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悬赏60星屑已解决
求助各位大佬,在移动镜头(包括移动时移动镜头)时和移动镜头后一段时间播放动画,会导致动画错位。
强化镜头脚本:
[pre lang="ruby"]=begin
╔════╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═════╗
║ ╔══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╩═══╗ ║
╠─╣ 强化镜头功能 ╠─╣
╠─╣ by RPG Maker Source. ╠─╣
╠─╣ www.rpgmakersource.com ╠─╣
║ ╚══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╦═══╝ ║
╠════╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═╤═╩═════╣
║ ┌────┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴─────┐ ║
╠─┤ Version 1.0.1 13/12/14 DD/MM/YY ├─╣
║ └────┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬─────┘ ║
╠══════╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══╧═══════╣
║ ║
║ This work is protected by the following license: ║
║ ╔══════════════════════════════════════════════════════════════════╗ ║
║ │ │ ║
║ │ Copyright ? 2014 Maker Systems. │ ║
║ │ │ ║
║ │ This software is provided 'as-is', without any kind of │ ║
║ │ warranty. Under no circumstances will the author be held │ ║
║ │ liable for any damages arising from the use of this software. │ ║
║ │ │ ║
║ │ Permission is granted to anyone to use this software on their │ ║
║ │ free or commercial games made with a legal copy of RPG Maker │ ║
║ │ VX Ace, as long as Maker Systems - RPG Maker Source is │ ║
║ │ credited within the game. │ ║
║ │ │ ║
║ │ Selling this code or any portions of it 'as-is' or as part of │ ║
║ │ another code, is not allowed. │ ║
║ │ │ ║
║ │ The original header, which includes this copyright notice, │ ║
║ │ must not be edited or removed from any verbatim copy of the │ ║
║ │ sotware nor from any edited version. │ ║
║ │ │ ║
║ ╚══════════════════════════════════════════════════════════════════╝ ║
║ ║
║ ║
╠══════════════════════════════════════════════════════════════════════════════╣
║ 1. VERSION HISTORY. ▼ ║
╠══════════════════════════════════════════════════════════════════════════════╣
║ ║
║ ? Version 1.0.0, 08/12/14 - (DD/MM/YY). ║
║ ║
║ ? Version 1.0.1, 13/12/14 - (DD/MM/YY). ║
║ ║
╠══════════════════════════════════════════════════════════════════════════════╣
╠══════════════════════════════════════════════════════════════════════════════╣
║ 2. USER MANUAL. ▼ ║
╠══════════════════════════════════════════════════════════════════════════════╣
║ ║
║ ┌──────────────────────────────────────────────────────────────────────────┐ ║
║ │ ■ 说明. │ ║
║ └┬┬┬┬──────────────────────────────────────────────────────────────────┬┬┬┬┘ ║
║ ║
║ 功能如下:
1、镜头平滑移动
2、镜头跟随事件
3、镜头固定 ║
║ ║
║ ┌──────────────────────────────────────────────────────────────────────────┐ ║
║ │ ■ Configuration. │ ║
║ └┬┬┬┬──────────────────────────────────────────────────────────────────┬┬┬┬┘ ║
║ ║
║ "How do I change the strength of the deceleration effect?" ║
║ Right click anywhere in the script editor and select "Find" (or CTRL + F) ║
║ search for "Deceleration_Value" (without quotation marks). ║
║ ║
║ You will see something like "Deceleration_Value = 22" ║
║ ║
║ Set the number after the equality sign to any numer you like, bigger or ║
║ equal than 1. The bigger the number, the stronger the deceleration effect ║
║ and thus the slower the camera movement when following the player. Small ║
║ numbers result in a faster deceleration, default value is 22. ║
║ ║
║ ┌──────────────────────────────────────────────────────────────────────────┐ ║
║ │ ■ 具体功能. │ ║
║ └┬┬┬┬──────────────────────────────────────────────────────────────────┬┬┬┬┘ ║
║ ║
║ 可用脚本: ║
║ ║
║ ┌───────────────────────────────┐ ║
║ │ ms_pro_cam_wait_for_scrolling │ ║
