
举例:move_p(0,"evil","Actor1") |