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Lv3.寻梦者
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原帖地址。代码如下谁能帮我看看如何追加显示XY坐标。
- #=============================================================================
- # ■ 地图寻宝 ■ --> by 芯☆淡茹水
- #=============================================================================
- # 复制脚本,插入到 main 前 。
- #----------------------------------------------------------------------------
- # 挖宝流程:接到挖宝任务 --> 前往埋宝藏的地图 --> 使用“藏宝图”查看大概位置
- # --> 使用挖宝工具。根据提示,直到挖到宝物。
- #----------------------------------------------------------------------------
- # 接取挖宝任务:事件 --> 脚本:
- # $game_party.get_treasure(埋宝物的地图ID, 挖宝成功后得到的物品ID)
- #
- # 注销挖宝任务:事件 --> 脚本:
- # $game_party.give_up_treasure
- #
- #
- # 以下两条使用物品关联公共事件,在公共事件 --> 脚本 里写上:
- #
- # 查看宝物地点:$game_party.look_map
- #
- # 使用挖宝工具:$game_party.treasure
- #
- #
- # 更为详细的设置请参照范例。
- #-----------------------------------------------------------------------------
- # ● 设置
- #---------------------------------------------------------
- # “藏宝图”(物品ID)和 挖掘宝物的工具(物品ID)必须设置,
- #用于接受任务和注销任务时的 给予和回收 。
- #---------------------------------------------------------
- # “藏宝图”(物品ID),用于查看藏宝地点。
- TREASURE_MAP_ID = 147
- # 挖掘宝物的工具(物品ID)。
- DIG_ITEM_ID = 148
- # 挖到宝物后,角色播放的动画ID。
- TREASURE_AN_ID = 290
- #==============================================================================
- class Treasure
- #--------------------------------------------------------------------------
- def initialize(map_id, place)
- @map_id = map_id; @place = place
- end
- #--------------------------------------------------------------------------
- def main
- @spriteset = Spriteset_Map.new
- @t = Window_Treasure.new(@map_id, @place)
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @spriteset.dispose
- @t.dispose
- end
- #--------------------------------------------------------------------------
- def update
- @t.update
- if Input.trigger?(Input::B) or Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Map.new
- end
- end
- end
- #===============================================================================
- class Window_Treasure < Window_Base
- #--------------------------------------------------------------------------
- def initialize(map_id, place)
- super(184, 122, 272, 272)
- self.contents = Bitmap.new(width - 32, height - 32)
- @map_name = Window_Base.new(184, 58, 272, 64)
- @map_name.contents = Bitmap.new(@map_name.width - 32, @map_name.height - 32)
- @viewport = Viewport.new(192, 130, 256, 256)
- @viewport.z = 999
- @map_id = map_id
- @place = place
- refresh
- end
- #------------------------------------------------------------------------
- def refresh
- @map_name.contents.clear
- names = load_data("Data/MapInfos.rxdata")
- map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
- txt = "藏宝地:#{names[@map_id].name.split(/#/)[1]}"
- @map_name.contents.draw_text(0, 0, 260, 32, txt)
- @tilemap = Tilemap.new(@viewport)
- tileset = $data_tilesets[map.tileset_id]
- @tilemap.tileset = RPG::Cache.tileset(tileset.tileset_name)
- autotile_names = tileset.autotile_names
- for i in 0..6
- autotile_name = tileset.autotile_names[i]
- @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_names[i])
- end
- @tilemap.map_data = map.data
- @tilemap.priorities = tileset.priorities
- dx = [0, [@place[0] * 128 - (128 - 16) * 4, (map.width - 8) * 128].min].max
- dy = [0, [@place[1] * 128 - (128 - 16) * 4, (map.height - 8) * 128].min].max
- @tilemap.ox = dx / 4
- @tilemap.oy = dy / 4
- end
- #-------------------------------------------------------------------------
- def dispose
- super
- @map_name.dispose
- @tilemap.tileset.dispose
- for i in 0..6
- @tilemap.autotiles[i].dispose
- end
- @tilemap.dispose
- @viewport.dispose
- end
- end
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- alias add_initialize_xdrs initialize
- def initialize
- add_initialize_xdrs
- @treasure_place = []
