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Lv1.梦旅人
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- 2008-8-21
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6楼
楼主 |
发表于 2009-1-23 05:29:03
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只看该作者
更正一下!!
现在我用默认的储存方法也会出现这个问题,我在地图1储存一下,然后场景移动,到地图2,如果储存的话就会出错!!
我现在极度郁闷这到底是什么引起的!!我就用了这4个脚本
升级提示:
- #=======================================================================
- #★升级提示★
- #-----------------------------------------------------------------------
- #★作者: Zhong_zw
- #★联系方式:66RPG.com论坛短信 或 [email protected]
- #=======================================================================
- class Game_Actor < Game_Battler
- attr_accessor :last_level
- def initialize(actor_id)
- super()
- setup(actor_id)
- @last_level = 0
- @last_skill_id = 0
- end
- def last_atk
- return actor.parameters[2,@last_level]
- end
- def last_def
- return actor.parameters[3,@last_level]
- end
- def last_spi
- return actor.parameters[4,@last_level]
- end
- def last_agi
- return actor.parameters[5,@last_level]
- end
- def now_atk
- return actor.parameters[2,@level]
- end
- def now_def
- return actor.parameters[3,@level]
- end
- def now_spi
- return actor.parameters[4,@level]
- end
- def now_agi
- return actor.parameters[5,@level]
- end
- def change_exp(exp, show)
- @last_level = @level
- last_skills = skills
-
- @exp = [[exp, 9999999].min, 0].max
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- level_up
- end
- while @exp < @exp_list[@level]
- level_down
- end
- @hp = [@hp, maxhp].min
- @mp = [@mp, maxmp].min
- if show and @level > last_level
-
- zhonglevelup_push(skills - last_skills)
- end
- end
- #==========================================================================
- #★角色升级显示
- #==========================================================================
-
- def zhonglevelup_push(new_skills)
-
- text = [@actor_id,new_skills]
- $game_temp.levelup_texts.push(text)
- end
- end
-
- class Scene_Battle < Scene_Base
- def display_level_up
- exp = $game_troop.exp_total
- $game_party.remove_states_battle
- @message_window.contents_opacity = 0
- @message_window.opacity = 0
- @levelup_window = Window_zhonglevelup.new
- for actor in $game_party.existing_members
- last_level = actor.level
- last_skills = actor.skills
- actor.gain_exp(exp, true)
- end
-
- update_zhonglevelup
-
-
- end
- #==========================================================================
- #★等待升级窗口刷新
- #==========================================================================
- def update_zhonglevelup
- @levelup_window.update
- while @levelup_window.visible
- @levelup_window.update
- Graphics.update
- Input.update
- end
- end
-
- end
-
- class Game_Temp
- attr_accessor :levelup_texts
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias oldinitialize initialize
- def initialize
- @levelup_texts = []
- oldinitialize
- end
-
- end
- class Window_zhonglevelup < Window_Base
-
- attr_accessor :index
- def initialize
- super(122, 15, 350, 345)
- $game_temp.levelup_texts = []
- @index = 0
- @skill_index = 0
- @skill_window = Window_Base.new(122,23,260,36)
- @skill_window.opacity = 0
- @skill_window.z = self.z - 1
- @main_window = Window_Base.new(122,59,260,290)
- @main_window.opacity = 0
- @main_window.z = self.z - 1
-
- self.opacity = 0
- self.visible = false
-
- #update
-
- end
-
-
- #--------------------------------------------------------------------------
- # ★ $game_temp.levelup_texts = [角色id,新特技]
- #--------------------------------------------------------------------------
- def update
-
-
- zhonginputupdate if @index <= $game_temp.levelup_texts.size-1
-
- if @index <= $game_temp.levelup_texts.size-1
-
- self.visible = true
- @main_window.opacity = 150
- actor = $game_actors[$game_temp.levelup_texts[@index][0]]
- if @skill_index == 0 and $game_temp.levelup_texts[@index][1].size != 0
- @skill_index = $game_temp.levelup_texts[@index][1].size
- end
- level = actor.level
- last_level = actor.last_level
- atk = actor.now_atk
- now_def = actor.now_def
- spi = actor.now_spi
- agi = actor.now_agi
