[pre lang="ruby"] #出生点
@group_spawn = []
for i in 1..5
@group_spawn = []
end
#敌人出生地出生点
@group_spawn_e = []
for i in 1..5
@group_spawn_e = []
end
#############################################################################
#--------------------------------------------------------------------------
# ● 寻找小队坐标点
#--------------------------------------------------------------------------
def group_spawn_points
#循环全部事件
for event in $game_map.events.values
Graphics.update
if event.name[0,3] == "##T"
group = event.name[3,1].to_i
@group_spawn[group].push event.x
@group_spawn[group].push event.y
@group_spawn[group].push event.name[4,1].to_i
#能把寻找改为取得X坐标吗
###########################################################################
#--------------------------------------------------------------------------
# ● 取得战斗画面的 X 坐标
#--------------------------------------------------------------------------
def screen_x
# 返回计算后的队伍 X 坐标的排列顺序
#if self.index != nil
#return self.index * 160 + 80
#else
#return 0
#end
case self.index
when 0
return $角色一_x
when 1
return $角色二_x
when 2
return $角色三_x
when 3
return $角色四_x
when 4
return $角色五_x
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Y 坐标
#--------------------------------------------------------------------------
def screen_y
#return 464
case self.index
when 0
#return 290 + @movey
return $角色一_y
when 1
#return 330 + @movey
return $角色二_y
when 2
#return 370 + @movey
return $角色三_y
when 3
return $角色四_y
when 4
return $角色五_y
end
end
###########################################################################
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Z 坐标
#--------------------------------------------------------------------------
def screen_z
# 返回计算后的队伍 Z 坐标的排列顺序
if self.index != nil
return 5 - self.index
else
return 0
end
end
end