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Lv1.梦旅人 
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 - 2009-1-23
 
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不行呀......已經把腳本複製到main以下了,不過還是不能用,角色名稱都沒有顯示,可不可以幫我查看這腳本有沒有問題???謝謝 
 
#============================================================================== 
class Game_Event < Game_Character 
#———————————————————————————__——————————— 
# 用来返回名称 
#——————————————————————————__———————————— 
 def name 
   return @event.name 
 end   
 def name=(newname) 
   @event.name = newname 
 end 
end 
#============================================================================== 
# ■ Sprite_Character 
#------------------------------------------------------------------------------ 
#  角色显示用脚本。监视 Game_Character 类的实例、 
# 自动变化脚本状态。 
#============================================================================== 
$flyname = "Vehicle" 
class Sprite_Character < Sprite_Base  
#-------------------------------------------------------------------------- 
# ● 定量 
#-------------------------------------------------------------------------- 
  BALLOON_WAIT = 12                  # 表情最后帧的等待时间 
#-------------------------------------------------------------------------- 
# ● 定义实例变量 
#-------------------------------------------------------------------------- 
 attr_accessor :character                # 角色 
#-------------------------------------------------------------------------- 
# ● 初始化对像 
#     viewport  : 查看端口 
#     character : 角色 (Game_Character) 
#-------------------------------------------------------------------------- 
 def initialize(viewport, character = nil) 
   if character.character_name != $flyname 
   name = character.name 
   end 
   super(viewport) 
   @character = character 
   @namesprite = Sprite.new 
   @namesprite.bitmap = Bitmap.new(160, 48) 
   @namesprite.bitmap.font.name = "黑体" 
   @namesprite.bitmap.font.size = 16 
   @namesprite.bitmap.font.color.set(255, 255, 255) 
   @evname = name 
   if character.character_name != $flyname 
   @evname_split = name.split(/,/)[0] 
 else 
   @evname_split = nil 
 end 
 if character.character_name != $flyname 
   if name[0, 2]=="EV" or character.character_name == $flyname 
     @evname_split = " " 
   end 
 end 
 if character.character_name != $flyname 
   if name.split(/,/)[1] != nil 
     case name.split(/,/)[1] 
     when "0" 
       @namesprite.bitmap.font.color.set(255, 255, 255) 
     when "1" 
       @namesprite.bitmap.font.color.set(128, 128, 255) 
     when "2" 
       @namesprite.bitmap.font.color.set(255, 128, 128) 
     when "3" 
       @namesprite.bitmap.font.color.set(128, 255, 128) 
     when "4" 
       @namesprite.bitmap.font.color.set(128, 255, 255) 
     when "5" 
       @namesprite.bitmap.font.color.set(255, 128, 255) 
     when "6" 
       @namesprite.bitmap.font.color.set(255, 255, 128) 
     when "7" 
       @namesprite.bitmap.font.color.set(192, 192, 192) 
     else 
       @namesprite.bitmap.font.color.set(255, 255, 255) 
     end 
   end 
 end 
   if @evname_split != "" and @evname_split != nil 
     @namesprite.bitmap.draw_text(0, -5, 160, 36, @evname_split, 1) 
   end 
    @character = character 
    @balloon_duration = 0 
   update 
 end 
#-------------------------------------------------------------------------- 
# ● 释放 
#-------------------------------------------------------------------------- 
  def dispose 
   if character.character_name != $flyname 
   @namesprite.bitmap.dispose 
   @namesprite.dispose 
 end 
    dispose_balloon 
    super 
  end 
#-------------------------------------------------------------------------- 
# ● 更新画面 
#-------------------------------------------------------------------------- 
 def update 
    super 
    update_bitmap 
    self.visible = (not @character.transparent) 
    update_src_rect 
    self.x = @character.screen_x 
    self.y = @character.screen_y 
    self.z = @character.screen_z 
    self.opacity = @character.opacity 
    self.blend_type = @character.blend_type 
    self.bush_depth = @character.bush_depth 
    update_balloon 
    if @character.animation_id != 0 
      animation = $data_animations[@character.animation_id] 
      start_animation(animation) 
      @character.animation_id = 0 
    end 
    if @character.balloon_id != 0 
      @balloon_id = @character.balloon_id 
      start_balloon 
      @character.balloon_id = 0 
    end 
 