- last_atk = actor.last_atk
- last_def = actor.last_def
- last_spi = actor.last_spi
- last_agi = actor.last_agi
-
-
- self.contents.clear
-
- # x = 122
- # y = 58
- @skill_window.opacity = $game_temp.levelup_texts[@index][1].size != 0 ? 150 : 0
- skill_name = $game_temp.levelup_texts[@index][1][@skill_index - 1].name if @skill_index != 0
- level_name = Vocab::level
- atk_name = Vocab::atk
- def_name = Vocab::def
- spi_name = Vocab::spi
- agi_name = Vocab::agi
- font = self.contents.font.size
- x = 5
- y = 165
- self.contents.draw_text(x,y,60,60,atk_name)
- self.contents.draw_text(x,y+30,60,60,def_name)
- self.contents.draw_text(x,y+60,60,60,spi_name)
- self.contents.draw_text(x,y+90,60,60,agi_name)
- self.contents.draw_text(x + 45,y,60,60, last_atk)
- self.contents.draw_text(x + 45,y+30,60,60,last_def)
- self.contents.draw_text(x + 45,y+60,60,60,last_spi)
- self.contents.draw_text(x + 45,y + 90,60,60,last_agi)
- self.contents.draw_text(x,y-30,60,60,level_name)
- self.contents.draw_text(x + 45,y-30,60,60,last_level)
- self.contents.font.color = Color.new(0,255,0,255)
- self.contents.draw_text(x + 105,y-30,60,60,level)
- bitmap_5 = Bitmap.new("Graphics/system/箭头")
- rect_5 = Rect.new(0,0,bitmap_5.width,bitmap_5.height)
- self.contents.blt(x + 70,y - 18,bitmap_5,rect_5)
- if atk > last_atk
- self.contents.draw_text(x+105,y,60,60,atk)
- atk_opacity = 255
- else
- atk_opacity = 0
- end
- bitmap_1 = Bitmap.new("Graphics/system/箭头")
- rect_1 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+12,bitmap_1,rect_1,atk_opacity)
-
-
- if now_def > last_def
- self.contents.draw_text(x+105,y+30,60,60,now_def)
- def_opacity = 255
- else
- def_opacity = 0
- end
- bitmap_2 = Bitmap.new("Graphics/system/箭头")
- rect_2 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+42,bitmap_1,rect_1,def_opacity)
-
- if spi > last_spi
- self.contents.draw_text(x+105,y+60,60,60,spi)
- spi_opacity = 255
- else
- spi_opacity = 0
- end
-
- bitmap_3 = Bitmap.new("Graphics/system/箭头")
- rect_3 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+72,bitmap_1,rect_1,spi_opacity)
-
- if agi > last_agi
- self.contents.draw_text(x + 105,y + 90,60,60,agi)
- agi_opacity = 255
- else
- agi_opacity = 0
- end
- bitmap_4 = Bitmap.new("Graphics/system/箭头")
- rect_4 = Rect.new(0,0,bitmap_1.width,bitmap_1.height)
- self.contents.blt(x+70,y+102,bitmap_1,rect_1,agi_opacity)
-
-
-
-
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(60, -19, 120, 60,"学会了 #{skill_name}")if @skill_index != 0
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(61, -19,120,60," #{skill_name}")
- self.contents.font.size = font
- draw_face(actor.face_name, actor.face_index,3, 55, size = 80)
- draw_actor_name(actor, 92, 55)
- draw_actor_hp(actor, 95, 85)
- draw_actor_mp(actor, 95, 115)
-
- self.contents.font.color = normal_color
- actor.hp = [actor.maxhp,9999].min
- actor.mp = [actor.maxmp,9999].min
-
-
-
- else
- @main_window.visible = false
- @skill_window.visible =false
- self.visible = false
-
- end
-
-
-
- end
- #==========================================================================
- #★窗口按键刷新
- #==========================================================================
- def zhonginputupdate
- if Input.trigger?(Input::DOWN)
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
- end
- if Input.trigger?(Input::UP)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
- end
- if Input.trigger?(Input::RIGHT)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::LEFT)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::B)
-
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- if Input.trigger?(Input::C)
- if @skill_index != 0
- @skill_index -= 1
- end
- @index += 1 if @skill_index == 0
-
- end
- end
-
- #==========================================================================
-
- def dispose
- super
- @skill_window.dispose
- @main_window.dispose
- end
-
-
- end
- class Scene_Map < Scene_Base
-
- def start
- super
- $game_map.refresh
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @levelup_window = Window_zhonglevelup.new
- @lus_window = Window_Base.new(122,23,260,36)
