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 Lv1.梦旅人 
	梦石0 星屑50 在线时间293 小时注册时间2010-7-21帖子574 | 
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 # ▼▲▼ 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
 @character_name = actor.character_name
 @character_hue = actor.character_hue
 else
 @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
 elsif passable?(@x, @y, Input::DOWN)
 @direction = 2
 @y += 1
 increase_steps
 elsif passable?(@x, @y, Input::RIGHT)
 @direction = 6
 @x += 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
 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)
 @direction = 1
 $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)
 @direction = 3
 $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)
 @direction = 7
 $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)
 @direction = 1
 $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)
 @direction = 9
 $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)
 @direction = 3
 $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)
 @direction = 7
 $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)
 @direction = 9
 $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
 @direction = 1
 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
 @direction = 2
 increase_steps
 elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
 $game_party.move_left_party_actors
 @direction = 4
 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
 @direction = 3
 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
 @direction = 7
 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
 @direction = 8
 increase_steps
 elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
 $game_party.move_left_party_actors
 @direction = 4
 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
 @direction = 9
 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
 @direction = 8
 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 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
 
 
 
 
 人物跟随暂停了只有前面1个人有待机。。。后面的人物都卡住了的样子···不动了!···请那位朋友帮忙解决!:)
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