赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 1301 |
最后登录 | 2014-12-28 |
在线时间 | 22 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 22 小时
- 注册时间
- 2012-6-3
- 帖子
- 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 |
|