- @m_window = Window_Base.new(122,59,260,290)
- @m_window.opacity = 0
- @lus_window.opacity = 0
- @m_window.z = 9998
- @lus_window.z = 9998
- @levelup_window.z = 9999
- end
-
- def update
- super
- $game_map.interpreter.update
- $game_map.update
- $game_player.update
- $game_system.update
- @spriteset.update
- @message_window.update
-
- unless $game_message.visible
- update_levelup_window
- update_transfer_player
- update_encounter
- update_call_menu
- update_call_debug
- update_scene_change
- end
- end
-
- def update_levelup_window
- @levelup_window.update
- while @levelup_window.visible
-
- @lus_window.opacity = $game_temp.levelup_texts[@levelup_window.index][1].size != 0 ? 150 : 0
- @m_window.opacity = 150
- @levelup_window.update
- Graphics.update
- Input.update
- end
- @m_window.opacity = 0
- @lus_window.opacity = 0
-
- end
- def terminate
- super
- if $scene.is_a?(Scene_Battle) # バトル画面に切り替え中の場合
- @spriteset.dispose_characters # 背景作成のためにキャラを隠す
- end
- snapshot_for_background
- @spriteset.dispose
- @message_window.dispose
- @levelup_window.dispose
- @m_window.dispose
- @lus_window.dispose
- if $scene.is_a?(Scene_Battle) # バトル画面に切り替え中の場合
- perform_battle_transition # 戦闘前トランジション実行
- end
- end
- end
复制代码
自动显示地图名
- #====================================================================
- #★显示地名脚本
- #--------------------------------------------------------------------
- #★作者:Zhong_Zw
- #★联系方式:66rpg.com论坛短信 或 [email protected]
- #★注:与站上的肯定有区别,因为是我默写的,如有雷同,纯属巧合!
- #=====================================================================
- SWICHES = 3
- class Mapname_window < Window_Base
- def initialize
- super(0, 0, 280, WLH + 64)
- self.opacity = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.size = 32
- self.contents.font.color = Color.new(0,0,0,255)
- self.contents.draw_text(1,1,120,32,$game_map.name,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(0,0,120,32,$game_map.name,2)
- end
- def update
- super
- refresh
- end
-
- end
- class Game_Map
- attr_accessor :name
- def setup(map_id)
- @map_id = map_id
- @map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
- @mapinfo = load_data("Data/MapInfos.rvdata")
- #============================
- @name = @mapinfo[@map_id].name
- #============================
- @display_x = 0
- @display_y = 0
- @passages = $data_system.passages
- referesh_vehicles
- setup_events
- setup_scroll
- setup_parallax
- @need_refresh = false
- end
- end
- class Scene_Map < Scene_Base
- alias oldstart start
- def start
- oldstart
- @mapname_window = Mapname_window.new
- @mapname_window.x = 272
- @levelup_window = Window_zhonglevelup.new
- @lus_window = Window_Base.new(122,23,260,36)
- @m_window = Window_Base.new(122,59,260,290)
- @m_window.opacity = 0
- @lus_window.opacity = 0
- @m_window.z = 9998
- @lus_window.z = 9998
- @levelup_window.z = 9999
- @last_mapname = $game_map.name
- unless $game_switches[SWICHES]
- @mapname_window.opacity = 0
- @mapname_window.contents_opacity = 0
- end
- end
- def update
- super
- $game_map.interpreter.update
- $game_map.update
- $game_player.update
- $game_system.update
- @spriteset.update
- @message_window.update
- if @last_name != $game_map.name
- @last_name = $game_map.name
- if $game_switches[SWICHES]
- @mapname_window.update
- #@mapname_window.opacity = 200
- @mapname_window.x = 272
- @mapname_window.contents_opacity = 255
- end
- end
- if @mapname_window.x <= 440
- @mapname_window.x += 1
- # @mapname_window.opacity -= 2
- @mapname_window.contents_opacity -= 2
- end
- unless $game_message.visible
- update_levelup_window
- update_transfer_player
- update_encounter
- update_call_menu
- update_call_debug
- update_scene_change
- end
- end
- def update_levelup_window
- @levelup_window.update
- while @levelup_window.visible
-
- @lus_window.opacity = $game_temp.levelup_texts[@levelup_window.index][1].size != 0 ? 150 : 0
- @m_window.opacity = 150
- @levelup_window.update
- Graphics.update
- Input.update
- end
- @m_window.opacity = 0
- @lus_window.opacity = 0
-
- end
-
-
- alias oldterminate terminate
- def terminate
- @mapname_window.dispose