- @treasure_map_id = 0
- @treasure_item_id = 0
- end
- #--------------------------------------------------------------------------
- def passable?(map, x, y, d)
- for i in map.events.keys
- if map.events[i].x == x and map.events[i].y == y
- return false
- end
- end
- tileset = $data_tilesets[map.tileset_id]
- bit = (1 << (d / 2 - 1)) & 0x0f
- # 从层按从上到下的顺序调查循环
- for i in [2, 1, 0]
- # 取得元件 ID
- tile_id = map.data[x, y, i]
- # 取得元件 ID 失败
- if tile_id == nil
- # 不能通行
- return false
- # 如果障碍物的接触被设置的情况下
- elsif tileset.passages[tile_id] & bit != 0
- # 不能通行
- return false
- # 如果全方向的障碍物的接触被设置的情况下
- elsif tileset.passages[tile_id] & 0x0f == 0x0f
- # 不能通行
- return false
- # 这以外的优先度为 0 的情况下
- elsif tileset.priorities[tile_id] == 0
- # 可以通行
- return true
- end
- end
- # 可以通行
- return true
- end
- #-------------------------------------------------------------------------
- def get_treasure(map_id, item_id)
- if @treasure_map_id > 0
- $game_temp.message_text = "请先注销以前的寻宝任务,才可以接新任务。"
- return
- end
- unless FileTest.exist?(sprintf("Data/Map%03d.rxdata", map_id))
- raise "请输入正确的地图ID!确认地图 #{map_id} 是否存在。"
- end
- @treasure_map_id = map_id
- map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
- x = rand (map.width-10) + 5
- y = rand (map.height-10) + 5
- until passable?(map,x,y,0)
- x = rand (map.width-10) + 5
- y = rand (map.height-10) + 5
- end
- @treasure_place = [x,y]
- @treasure_item_id = item_id
- gain_item(TREASURE_MAP_ID, 1)
- gain_item(DIG_ITEM_ID, 1)
- $game_system.se_play($data_system.shop_se)
- $game_temp.message_text = "接取任务成功。
- 获得物品:#{$data_items[TREASURE_MAP_ID].name}, #{$data_items[DIG_ITEM_ID].name}。"
- end
- #-------------------------------------------------------------------------
- def look_map
- if @treasure_map_id == 0
- $game_temp.message_text = "该物品已失效。"
- lose_item(TREASURE_MAP_ID, 1)
- lose_item(DIG_ITEM_ID, 1)
- return
- end
- $scene = Treasure.new(@treasure_map_id, @treasure_place)
- end
- #-------------------------------------------------------------------------
- def treasure
- if @treasure_map_id == 0
- $game_temp.message_text = "物品无法使用!"
- lose_item(TREASURE_MAP_ID, 1)
- lose_item(DIG_ITEM_ID, 1)
- return
- end
- if $game_map.map_id != @treasure_map_id or range > 16
- $game_temp.message_text = "宝物不在附近!"
- return
- end
- if range == 0
- $game_player.animation_id = TREASURE_AN_ID
- $game_temp.message_text = "恭喜您获得宝物: #{$data_items[@treasure_item_id].name}"
- gain_item(@treasure_item_id, 1)
- @treasure_place = []
- @treasure_map_id = 0
- @treasure_item_id = 0
- lose_item(TREASURE_MAP_ID, 1)
- lose_item(DIG_ITEM_ID, 1)
- return
- end
- txt1 = case range
- when 9..16 :"极远处。"
- when 4..8 :"很近处。"
- when 1..3 :"极近处。"
- end
- if $game_player.x > @treasure_place[0]
- if $game_player.y > @treasure_place[1]
- txt2 = "左上方"
- elsif $game_player.y < @treasure_place[1]
- txt2 = "左下方"
- else
- txt2 = "左方"
- end
- elsif $game_player.x < @treasure_place[0]
- if $game_player.y > @treasure_place[1]
- txt2 = "右上方"
- elsif $game_player.y < @treasure_place[1]
- txt2 = "右下方"
- else
- txt2 = "右方"
- end
- else
- if $game_player.y > @treasure_place[1]
- txt2 = "上方"
- else
- txt2 = "下方"
- end
- end
- $game_temp.message_text = txt2 + txt1
- end
- #--------------------------------------------------------------------------
- def range
- ($game_player.x - @treasure_place[0]).abs +
- ($game_player.y - @treasure_place[1]).abs
- end
- #--------------------------------------------------------------------------
- def give_up_treasure
- if @treasure_map_id == 0
- $game_temp.message_text = "你还没接寻宝任务!"
- return
- end
- @treasure_place = []
- @treasure_map_id = 0
- @treasure_item_id = 0
- lose_item(TREASURE_MAP_ID, 1)
- lose_item(DIG_ITEM_ID, 1)
- $game_temp.message_text = "注销了寻宝任务。"
- end
- end
- #==============================================================================
复制代码
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