赞 | 0 |
VIP | 6 |
好人卡 | 3 |
积分 | 1 |
经验 | 1230 |
最后登录 | 2013-2-16 |
在线时间 | 129 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 129 小时
- 注册时间
- 2009-3-29
- 帖子
- 432
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
这个是“使用地图当背景完美脚本”
- #===============================================================
- # 本脚本来自www.66rpg.com
- # 功能:对于没有设置战斗背景的地图,直接用地图做战斗背景
- #===============================================================
- #==============================================================================
- # ■ Spriteset_Map
- #------------------------------------------------------------------------------
- # 处理地图画面活动块和元件的类。本类在
- # Scene_Map 类的内部使用。
- #==============================================================================
- class Spriteset_Map
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize(flag = false)
- # 生成显示端口
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(0, 0, 640, 480)
- @viewport3 = Viewport.new(0, 0, 640, 480)
- @viewport2.z = 200
- @viewport3.z = 5000
- # 生成元件地图
- @tilemap = Tilemap.new(@viewport1)
- @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
- for i in 0..6
- autotile_name = $game_map.autotile_names[i]
- @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
- end
- @tilemap.map_data = $game_map.data
- @tilemap.priorities = $game_map.priorities
- # 生成远景平面
- @panorama = Plane.new(@viewport1)
- @panorama.z = -1000
- # 生成雾平面
- @fog = Plane.new(@viewport1)
- @fog.z = 3000
- unless flag
- # 生成角色活动块
- @character_sprites = []
- for i in $game_map.events.keys.sort
- sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
- @character_sprites.push(sprite)
- end
- @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
- end
- # 生成天气
- @weather = RPG::Weather.new(@viewport1)
- # 生成图片
- @picture_sprites = []
- for i in 1..50
- @picture_sprites.push(Sprite_Picture.new(@viewport2,
- $game_screen.pictures[i]))
- end
- # 生成计时器块
- @timer_sprite = Sprite_Timer.new
- # 刷新画面
- update
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose(flag = false)
- # 释放元件地图
- @tilemap.tileset.dispose
- for i in 0..6
- @tilemap.autotiles[i].dispose
- end
- @tilemap.dispose
- # 释放远景平面
- @panorama.dispose
- # 释放雾平面
- @fog.dispose
- unless flag
- # 释放角色活动块
- for sprite in @character_sprites
- sprite.dispose
- end
- end
- # 释放天候
- @weather.dispose
- # 释放图片
- for sprite in @picture_sprites
- sprite.dispose
- end
- # 释放计时器块
- @timer_sprite.dispose
- # 释放显示端口
- @viewport1.dispose
- @viewport2.dispose
- @viewport3.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 远景与现在的情况有差异发情况下
- if @panorama_name != $game_map.panorama_name or
- @panorama_hue != $game_map.panorama_hue
- @panorama_name = $game_map.panorama_name
- @panorama_hue = $game_map.panorama_hue
- if @panorama.bitmap != nil
- @panorama.bitmap.dispose
- @panorama.bitmap = nil
- end
- if @panorama_name != ""
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
- end
- Graphics.frame_reset
- end
- # 雾与现在的情况有差异的情况下
- if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
- @fog_name = $game_map.fog_name
- @fog_hue = $game_map.fog_hue
- if @fog.bitmap != nil
- @fog.bitmap.dispose
- @fog.bitmap = nil
- end
- if @fog_name != ""
- @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
- end
- Graphics.frame_reset
- end
- # 刷新元件地图
- @tilemap.ox = $game_map.display_x / 4
- @tilemap.oy = $game_map.display_y / 4
- @tilemap.update
- # 刷新远景平面
- @panorama.ox = $game_map.display_x / 8
- @panorama.oy = $game_map.display_y / 8
- # 刷新雾平面
- @fog.zoom_x = $game_map.fog_zoom / 100.0
- @fog.zoom_y = $game_map.fog_zoom / 100.0
- @fog.opacity = $game_map.fog_opacity