- oldterminate
- end
- end
复制代码
路牌提示:
- #==============================================================================
- # 路牌提示系统 by 沉影不器
- #------------------------------------------------------------------------------
- # 功能说明:
- # 仿照《黑暗圣剑传说2 序章》(柳柳)的介绍里提到的效果写的,据说是空之轨迹里的效果
- # 原游戏的实现方式是公共事件播放动画, 以下引用原描述:
- # "方便玩家的路牌设计, 当靠近路牌的时候, 路牌就会指引玩家的方向"
- #------------------------------------------------------------------------------
- # 使用说明(详见范例工程):
- # ① 制作路牌皮肤文件, 包含三个文件(64×64的窗体和两个箭头标志)
- # ② 在地图上创建路牌事件, 并在事件中用注释写上指路内容, 允许多项
- # ③ 指路内容格式为(忽略空格): 方向代号 = 该方向所指向的名称
- # 其中方向代号为: 2 4 6 8
- # 例: 2 = 悦来客栈 显示"↓ 悦来客栈"
- # ④ 创建与路牌事件同名的区域, 表示玩家进入该区域时激活相应路牌
- #==============================================================================
- # □ Spriteset_Roadsign
- #==============================================================================
- class Spriteset_Roadsign
- #--------------------------------------------------------------------------
- # ○ 参数设定
- #--------------------------------------------------------------------------
- WIDTH_MIN = 96 # 窗体最小宽度
- SHOW_TIME = 60 # 窗体显示时间
-
- FONT = "黑体" # 字体
- FONT_SIZE = 14 # 字体大小
- FONT_SHADOW = false # 字体阴影
- FONT_COLOR = Color.new(0,0,0) # 字体颜色
-
- SIGN_SKIN = "Roadsign" # 路牌皮肤
- SKIN_SIZE = 8 # 皮肤厚度(边框)
- SIGN_OPACITY = 192 # 路牌不透明度
-
- X_ADJ = 0 # 路牌箭头坐标微调
- Y_ADJ = 0
- #--------------------------------------------------------------------------
- # ○ 初始化对象
- # event : 事件
- #--------------------------------------------------------------------------
- def initialize(event)
- @event = event
- # 显示控制符
- @show = true
- # 显示时间计数
- @show_count = 0
- # 相对定位
- @x_plus = 0
- @y_plus = 0
- # 描绘内容
- @texts = get_texts
- # 主'窗体'
- @base_sprite = Sprite.new
- @base_sprite.z = 999
- @base_sprite.opacity = 0
- # 大小和尺寸
- set_size
- get_pos
- reset_pos
- # 描绘皮肤
- draw_skin
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ 释放
- #--------------------------------------------------------------------------
- def dispose
- @base_sprite.bitmap.dispose
- @base_sprite.dispose
- @arrow_sprite.bitmap.dispose
- @arrow_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 是否释放
- #--------------------------------------------------------------------------
- def disposed?
- return @base_sprite.disposed?
- end
- #--------------------------------------------------------------------------
- # ○ 更新画面
- #--------------------------------------------------------------------------
- def update
- # 跟随路牌
- reset_pos
- # 显示期
- if @show_count > 0
- @show_count -= 1
- return
- end
- # 开始显示期
- if @base_sprite.opacity >= 255
- @show_count = SHOW_TIME
- @show = false
- end
- # 显示中或隐藏中
- if @show
- @base_sprite.opacity += 8 if @base_sprite.opacity < 255
- else
- @base_sprite.opacity -= 8 if @base_sprite.opacity > 0
- end
- @arrow_sprite.opacity = @base_sprite.opacity
- # 自释放
- self.dispose if !@show and @base_sprite.opacity <= 0
- end
- #--------------------------------------------------------------------------
- # ○ 获取描绘文本
- #--------------------------------------------------------------------------
- def get_texts
- down = @event.read_roadsign("2")
- left = @event.read_roadsign("4")
- right = @event.read_roadsign("6")
- up = @event.read_roadsign("8")
- texts = []
- texts.push("↓ " + down) if down != ""
- texts.push("← " + left) if left != ""
- texts.push("→ " + right) if right != ""
- texts.push("↑ " + up) if up != ""
- return texts
- end
- #--------------------------------------------------------------------------
- # ○ 创建位图
- #--------------------------------------------------------------------------
- def create_bitmap(width, height)
- @base_sprite.bitmap = Bitmap.new(width, height)
- # 字体设定
- @base_sprite.bitmap.font = Font.new(FONT, FONT_SIZE)
- @base_sprite.bitmap.font.shadow = FONT_SHADOW
- @base_sprite.bitmap.font.color = FONT_COLOR
- end
- #--------------------------------------------------------------------------
- # ○ 设定尺寸
- #--------------------------------------------------------------------------
- def set_size
- # 最小宽度
- width = WIDTH_MIN
- # 测试宽度的临时位图
- test_bitmap = Bitmap.new(1, 1)