║ ├───────────────────────────────┴────────────────────────────────────────┐ ║
║ │ 开启:等待直至镜头移动结束
意思是镜头移动结束后,才会执行下一个事件指令
对默认的地图滚动、本脚本中镜头移动的呼出脚本两者都有效. │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌────────────────────────────────────┐ ║
║ │ ms_pro_cam_center_at(x, y, 时间) │ ║
║ ├────────────────────────────────────┴───────────────────────────────────┐ ║
║ │ 镜头中心移动到(x,y)坐标处,时间的单位是帧
║ │ │ ║
║ │ 注意: 同样适用于循环地图. 通常情况下,如果你从地图左上角移动镜头到左下角,
镜头会经过画面中心处. │ ║
║ │ 但如果你的地图是循环地图,镜头会寻找最短的移动路径,不经过画面中心 │ ║
║ │ │ ║
║ │ 例子: 镜头中心移动到(44,44)处,用时6秒 │ ║
║ │ │ ║
║ │ ms_pro_cam_center_at(44, 44, 360) │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌───────────────────────────────────────┐ ║
║ │ ms_pro_cam_center_at_char(id, 时间) │ ║
║ ├───────────────────────────────────────┴────────────────────────────────┐ ║
║ │ 移动到目标处 │ ║
║ │ │ ║
║ │ (*) id = -1 时代表玩家, 0 代表当前事件, 1 或以上代表事件id. │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌──────────────────────────────────────────┐ ║
║ │ ms_pro_cam_focus_on(id, 可取消?, 按键) │ ║
║ ├──────────────────────────────────────────┴─────────────────────────────┐ ║
║ │ 镜头跟随目标 │ ║
║ │ │ ║
║ │ 例子,镜头跟随22号事件: ms_pro_cam_focus_on(22) │ ║
║ │ │ ║
║ │ 镜头跟随玩家: │ ║
║ │ ms_pro_cam_focus_on(-1) │ ║
║ │ │ ║
║ │ (*) "可取消" 替换为 true 或 false,代表能否通过一个按键取消镜头跟随,并
自动将镜头目标跟随回玩家│ ║
║ │ │ ║
║ │ (*) "按键"是取消跟随镜头的按键,仅在"可取消?"设定为true时有效,默认为 :CTRL │ ║
║ │ │ ║
║ │ 默认可用按键: │ ║
║ │ │ ║
║ │ :DOWN :LEFT :RIGHT :UP (方向键) │ ║
║ │ :A :B :C :X :Y :Z :L :R │ ║
║ │ :SHIFT :CTRL :ALT │ ║
║ │ :F5 :F6 :F7 :F8 :F9 │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌─────────────────────────────────────┐ ║
║ │ ms_pro_cam_character_on_screen?(id) │ ║
║ ├─────────────────────────────────────┴──────────────────────────────────┐ ║
║ │ 检查事件是否在画面中. │ ║
║ │ │ ║
║ │ 可以用于分支条件中,例如检查代表小偷的事件是否在画面中,如果不在玩家
抓贼失败这样
当然,id和之前一样,也可以代表玩家. │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌──────────────────────┐ ║
║ │ ms_pro_cam_reset_str │ ║
║ ├──────────────────────┴─────────────────────────────────────────────────┐ ║
║ │ 设定镜头移动的速度为默认值 │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌───────────────────────┐ ║
║ │ ms_pro_cam_str(数值) │ ║
║ ├───────────────────────┴────────────────────────────────────────────────┐ ║
║ │ 设定镜头移动加速度 │ ║
║ │ │ ║
║ │ 数值越小,移动速度越快 (1 为默认速度) │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌──────────────────────────────────────┐ ║
║ │ ms_pro_cam_ignore_player(true/false) │ ║
║ ├──────────────────────────────────────┴─────────────────────────────────┐ ║
║ │ 镜头是否固定在地图上,不跟随玩家移动 │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌────────────────────────┐ ║
║ │ ms_pro_cam_lock_camera │ ║
║ ├────────────────────────┴───────────────────────────────────────────────┐ ║
║ │ 锁定镜头 │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ┌──────────────────────────┐ ║
║ │ ms_pro_cam_unlock_camera │ ║
║ ├──────────────────────────┴─────────────────────────────────────────────┐ ║
║ │ 解锁镜头 │ ║
║ └────────────────────────────────────────────────────────────────────────┘ ║
║ ║
╠══════════════════════════════════════════════════════════════════════════════╣
╠══════════════════════════════════════════════════════════════════════════════╣
║ 3. NOTES. ▼ ║
╠══════════════════════════════════════════════════════════════════════════════╣
║ ║
║ Have fun and enjoy! ║
║ ║
╠══════════════════════════════════════════════════════════════════════════════╣
╠══════════════════════════════════════════════════════════════════════════════╣
║ 4. CONTACT. ▼ ║
╠══════════════════════════════════════════════════════════════════════════════╣
║ ║
║ Keep in touch with us and be the first to know about new releases: ║