- @fog.blend_type = $game_map.fog_blend_type
- @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
- @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
- @fog.tone = $game_map.fog_tone
- if @character_sprites != nil
- # 刷新角色活动块
- for sprite in @character_sprites
- sprite.update
- end
- end
- # 刷新天候图形
- @weather.type = $game_screen.weather_type
- @weather.max = $game_screen.weather_max
- @weather.ox = $game_map.display_x / 4
- @weather.oy = $game_map.display_y / 4
- @weather.update
- # 刷新图片
- for sprite in @picture_sprites
- sprite.update
- end
- # 刷新计时器块
- @timer_sprite.update
- # 设置画面的色调与震动位置
- @viewport1.tone = $game_screen.tone
- @viewport1.ox = $game_screen.shake
- # 设置画面的闪烁色
- @viewport3.color = $game_screen.flash_color
- # 刷新显示端口
- @viewport1.update
- @viewport3.update
- end
- end
- #===============================================================
- class Scene_Battle
- alias battleback_map_main main
- def main
- @battleback_sprite = Spriteset_Map.new(true)
- battleback_map_main
- @battleback_sprite.dispose(true)
- end
- end
- #===============================================================
- # 申请者:张永;脚本作者:bluefool 改进人:亿万星辰 完美化:IKKI
- #===============================================================
复制代码
这个是“远景移动脚本”
- # ▼▲▼ XRXS34. パノラマスクロール ▼▲▼
- # by ぷのくー
- #——————————————————————————————————————
- # 这是一个非常简单的脚本,只要自定义自动滚动的地图编号和绝对不滚动的地图编号
- # 即可实现对远景的操作。
- #——————————————————————————————————————
- #==============================================================================
- # 初始化的一些常量
- #==============================================================================
- class Game_Map
-
- # 远景横向飘移速度速度
- PANORAMA_SX = 0
-
- # 远景纵向飘移速度速度
- PANORAMA_SY = 10
-
- # 自动滚动远景的地图编号(编号为1、4、7、5的地图远景会自动移动)
- AUTO_SCROLL_PANORAMA_IDS = [3,89]
- end
- class Spriteset_Map
-
- # 锁定远景的地图编号(编号为2、8、10的地图远景会锁定)
- SCROLL_FREEZE_PANORAMA_IDS = []
-
- #——说明:如果自动滚动和锁定都包括了某张地图,则该地图不滚动。
- #——如果自动滚动和锁定都没有包括某图,则还是会使用默认效果。
- end
- #==============================================================================
- # ■ Game_Map
- #==============================================================================
- class Game_Map
- attr_accessor :panorama_sx
- attr_accessor :panorama_sy
- attr_reader :panorama_ox
- attr_reader :panorama_oy
- def setup(map_id)
- @map_id = map_id
- @map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
- tileset = $data_tilesets[@map.tileset_id]
- @tileset_name = tileset.tileset_name
- @autotile_names = tileset.autotile_names
- @panorama_name = tileset.panorama_name
- @panorama_hue = tileset.panorama_hue
- @fog_name = tileset.fog_name
- @fog_hue = tileset.fog_hue
- @fog_opacity = tileset.fog_opacity
- @fog_blend_type = tileset.fog_blend_type
- @fog_zoom = tileset.fog_zoom
- @fog_sx = tileset.fog_sx
- @fog_sy = tileset.fog_sy
- # ===================================
- if AUTO_SCROLL_PANORAMA_IDS.include?(map_id)
- @panorama_sx = PANORAMA_SX
- @panorama_sy = PANORAMA_SY
- else
- @panorama_sx = 0
- @panorama_sy = 0
- end
- # ===================================
- @battleback_name = tileset.battleback_name
- @passages = tileset.passages
- @priorities = tileset.priorities
- @terrain_tags = tileset.terrain_tags
- @display_x = 0
- @display_y = 0
- @need_refresh = false
- @events = {}
- for i in @map.events.keys
- @events[i] = Game_Event.new(@map_id, @map.events[i])
- end
- @common_events = {}
- for i in 1...$data_common_events.size
- @common_events[i] = Game_CommonEvent.new(i)
- end
- @fog_ox = 0
- @fog_oy = 0
- @panorama_ox = 0
- @panorama_oy = 0
- @fog_tone = Tone.new(0, 0, 0, 0)
