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 本帖最后由 IRO 于 2012-3-3 23:47 编辑  
 
我用了让队友跟随的列车脚本,同时也让菜单透明 
这个时候一进入菜单本来跟在后面的队友便消失了... 
请问这个问题有没有办法克服呢? 
 
附上跟随脚本:- # ▼▲▼ 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
 
 - TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 17
 
  
- # ●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 菜单透明化: |   
 
 
 
 |