    if character.character_name != $flyname 
   if @evname != @character.name 
     @namesprite.bitmap.clear 
     @evname = @character.name 
     @evname_split = @character.name.split(/,/)[0] 
     if @character.name.split(/,/)[1] != nil 
       case @character.name.split(/,/)[1] 
       when "0" 
         @namesprite.bitmap.font.color.set(255, 255, 255) 
       when "1" 
         @namesprite.bitmap.font.color.set(128, 128, 255) 
       when "2" 
         @namesprite.bitmap.font.color.set(255, 128, 128) 
       when "3" 
         @namesprite.bitmap.font.color.set(128, 255, 128) 
       when "4" 
         @namesprite.bitmap.font.color.set(128, 255, 255) 
       when "5" 
         @namesprite.bitmap.font.color.set(255, 128, 255) 
       when "6" 
         @namesprite.bitmap.font.color.set(255, 255, 128) 
       when "7" 
         @namesprite.bitmap.font.color.set(192, 192, 192) 
       else 
         @namesprite.bitmap.font.color.set(255, 255, 255) 
       end 
     end 
     if @evname_split != "主角" and @evname_split != nil 
       @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1) 
     end 
   end 
   @namesprite.x = self.x-80 
   @namesprite.y = self.y-self.oy-24 
   @namesprite.visible = $game_switches[39] 
   end 
 end 
#-------------------------------------------------------------------------- 
# ● 获取图块图像的指定图块 
#     tile_id : 图块 ID 
#-------------------------------------------------------------------------- 
  def tileset_bitmap(tile_id) 
    set_number = tile_id / 256 
    return Cache.system("TileB") if set_number == 0 
    return Cache.system("TileC") if set_number == 1 
    return Cache.system("TileD") if set_number == 2 
    return Cache.system("TileE") if set_number == 3 
    return nil 
  end 
#-------------------------------------------------------------------------- 
# ● 刷新传送的位图数据 
#-------------------------------------------------------------------------- 
  def update_bitmap 
    if @tile_id != @character.tile_id or 
       @character_name != @character.character_name or 
       @character_index != @character.character_index 
      @tile_id = @character.tile_id 
      @character_name = @character.character_name 
      @character_index = @character.character_index 
      if @tile_id > 0 
        sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32; 
        sy = @tile_id % 256 / 8 % 16 * 32; 
        self.bitmap = tileset_bitmap(@tile_id) 
        self.src_rect.set(sx, sy, 32, 32) 
        self.ox = 16 
        self.oy = 32 
      else 
        self.bitmap = Cache.character(@character_name) 
        sign = @character_name[/^[\!\$]./] 
        if sign != nil and sign.include?('$') 
          @cw = bitmap.width / 3 
          @ch = bitmap.height / 4 
        else 
          @cw = bitmap.width / 12 
          @ch = bitmap.height / 8 
        end 
        self.ox = @cw / 2 
        self.oy = @ch 
      end 
    end 
  end 
#-------------------------------------------------------------------------- 
# ● 刷新传送的矩形数据 
#-------------------------------------------------------------------------- 
  def update_src_rect 
    if @tile_id == 0 
      index = @character.character_index 
      pattern = @character.pattern < 3 ? @character.pattern : 1 
      sx = (index % 4 * 3 + pattern) * @cw 
      sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch 
      self.src_rect.set(sx, sy, @cw, @ch) 
    end 
  end 
#-------------------------------------------------------------------------- 
# ● 开始显示表情图标 
#-------------------------------------------------------------------------- 
  def start_balloon 
    dispose_balloon 
    @balloon_duration = 8 * 8 + BALLOON_WAIT 
    @balloon_sprite = ::Sprite.new(viewport) 
    @balloon_sprite.bitmap = Cache.system("Balloon") 
    @balloon_sprite.ox = 16 
    @balloon_sprite.oy = 32 
    update_balloon 
  end 
#-------------------------------------------------------------------------- 
# ● 刷新表情图标 
#-------------------------------------------------------------------------- 
  def update_balloon 
    if @balloon_duration > 0 
      @balloon_duration -= 1 
      if @balloon_duration == 0 
        dispose_balloon 
      else 
        @balloon_sprite.x = x 
        @balloon_sprite.y = y - height 
        @balloon_sprite.z = z + 200 
        if @balloon_duration < BALLOON_WAIT 
          sx = 7 * 32 
        else 
          sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32 
        end 
        sy = (@balloon_id - 1) * 32 
        @balloon_sprite.src_rect.set(sx, sy, 32, 32) 
      end 
    end 
  end 
#-------------------------------------------------------------------------- 
# ● 释放表情图标 
#-------------------------------------------------------------------------- 
  def dispose_balloon 
    if @balloon_sprite != nil 
      @balloon_sprite.dispose 
      @balloon_sprite = nil 
    end 
  end 
end 
class Game_Player < Game_Character 
 def name 
   return "" 
 end 
end |   
 
 
 
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