- @fog_tone_target = Tone.new(0, 0, 0, 0)
- @fog_tone_duration = 0
- @fog_opacity_duration = 0
- @fog_opacity_target = 0
- @scroll_direction = 2
- @scroll_rest = 0
- @scroll_speed = 4
- end
- def update
- if $game_map.need_refresh
- refresh
- end
- if @scroll_rest > 0
- distance = 2 ** @scroll_speed
- case @scroll_direction
- when 2 # 下
- scroll_down(distance)
- when 4 # 左
- scroll_left(distance)
- when 6 # 右
- scroll_right(distance)
- when 8 # 上
- scroll_up(distance)
- end
- @scroll_rest -= distance
- end
- for event in @events.values
- event.update
- end
- for common_event in @common_events.values
- common_event.update
- end
- @fog_ox -= @fog_sx / 8.0
- @fog_oy -= @fog_sy / 8.0
- # ===================================
- @panorama_ox -= @panorama_sx / 8.0
- @panorama_oy -= @panorama_sy / 8.0
- # ===================================
- if @fog_tone_duration >= 1
- d = @fog_tone_duration
- target = @fog_tone_target
- @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
- @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
- @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
- @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
- @fog_tone_duration -= 1
- end
- if @fog_opacity_duration >= 1
- d = @fog_opacity_duration
- @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
- @fog_opacity_duration -= 1
- end
- end
- end
- #==============================================================================
- # ■ Spriteset_Map
- #==============================================================================
- class Spriteset_Map
- def update
- if @panorama_name != $game_map.panorama_name or
- @panorama_hue != $game_map.panorama_hue
- @panorama_name = $game_map.panorama_name
- @panorama_hue = $game_map.panorama_hue
- if @panorama.bitmap != nil
- @panorama.bitmap.dispose
- @panorama.bitmap = nil
- end
- if @panorama_name != ""
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
- end
- Graphics.frame_reset
- end
- if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
- @fog_name = $game_map.fog_name
- @fog_hue = $game_map.fog_hue
- if @fog.bitmap != nil
- @fog.bitmap.dispose
- @fog.bitmap = nil
- end
- if @fog_name != ""
- @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
- end
- Graphics.frame_reset
- end
- @tilemap.ox = $game_map.display_x / 4
- @tilemap.oy = $game_map.display_y / 4
- @tilemap.update
- # ===================================
- if SCROLL_FREEZE_PANORAMA_IDS.include?($game_map.map_id)
- @panorama.ox = 0
- @panorama.oy = 0
- else
- @panorama.ox = $game_map.display_x / 8 +$game_map.panorama_ox
- @panorama.oy = $game_map.display_y / 8 +$game_map.panorama_oy
- end
- # ===================================
- @fog.zoom_x = $game_map.fog_zoom / 100.0
- @fog.zoom_y = $game_map.fog_zoom / 100.0
- @fog.opacity = $game_map.fog_opacity
- @fog.blend_type = $game_map.fog_blend_type
- @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
- @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
- @fog.tone = $game_map.fog_tone
- for sprite in @character_sprites
- sprite.update
- end
- @weather.type = $game_screen.weather_type
- @weather.max = $game_screen.weather_max
- @weather.ox = $game_map.display_x / 4
- @weather.oy = $game_map.display_y / 4
- @weather.update
- for sprite in @picture_sprites
- sprite.update
- end
- @timer_sprite.update
- @viewport1.tone = $game_screen.tone
- @viewport1.ox = $game_screen.shake
- @viewport3.color = $game_screen.flash_color
- @viewport1.update
- @viewport3.update
- end
- end
复制代码
其中这两个脚本都定义了 for sprite in @character_sprites 。。 所以出现了冲突! 有高手能解决一下不?{/gg}{/gg} |
|