- test_bitmap.font = Font.new(FONT, FONT_SIZE)
- for text in @texts
- c_width = test_bitmap.text_size(text).width
- width = c_width if c_width > width
- end
- height = @texts.size * line_height
- create_bitmap(width+SKIN_SIZE*2, height+SKIN_SIZE*2)
- # 释放临时位图
- test_bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 获取坐标
- #--------------------------------------------------------------------------
- def get_pos
- x = @event.screen_x - width/2
- if @event.screen_y > height
- y = @event.screen_y - height - 32
- # 箭头类型标志
- up = true
- else
- y = @event.screen_y
- # 箭头类型标志
- up = false
- end
- # 相对定位
- @x_plus = x - @event.screen_x
- @y_plus = y - @event.screen_y
- set_arrow_sprite(up)
- end
- #--------------------------------------------------------------------------
- # ○ 重设坐标
- #--------------------------------------------------------------------------
- def reset_pos
- # 相对定位
- @base_sprite.x = @event.screen_x + @x_plus
- @base_sprite.y = @event.screen_y + @y_plus
- @arrow_sprite.x = @event.screen_x - 16 + X_ADJ
- @arrow_sprite.y = @event.screen_y - 32 + Y_ADJ
- end
- #--------------------------------------------------------------------------
- # ○ 设定箭头
- #--------------------------------------------------------------------------
- def set_arrow_sprite(up = true)
- @arrow_sprite = Sprite.new
- @arrow_sprite.opacity = 0
- # 上下两套箭头
- case up
- when true
- bitmap = Cache.system(SIGN_SKIN + "_arrow_up")
- rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- @arrow_sprite.bitmap = Bitmap.new(rect.width, rect.height)
- @arrow_sprite.bitmap.blt(0, 0, bitmap, rect, SIGN_OPACITY)
- when false
- bitmap = Cache.system(SIGN_SKIN + "_arrow_down")
- rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- @arrow_sprite.bitmap = Bitmap.new(rect.width, rect.height)
- @arrow_sprite.bitmap.blt(0, 0, bitmap, rect, SIGN_OPACITY)
- end
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 获取宽度
- #--------------------------------------------------------------------------
- def width
- return @base_sprite.width
- end
- #--------------------------------------------------------------------------
- # ○ 获取高度
- #--------------------------------------------------------------------------
- def height
- return @base_sprite.height
- end
- #--------------------------------------------------------------------------
- # ○ 获取行高
- #--------------------------------------------------------------------------
- def line_height
- return FONT_SIZE + 2
- end
- #--------------------------------------------------------------------------
- # ○ 描绘皮肤
- #--------------------------------------------------------------------------
- def draw_skin
- # 皮肤文件
- skin = Cache.system(SIGN_SKIN)
- @base_sprite.bitmap.clear
- # 描绘角
- src_rect = Rect.new(0,0,16,16)
- @base_sprite.bitmap.blt(0, 0, skin, src_rect, SIGN_OPACITY)
- src_rect = Rect.new(48,0,16,16)
- @base_sprite.bitmap.blt(width-16, 0, skin, src_rect, SIGN_OPACITY)
- src_rect = Rect.new(0,48,16,16)
- @base_sprite.bitmap.blt(0, height-16, skin, src_rect, SIGN_OPACITY)
- src_rect = Rect.new(48,48,16,16)
- @base_sprite.bitmap.blt(width-16, height-16, skin, src_rect, SIGN_OPACITY)
- # 描绘边
- dest_rect = Rect.new(16,0,width-32,16)
- src_rect = Rect.new(16,0,32,16)
- @base_sprite.bitmap.stretch_blt(dest_rect, skin, src_rect, SIGN_OPACITY)
- dest_rect = Rect.new(16,height-16,width-32,16)
- src_rect = Rect.new(16,48,32,16)
- @base_sprite.bitmap.stretch_blt(dest_rect, skin, src_rect, SIGN_OPACITY)
- dest_rect = Rect.new(0,16,16,height-32)
- src_rect = Rect.new(0,16,16,32)
- @base_sprite.bitmap.stretch_blt(dest_rect, skin, src_rect, SIGN_OPACITY)
- dest_rect = Rect.new(width-16,16,16,height-32)
- src_rect = Rect.new(48,16,16,32)
- @base_sprite.bitmap.stretch_blt(dest_rect, skin, src_rect, SIGN_OPACITY)
- # 描绘底
- dest_rect = Rect.new(16,16,width-32,height-32)
- src_rect = Rect.new(16,16,32,32)
- @base_sprite.bitmap.stretch_blt(dest_rect, skin, src_rect, SIGN_OPACITY)
- # 释放皮肤文件
- skin.dispose
- end
- #--------------------------------------------------------------------------
- # ○ 刷新
