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[已经过期] 人物阴影脚本出现BUG,求救

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发表于 2017-10-20 19:12:19 | 显示全部楼层 |阅读模式

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阴影脚本
[pre lang="ruby"]#使用方法:不透明的物体在光源旁边会产生一个阴影。

#所以,在光源的事件里面(例如火),请在第一页加上一个注释“s”(请不要带引号)

#然后将此脚本命名为“人物阴影”插入到main上方即可。


#==============================================================================

# ■ 阴影精灵 (渐变精灵 )

# 以 Genzai Kawakami的阴影脚本为基础,
#  Rataime为其重写和更新,
#  Boushy 为其添加附属功能

#  精灵使者汉化

#==============================================================================


CATERPILLAR_COMPATIBLE = true


class Game_Party

attr_reader :characters

end


class Sprite_Shadow < RPG::Sprite


attr_accessor :character


def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0)

   super(viewport)

   @anglemin=anglemin.to_f

   @anglemax=anglemax.to_f

   @distancemax=distancemax.to_f

   @character = character

   @source = source

   update

end


def update

   super


   if (@tile_id != @character.tile_id or

      @character_name != @character.character_name or

      @character_hue != @character.character_hue)# and ( @character.screen_x >= 0 and  @character.screen_x <=640 and  @character.screen_y>=0 and  @character.screen_y <= 480)

     @tile_id = @character.tile_id

     @character_name = @character.character_name

     @character_hue = @character.character_hue
     if   @character_name.include?("AC") and  not   @character_name.include?("=4")
            if @character.direction == 4
      self.mirror = false
    else
       self.mirror = true
     end
     else
            if @character.direction == 4
      self.mirror = true
    else
       self.mirror = false
     end
     end
     if @tile_id >= 384

       self.bitmap = RPG::Cache.tile($game_map.tileset_name,

         @tile_id, @character.character_hue)

       self.src_rect.set(0, 0, 32, 32)

       self.ox = 16

       self.oy = 32

     else

       self.bitmap = RPG::Cache.character(@character.character_name,

         @character.character_hue)

       @cw = bitmap.width / 4

       @cw = bitmap.width / 4
    if not   @character_name.include?("=4")
       @ch = bitmap.height / 4
     else
       @ch = bitmap.height / 4
       end


       self.ox = @cw / 2

       self.oy = @ch

     end

   end

   self.visible = (not @character.transparent)

    if @tile_id == 0
      # 设置传送目标的矩形
    if not   @character_name.include?("=4")
      if @character.pattern >= 4
      sx = (@character.pattern - 4) * @cw
        else
      sx = @character.pattern * @cw
    end
      if @character.pattern >= 4
        sy = (4 - 2) / 2 * @ch  
       else
      sy = (2 - 2) / 2 * @ch
      end
      self.src_rect.set(sx, sy, @cw, @ch)
    else
            sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
      end
    end

   self.x = @character.screen_x

   self.y = @character.screen_y-5

   self.z = @character.screen_z(@ch)-1

   self.opacity = @character.opacity

   self.blend_type = @character.blend_type

   self.bush_depth = @character.bush_depth

   #if @character.animation_id != 0

     #animation = $data_animations[@character.animation_id]

    # animation(animation, true)

    # @character.animation_id = 0

   #end

   @deltax=@source.x-self.x

   @deltay= @source.y-self.y

   self.angle = 57.3*Math.atan2(@deltax, @deltay )

   @angle_trigo=self.angle+90

   if @angle_trigo<0

     @angle_trigo=360+@angle_trigo

   end

   self.color = Color.new(0, 0, 0)

   @distance = ((@deltax ** 2) + (@deltay ** 2))

   if$game_map.shadows==-1

     self.opacity = 0
   else

     self.opacity = 1200000/(@distance+6000)   
   end

   if @character.screen_x >= 640 or @character.screen_x <= 0 or @character.screen_y >= 480 or @character.screen_y <= 0
   self.opacity = 0
     end   

   @distance = @distance ** 0.5

   if @distancemax !=0 and @distance>=@distancemax

     self.opacity=0

   end

   if @anglemin !=0 or @anglemax !=0

      if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax

        self.opacity=0

      end

      if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax

        self.opacity=0

      end     

   end

end

end


#===================================================

# ■ 重定义 Sprite_Character

#===================================================


class Sprite_Character < RPG::Sprite

alias shadow_initialize initialize


def initialize(viewport, character = nil)

   @character = character
  # @character = nil
   super(viewport)

   @ombrelist=[]

   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"])

     if (character.list[1]!=nil and character.list[1].code == 108)

       @anglemin=character.list[1].parameters[0]

     end

     if (character.list[2]!=nil and character.list[2].code == 108)

       @anglemax=character.list[2].parameters[0]

     end

     if (character.list[3]!=nil and character.list[3].code == 108)

       @distancemax=character.list[3].parameters[0]

     end  

    for i in $game_map.events.keys.sort

     if ($game_map.events.is_a?(Game_Event) and not ($game_map.events.list[0].code == 108 && ($game_map.events.list[0].parameters == ["NotShadow"]) or $game_map.events.list[0].parameters == ["s"]) ) #$game_map.events.list!=nil and $game_map.events.list[0].code == 108 and $game_map.events.list[0].parameters == ["o"])

       @ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events,self,@anglemin,@anglemax,@distancemax)

     end

    end

    @ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax)

#===================================================

# ● 原装人物跟随兼容脚本

#===================================================

if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil


for member in $game_party.characters

   @ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax))

end


end

#===================================================

# ● 兼容脚本结束

#===================================================

   end

   shadow_initialize(viewport, @character)

end


alias shadow_update update


def update
   shadow_update
   if @ombrelist!=[]

     for i in 1..@ombrelist.size
  # if @character.x >= 7 # character.x = @x -1
       if @ombrelist!=nil

         @ombrelist.update

       end
  # end
     end

   end

end  


end


#===================================================

# ■ 新定义类Scene_Save

#===================================================

class Scene_Save < Scene_File


alias shadows_write_save_data write_save_data


def write_save_data(file)

   $game_map.shadows = nil

   shadows_write_save_data(file)

end

end


#===================================================

# ■ 新定义类 Game_Map

#===================================================

class Game_Map

attr_accessor :shadows

end
[/pre]

出现问题的情况:
当一张地图有一个已经暂时消失的事件的时候,往该地图添加一个光源,就会出现以下错误
QQ图片20171020185929.png


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 楼主| 发表于 2017-10-21 15:07:12 | 显示全部楼层
经测试,当地图有一个暂时消失的事件,且有作为光源的事件时,连呼出菜单都会出现同样的BUG。
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发表于 2017-10-21 15:30:02 | 显示全部楼层
治标:
267行改为:
  1. if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list and not ($game_map.events[i].list[0].code == 108 && ($game_map.events[i].list[0].parameters == ["NotShadow"]) or $game_map.events[i].list[0].parameters == ["s"]) ) #$game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
复制代码


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你说只治标,难道还会隐藏什么暗病吗?  发表于 2017-10-21 18:13

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