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本帖最后由 小白玩家 于 2011-12-22 09:51 编辑
看来我故如寡闻了, 坐等小章鱼的无限图层脚本,原来是这个啊!↓- #==============================================================================
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- # ■ VX图层无穷无尽
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- #------------------------------------------------------------------------------
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- # 原作BY:S. F. LaValle 翻译、修改BY:仲秋启明
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- # 使用方法:在子地图名的最后加上“LX”(X为第几添加层)
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- # 更新手记:2011.2.13 解决战斗渐变问题
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- #==============================================================================
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- class Scene_Map < Scene_Base
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- alias start_2 start
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- alias update_2 update
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- attr_reader :map_layer_spritesets
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- def start
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- start_2
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- setup_map_layers
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- end
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- def update
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- for i in 0...@map_layer_spritesets.size
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- @map_layers[i].update
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- @map_layer_spritesets[i].update
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- end
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- update_2
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- end
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- def update_transfer_player
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- return unless $game_player.transfer?
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- fade = (Graphics.brightness > 0)
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- fadeout(30) if fade
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- @spriteset.dispose
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- for i in 0...@map_layer_spritesets.size
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- @map_layer_spritesets[i].dispose
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- end
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- $game_player.perform_transfer
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- $game_map.autoplay
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- $game_map.update
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- Graphics.wait(15)
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- @spriteset = Spriteset_Map.new
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- setup_map_layers
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- fadein(30) if fade
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- Input.update
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- end
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- def call_battle
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- @spriteset.update
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- Graphics.update
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- $game_player.make_encounter_count
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- $game_player.straighten
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- for i in 0...@map_layer_spritesets.size
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- @map_layer_spritesets[i].dispose
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- end
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- $game_temp.map_bgm = RPG::BGM.last
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- $game_temp.map_bgs = RPG::BGS.last
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- RPG::BGM.stop
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- RPG::BGS.stop
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- Sound.play_battle_start
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- $game_system.battle_bgm.play
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- $game_temp.next_scene = nil
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- $scene = Scene_Battle.new
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- end
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- def setup_map_layers
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- maps = load_data("Data/MapInfos.rvdata")
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- game_map_name = maps[$game_map.map_id].name
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- @map_layers = []
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- @map_layer_spritesets = []
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- map_names = []
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- layer_map_names = []
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- layer_index = []
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- c = maps.keys
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- d = c.max
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- for i in 1..d
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- unless maps[i] == nil
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- a = nil
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- map_names.push(maps[i].name)
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- a = maps[i].name =~ /(l|L)\d+/
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- layer_map_names.push(maps[i].name) if a != nil
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- layer_index.push(maps.index(maps[i])) if a != nil
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- end
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- end
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- for string in layer_map_names
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- string.chop! until string == game_map_name or string == ""
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- end
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- if layer_map_names.include?(game_map_name)
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- for i in 0...layer_map_names.size
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- if layer_map_names[i] != ""
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- map = Game_Map.new
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- map.setup(layer_index[i])
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- @map_layer_spritesets.push(Spriteset_Map_2.new(map))
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- @map_layers.push(map)
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- end
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- end
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- end
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- end
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- end
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- class Spriteset_Map_2 < Spriteset_Map
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- def initialize(layer)
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- @layer = layer
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- create_viewports
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- create_tilemap
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- update
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- end
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- def update
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- update_tilemap
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- update_viewports
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- end
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- def dispose
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- @tilemap.dispose
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- end
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- def create_tilemap(a1 = nil, a2 = nil, a3 = nil, a4 = nil, a5 = nil, b = nil, c = nil, d = nil, e = nil)
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- @tilemap = Tilemap.new(@viewport1)
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- @tilemap.bitmaps[0] = (a1 == nil ? Cache.system("TileA1") : a1)
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- @tilemap.bitmaps[1] = (a2 == nil ? Cache.system("TileA2") : a2)
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- @tilemap.bitmaps[2] = (a3 == nil ? Cache.system("TileA3") : a3)
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- @tilemap.bitmaps[3] = (a4 == nil ? Cache.system("TileA4") : a4)
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- @tilemap.bitmaps[4] = (a5 == nil ? Cache.system("TileA5") : a5)
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- @tilemap.bitmaps[5] = (b == nil ? Cache.system("TileB") : b)
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- @tilemap.bitmaps[6] = (c == nil ? Cache.system("TileC") : c)
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- @tilemap.bitmaps[7] = (d == nil ? Cache.system("TileD") : d)
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- @tilemap.bitmaps[8] = (e == nil ? Cache.system("TileE") : e)
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- @tilemap.map_data = @layer.data
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- @tilemap.passages = @layer.passages
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- end
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- def update_viewports
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- @viewport1.tone = @layer.screen.tone
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- @viewport1.ox = @layer.screen.shake
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- @viewport2.color = @layer.screen.flash_color
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- @viewport3.color.set(0, 0, 0, 255 - @layer.screen.brightness)
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- @viewport1.update
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- @viewport2.update
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- @viewport3.update
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- end
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- end
复制代码 |
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