- #--------------------------------------------------------------------------
- def refresh
- # 逐行
- for i in [email protected]
- rect = Rect.new(SKIN_SIZE, i*line_height+SKIN_SIZE, @base_sprite.width, line_height)
- text = @texts[i]
- @base_sprite.bitmap.draw_text(rect, text)
- end
- end
- end
- #==============================================================================
- # ■ Game_Event
- #==============================================================================
- class Game_Event < Game_Character
- #--------------------------------------------------------------------------
- # ◎ 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :name # 事件名称
- attr_accessor :roadsign # 路牌标志
- #--------------------------------------------------------------------------
- # ◎ 刷新
- #--------------------------------------------------------------------------
- alias old_refresh refresh
- def refresh
- # 事件名称
- @name = @event.name
- # 路牌
- @roadsign = ''
- old_refresh
- end
- #-------------------------------------------------------------------------
- # ○ 读取路牌指定字段
- # section : 字段名
- # ignore_caps : 忽略大小写(仅字段名)
- #-------------------------------------------------------------------------
- def read_roadsign(section, ignore_caps = false)
- result = ''
- # 忽略大小写时,全部转大写
- section.upcase! if ignore_caps
- # 转symbol方便比较
- s = section.to_sym
- @roadsign.each_line{|line|
- temp = line.split(/=/)
- # 去掉干扰字符
- temp.each {|i| i.strip!}
- temp[0].upcase! if ignore_caps
- if temp[0].to_sym == s
- unless temp[1] == nil
- result = temp[1]
- end
- # 如果希望同名字段值覆盖前面的字段,去掉下一行
- break
- end
- }
- return result
- end
- end
- #==============================================================================
- # ■ Game_Player
- #==============================================================================
- class Game_Player < Game_Character
- #--------------------------------------------------------------------------
- # ◎ 刷新画面
- #--------------------------------------------------------------------------
- alias old_update update
- def update
- old_update
- # 路牌窗体刷新
- unless @roadsign_sprite == nil or @roadsign_sprite.disposed?
- @roadsign_sprite.update
- end
- end
- #--------------------------------------------------------------------------
- # ◎ 增加步数
- #--------------------------------------------------------------------------
- alias old_increase_steps increase_steps
- def increase_steps
- old_increase_steps
- # 路牌操作
- setup_roadsign_spriteset
- end
- #--------------------------------------------------------------------------
- # ○ 显示路牌
- #--------------------------------------------------------------------------
- def setup_roadsign_spriteset
- name = roadsign_name
- return if name == "" or name == @old_name
- @old_name = name
- event = get_event(name)
- return if event == nil
- roadsign_event = setup_roadsign_event(event)
- return if roadsign_event == nil
- # 生成路牌窗体
- if @roadsign_sprite == nil or @roadsign_sprite.disposed?
- @roadsign_sprite = Spriteset_Roadsign.new(roadsign_event)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 设置路牌
- # event : 事件(Game_Map内部)
- #--------------------------------------------------------------------------
- def setup_roadsign_event(event)
- return if event.list == nil
- for line in event.list
- if line.code == 108 or 408
- unless line.parameters.empty?
- event.roadsign += line.parameters.to_s + "\r\n"
- end
- end
- end
- return event
- end
- #--------------------------------------------------------------------------
- # ○ 查找路牌名称
- #--------------------------------------------------------------------------
- def roadsign_name
- for area in $data_areas.values
- return area.name if $game_player.in_area?(area)
- end
- @old_name = ""
- return @old_name
- end
- #--------------------------------------------------------------------------
- # ○ 获取事件
- # event_name : 事件名
- #--------------------------------------------------------------------------
- def get_event(event_name)
- $game_map.events.each_value {|event|
- return event if event.name == event_name}
- return nil
- end
- end
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