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已有 295 次阅读2011-7-4 18:35

class Game_Character
 attr_accessor :move_speed
end

class Game_Map
 attr_accessor :oldroute
 attr_accessor :oldeventsnums
 attr_reader   :map
 alias initialize_old initialize
 def initialize
   initialize_old
   @oldroute = []
   @oldeventsnums = 0
 end
end

class Game_Player < Game_Character
 alias update_old update
 def update
   last_moving = moving?
   unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
     case Input.dir4
     when 2
       if passable?(@x, @y, 2)
         $game_map.oldroute.push([@x,@y,2])
         if $game_map.oldroute.size == $game_party.actors.size
           $game_map.oldroute.shift
         end
       end
       move_down
     when 4
       if passable?(@x, @y, 4)
         $game_map.oldroute.push([@x,@y,4])
         if $game_map.oldroute.size == $game_party.actors.size
           $game_map.oldroute.shift
         end
       end
       move_left
     when 6
       if passable?(@x, @y, 6)
         $game_map.oldroute.push([@x,@y,6])
         if $game_map.oldroute.size == $game_party.actors.size
           $game_map.oldroute.shift
         end
       end
       move_right
     when 8
       if passable?(@x, @y, 8)
         $game_map.oldroute.push([@x,@y,8])
         if $game_map.oldroute.size == $game_party.actors.size
           $game_map.oldroute.shift
         end
       end
       move_up
     end
   end
   update_old
 end
end

class Interpreter
 def command_129
   actor = $game_actors[@parameters[0]]
   if actor != nil
     if @parameters[1] == 0
       if @parameters[2] == 1
         $game_actors[@parameters[0]].setup(@parameters[0])
       end
       $game_party.add_actor(@parameters[0])
       $scene.del_follow
       $scene.follow_system
     else
       $game_party.remove_actor(@parameters[0])
       $scene.del_follow
       $scene.follow_system
     end
   end
   return true
 end
end

class Scene_Map
 alias main_old main
 def main
   @spriteset = Spriteset_Map.new
   if $game_variables[1000] == 0
     follow_system
     $game_variables[1000] = 1
   end
   main_old
 end
 
 alias update_old update
 def update
   follow_system_update
   update_old
 end
 
 alias transfer_player_old transfer_player
 def transfer_player
   $game_temp.player_transferring = false
   if $game_map.map_id != $game_temp.player_new_map_id
     del_follow
     $game_map.setup($game_temp.player_new_map_id)
   end
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   follow_system
   transfer_player_old
 end
 
 def follow_system
   $game_map.oldeventsnums = $game_map.events.size
   if $game_party.actors.size>=2
     for i in 2..$game_party.actors.size
       # 为事件加上名字考虑做srpg用
       name = "我军,"+i.to_s
       character_name = $game_party.actors[i-1].character_name
       party_event($game_player.x,$game_player.y,name,character_name)
       $game_map.oldroute.push([$game_player.x,$game_player.y,$game_player.direction])
     end
   end
 end

 def del_follow
   $game_map.oldroute.clear
   for i in 1..($game_map.events.size-$game_map.oldeventsnums)
     $game_map.events.delete($game_map.oldeventsnums+i)
   end
 end
 
 def party_event(x,y,name,character_name)
   $game_map.events[$game_map.events.size+1] = Game_Event.new($game_map.map_id,produce_party_event(x,y,name,character_name))
   $game_map.map.events[$game_map.events.size] = produce_party_event(x,y,name,character_name)
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
 end
 
 def produce_party_event(x,y,name,character_name)
   e = RPG::Event.new(x,y)
   e.id = $game_map.events.size
   e.name = name
   e.pages = [RPG::Event::Page.new]  
   e.pages[0].graphic = RPG::Event::Page::Graphic.new
   e.pages[0].graphic.character_name = character_name  
   e.pages[0].through = true
   return e
 end
 
 def follow_system_update
   num = $game_map.oldeventsnums
   n = $game_player.move_speed
   s=$game_map.oldroute.size-1
   if s>=0
     $game_map.events[num+1].move_speed = n
     if $game_map.events[num+1].x>$game_map.oldroute[s][0]
       $game_map.events[num+1].move_left
     elsif $game_map.events[num+1].x<$game_map.oldroute[s][0]
       $game_map.events[num+1].move_right
     elsif $game_map.events[num+1].y>$game_map.oldroute[s][1]
       $game_map.events[num+1].move_up
     elsif $game_map.events[num+1].y<$game_map.oldroute[s][1]
       $game_map.events[num+1].move_down
     end
   end
   if s>=1
     $game_map.events[num+2].move_speed = n
     if $game_map.events[num+2].x>$game_map.oldroute[s-1][0]
       $game_map.events[num+2].move_left
     elsif $game_map.events[num+2].x<$game_map.oldroute[s-1][0]
       $game_map.events[num+2].move_right
     elsif $game_map.events[num+2].y>$game_map.oldroute[s-1][1]
       $game_map.events[num+2].move_up
     elsif $game_map.events[num+2].y<$game_map.oldroute[s-1][1]
       $game_map.events[num+2].move_down
     end
   end
   if s>=2
     $game_map.events[num+3].move_speed = n
     if $game_map.events[num+3].x>$game_map.oldroute[s-2][0]
       $game_map.events[num+3].move_left
     elsif $game_map.events[num+3].x<$game_map.oldroute[s-2][0]
       $game_map.events[num+3].move_right
     elsif $game_map.events[num+3].y>$game_map.oldroute[s-2][1]
       $game_map.events[num+3].move_up
     elsif $game_map.events[num+3].y<$game_map.oldroute[s-2][1]
       $game_map.events[num+3].move_down
     end
   end
 end
end


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