| 赞 | 0  | 
 
| VIP | 0 | 
 
| 好人卡 | 0 | 
 
| 积分 | 0 | 
 
| 经验 | 0 | 
 
| 最后登录 | 2009-7-2 | 
 
| 在线时间 | 0 小时 | 
 
 
 
 
 
Lv1.梦旅人 
	- 梦石
 - 0 
 
        - 星屑
 - 10 
 
        - 在线时间
 - 0 小时
 
        - 注册时间
 - 2009-7-2
 
        - 帖子
 - 2
 
 
 
 | 
	
- # ————————————————————————————————————
 
  
- # ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
 
 - #
 
 - # Train_Actor
 
 - #
 
 - #
 
  
- 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
 
 - #==============================================================================
 
 - # ■ Game_Party_Actor
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - 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
 
 -     #..........................................................................
 
 -     @old_character = actor.character_name
 
 -     #..........................................................................
 
 -     @character_name = actor.character_name
 
 -     @character_hue = actor.character_hue
 
 -   else
 
 -     #............................................................................
 
 -     @old_character = ""
 
 -     #............................................................................
 
 -     @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
 
 -     increase_steps
 
 -   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
 
 -     increase_steps
 
 -   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
 
 -     increase_steps
 
 -   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
 
 -     increase_steps
 
 -   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 = 1
 
 -   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
 
 -     increase_steps
 
 -   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 = 3
 
 -   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
 
 -     increase_steps
 
 -   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 = 7
 
 -   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
 
 -     increase_steps
 
 -   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 = 9
 
 -   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
 
 -     increase_steps
 
 -   end
 
 - end
 
 - attr_writer :move_speed
 
 - attr_writer :step_anime
 
 - end
 
 - #==============================================================================
 
 - # ■ Spriteset_Map_Module
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - 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
 
 - #==============================================================================
 
 - # ■ Scene_Map_Module
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - module Scene_Map_Module
 
 - def setup_actor_character_sprites(characters)
 
 -   @spriteset.setup_actor_character_sprites(characters)
 
 - end
 
 - end
 
 - #==============================================================================
 
 - # ■ Game_Party_Module
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - module Game_Party_Module
 
 - def return_char(i)
 
 -  return @characters[i]
 
 - end
 
 - 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
 
 -     #...........................................................
 
 -     if $game_player.step_anime_in == 0
 
 -       character.step_anime = $game_player.step_anime
 
 -     else
 
 -       character.step_anime = false
 
 -     end
 
 -     #...........................................................
 
 -     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
 
 - #==============================================================================
 
 - # ■ Move_List_Element
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - 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)
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN) and
 
 -         can_go?(@x, @y + 1)
 
 -     unless @direction_fix
 
 -       @direction = 1
 
 -     end
 
 -     $game_party.move_lower_left_party_actors
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN) and
 
 -         can_go?(@x, @y + 1)
 
 -     unless @direction_fix
 
 -       @direction = 3
 
 -     end
 
 -     $game_party.move_lower_right_party_actors
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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)
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT) and
 
 -         can_go?(@x - 1, @y)
 
 -     unless @direction_fix
 
 -       @direction = 7
 
 -     end
 
 -     $game_party.move_upper_left_party_actors
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT) and
 
 -         can_go?(@x - 1, @y)
 
 -     unless @direction_fix
 
 -       @direction = 1
 
 -     end
 
 -     $game_party.move_lower_left_party_actors
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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)
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT) and
 
 -         can_go?(@x + 1, @y)
 
 -     unless @direction_fix
 
 -       @direction = 9
 
 -     end
 
 -     $game_party.move_upper_right_party_actors
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT) and
 
 -         can_go?(@x + 1, @y)
 
 -     unless @direction_fix
 
 -       @direction = 3
 
 -     end
 
 -     $game_party.move_lower_right_party_actors
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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)
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP) and
 
 -         can_go?(@x, @y - 1)
 
 -     unless @direction_fix
 
 -       @direction = 7
 
 -     end
 
 -     $game_party.move_upper_left_party_actors
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP) and
 
 -         can_go?(@x, @y - 1)
 
 -     unless @direction_fix
 
 -       @direction = 9
 
 -     end
 
 -     $game_party.move_upper_right_party_actors
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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
 
 -   unless @direction_fix
 
 -     @direction = 1
 
 -   end
 
 -   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
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::DOWN) and can_go?(@x - 1, @y + 1)
 
 -     $game_party.move_down_party_actors
 
 -     unless @direction_fix
 
 -       @direction = 2
 
 -     end
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
 
 -     $game_party.move_left_party_actors
 
 -     unless @direction_fix
 
 -       @direction = 4
 
 -     end
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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
 
 -   unless @direction_fix
 
 -     @direction = 3
 
 -   end
 
 -   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
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::DOWN) and can_go?(@x + 1, @y + 1)
 
 -     $game_party.move_down_party_actors
 
 -     @direction = 2
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y + 1)
 
 -     $game_party.move_right_party_actors
 
 -     @direction = 6
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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
 
 -   unless @direction_fix
 
 -     @direction = 7
 
 -   end
 
 -   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
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::UP) and can_go?(@x - 1, @y - 1)
 
 -     $game_party.move_up_party_actors
 
 -     unless @direction_fix
 
 -       @direction = 8
 
 -     end
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
 
 -     $game_party.move_left_party_actors
 
 -     unless @direction_fix
 
 -       @direction = 4
 
 -     end
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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
 
 -   unless @direction_fix
 
 -     @direction = 9
 
 -   end
 
 -   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
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   elsif passable?(@x, @y, Input::UP) and can_go?(@x + 1, @y - 1)
 
 -     $game_party.move_up_party_actors
 
 -     unless @direction_fix
 
 -       @direction = 8
 
 -     end
 
 -     increase_steps
 
 -   elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y - 1)
 
 -     $game_party.move_right_party_actors
 
 -     unless @direction_fix
 
 -       @direction = 6
 
 -     end
 
 -     increase_steps
 
 -   #..........................................................................
 
 -   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
 
 - #==============================================================================
 
 - # ■ Game_Party
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - class Game_Party
 
 -   include Train_Actor::Game_Party_Module
 
 - end
 
 - #==============================================================================
 
 - # ■ Game_Player
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - class Game_Player
 
 -   include Train_Actor::Game_Player_Module
 
 - end
 
 - #==============================================================================
 
 - # ■ Spriteset_Map
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - class Spriteset_Map
 
 -   include Train_Actor::Spriteset_Map_Module
 
 - end
 
 - #==============================================================================
 
 - # ■ Scene_Map
 
 - #------------------------------------------------------------------------------
 
 - #  
 
 - #==============================================================================
 
 - class Scene_Map
 
 -   include Train_Actor::Scene_Map_Module
 
 - end
 
  
  复制代码 |   
 
 
 
 |