║ ║
║ www.rpgmakersource.com ║
║ www.facebook.com/RPGMakerSource ║
║ www.twitter.com/RPGMakerSource ║
║ www.youtube.com/user/RPGMakerSource ║
║ ║
║ Get involved! Have an idea for a system? Let us know. ║
║ ║
║ Spread the word and help us reach more people so we can continue creating ║
║ awesome resources for you! ║
║ ║
╚══════════════════════════════════════════════════════════════════════════════╝)
=end
#==============================================================================
# ** Maker Systems
#------------------------------------------------------------------------------
# Module for our Systems.
#==============================================================================
module MakerSystems
#============================================================================
# ** Enhanced Camera
#----------------------------------------------------------------------------
# Contains configurable values for the camera systems.
#============================================================================
module EnhancedCamera
#------------------------------------------------------------------------
# * 默认镜头滚动加速度. [OPT]
#------------------------------------------------------------------------
Deceleration_Value = 8
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# Added methods to use in Script Call Event Command.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Reset Deceleration Strength. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_reset_str
# Set camera deceleration strength back to default.
$game_map.ms_ecam_str =
MakerSystems::EnhancedCamera::Deceleration_Value.to_f
end
#--------------------------------------------------------------------------
# * Deceleration Strength. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_str(value)
# Set camera deceleration strength.
$game_map.ms_ecam_str = value.to_f
end
#--------------------------------------------------------------------------
# * Ignore Player Toggle. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_ignore_player(value)
# Set ignore player flag.
$game_map.ms_ecam_ignore_player = value
end
#--------------------------------------------------------------------------
# * Lock Camera. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_lock_camera
# Turns on camera lock flag.
$game_map.ms_ecam_locked = true
end
#--------------------------------------------------------------------------
# * Unlock Camera. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_unlock_camera
# Turns off camera lock flag.
$game_map.ms_ecam_locked = false
end
#--------------------------------------------------------------------------
# * Character on Screen? [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_character_on_screen?(id)
# Get character based on provided number (id).
character = get_character(id)
# Inside screen boundaries?
character.screen_x > 0 && character.screen_x < Graphics.width &&
character.screen_y > 0 && character.screen_y < Graphics.height
end
#--------------------------------------------------------------------------
# * Focus on Character. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_focus_on(id, can_cancel = false, key = :CTRL)
# Get character based on provided number (id).
character = get_character(id)
# Special handling if Player is the target.
if character.is_a?(Game_Player)
# Clears special character focus variable.
$game_map.ms_ecam_target = nil
# Turns off ignore player flag.
$game_map.ms_ecam_ignore_player = false
# Moves camera back to player.
$game_map.ms_ecam_center(character.real_x, character.real_y)
else
# Sets camera target to its new target character.
$game_map.ms_ecam_target = character
# Sets cancel focus flag.
$game_map.ms_ecam_cancel = can_cancel
# Sets cancel focus key.
$game_map.ms_ecam_cancel_key = key
end
end
#--------------------------------------------------------------------------
# * Wait for Scrolling. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_wait_for_scrolling
# Yield until scrolling is completed.
Fiber.yield while $game_map.scrolling? || $game_map.ms_ecam_iterations
end
#--------------------------------------------------------------------------
# * Center Camera at Position. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_center_at(x, y, frames)
# Set camera location target.
$game_map.ms_ecam_go_to(x, y, frames)
end
#--------------------------------------------------------------------------
# * Center Camera at Character. [NEW]
#--------------------------------------------------------------------------
def ms_pro_cam_center_at_char(id, frames)
# Get character based on provided number (id).
character = get_character(id)
# Set camera location target.
$game_map.ms_ecam_go_to(character.x, character.y, frames)
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# Edited update_scroll and initialize.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables. [NEW]
#--------------------------------------------------------------------------
attr_accessor :ms_ecam_target, :ms_ecam_iterations, :ms_ecam_str,
:ms_ecam_ignore_player, :ms_ecam_locked, :ms_ecam_cancel,
:ms_ecam_cancel_key
#--------------------------------------------------------------------------
# * Alias Initialize. [NEW]
#--------------------------------------------------------------------------
alias_method(:ms_ecam_original_initialize, :initialize)
#--------------------------------------------------------------------------
# * Initialize. [MOD]
#--------------------------------------------------------------------------
def initialize
# Original method.
ms_ecam_original_initialize
# Initializes deceleration strength.
@ms_ecam_str = MakerSystems::EnhancedCamera::Deceleration_Value.to_f
end
#--------------------------------------------------------------------------
# * Center Position. [NEW]
#--------------------------------------------------------------------------
def ms_ecam_center(target_real_x, target_real_y, hard = false)
# Target position, centered.
@ms_ecam_real_x = target_real_x - screen_tile_x / 2
@ms_ecam_real_y = target_real_y - screen_tile_y / 2
# Position correction for no horizontally looped maps.
unless loop_horizontal?
# Limit for the X axis.
limit_x = width - screen_tile_x
limit_x = 0 if limit_x < 0
# Keeps target position inside correct boundaries.
@ms_ecam_real_x = 0 if @ms_ecam_real_x < 0
@ms_ecam_real_x = limit_x if @ms_ecam_real_x > limit_x
end
# Position correction for no vertically looped maps.
unless loop_vertical?
# Limit for the Y axis.
limit_y = height - screen_tile_y
limit_y = 0 if limit_y < 0
# Keeps target position inside correct boundaries.
@ms_ecam_real_y = 0 if @ms_ecam_real_y < 0
@ms_ecam_real_y = limit_y if @ms_ecam_real_y > limit_y
end
# Ensures correct target values in case of looping any axis.
@ms_ecam_real_x %= width
@ms_ecam_real_y %= height
# No smooth movement?
if hard
# Sets display position now, without any smooth deceleration effect.
@display_x = @ms_ecam_real_x
@display_y = @ms_ecam_real_y
end
end
#--------------------------------------------------------------------------
# * Prepares Camera Target. [NEW]
#--------------------------------------------------------------------------
def ms_ecam_go_to(target_x, target_y, period = 60.0)
# Prevents execution of any kind of camera movement if locked flag is on.
return if @ms_ecam_locked
# Sets correct target positions.
ms_ecam_center(target_x, target_y)
# Gets correct X distance.
@ms_ecam_x_amplitude = ms_ecam_correct_amplitude(@display_x,
@ms_ecam_real_x, width, loop_horizontal?)
# Gets correct Y distance.
@ms_ecam_y_amplitude = ms_ecam_correct_amplitude(@display_y,
@ms_ecam_real_y, height, loop_vertical?)
# Initializes iteration counter.
@ms_ecam_iterations = 0.0
# Saves the original, starting position.
@ms_ecam_x_original = @display_x
@ms_ecam_y_original = @display_y
# Sets period (time).
@ms_ecam_period = period.to_f
end
#--------------------------------------------------------------------------
# * Correct Amplitude. [NEW]
#--------------------------------------------------------------------------
def ms_ecam_correct_amplitude(current, target, limit, condition)
# Checks if looping in the desired axis.
if condition
# Returns shortest distance, crossing map borders if needed.
if ((target - current) % limit) < ((current - target) % limit)
(target - current) % limit
else
-((current - target) % limit)
end
else
# Returns normal distance.
target - current
end
end
#--------------------------------------------------------------------------
# * Alias Update Scroll. [NEW]
#--------------------------------------------------------------------------
alias_method(:ms_ecam_original_update_scroll, :update_scroll)
#--------------------------------------------------------------------------
# * Update Scroll. [MOD]
#--------------------------------------------------------------------------
def update_scroll
# Prevents execution of any kind of camera movement if locked flag is on.
return if @ms_ecam_locked
# If non player target for camera.
if @ms_ecam_target
# If can be cancelled by player input and the key is triggered.
if @ms_ecam_cancel && Input.trigger?(@ms_ecam_cancel_key)
# Clears target flag.
@ms_ecam_target = nil
# Moves camera back to player.
ms_ecam_center($game_player.real_x, $game_player.real_y)
else
# Centers camera on target.
ms_ecam_center(@ms_ecam_target.real_x, @ms_ecam_target.real_y, false)
end
end
# Iterations pending?
if @ms_ecam_iterations
# Calculates period.
period = (@ms_ecam_iterations / @ms_ecam_period) * 1.57
# Sets new display positions.
@display_x = @ms_ecam_x_original + @ms_ecam_x_amplitude * Math.sin(period)
@display_y = @ms_ecam_y_original + @ms_ecam_y_amplitude * Math.sin(period)
# Ensures correct display values.
@display_x %= $game_map.width
@display_y %= $game_map.height
# If target positions were reached.
if period == 1.57
# Sets target position flag off.
@ms_ecam_iterations = nil
# Updates target positions.
@ms_ecam_real_x = @display_x
@ms_ecam_real_y = @display_y
else
# Updates iteration count.
@ms_ecam_iterations += 1.0
end
else
# Camera being moved by event commands?
if scrolling?
# Target position is actual display position.
@ms_ecam_real_x = @display_x
@ms_ecam_real_y = @display_y
else
# Moves camera. Correct step value with deceleration effect. X Axis.
@display_x += ms_ecam_correct_amplitude(@display_x,
@ms_ecam_real_x, width, loop_horizontal?) / @ms_ecam_str
# Moves camera. Correct step value with deceleration effect. Y Axis.
@display_y += ms_ecam_correct_amplitude(@display_y,
@ms_ecam_real_y, height, loop_vertical?) / @ms_ecam_str
# Keeps map display values inside correct boundaries.
@display_x %= width
@display_y %= height
end
end
# Original method.
ms_ecam_original_update_scroll
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# Replaced update_scroll and center.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Update Scroll. [REP]
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
# Check if it is good to go.
unless $game_map.ms_ecam_target || $game_map.ms_ecam_iterations ||
$game_map.ms_ecam_ignore_player || !moving?
# Updates the camera centering.
$game_map.ms_ecam_center(@real_x, @real_y)
end
end
#--------------------------------------------------------------------------
# * Center. [REP]
#--------------------------------------------------------------------------
def center(x, y)
# Don't center if the camera is anchored to its position.
return if $game_map.ms_ecam_locked
# Center camera display position at once.
$game_map.ms_ecam_center(x.to_f, y.to_f, true)
end
end[/pre]
VXAce_SP1:
[pre lang="ruby"]#==============================================================================
# ■ VXAce_SP1
#------------------------------------------------------------------------------
# プリセットスクリプトの不具合を修正します。ユーザー定義のスクリプト素材は、
# 原則としてこのセクションより下に配置してください。
#==============================================================================
#------------------------------------------------------------------------------
# 【修正内容】
#------------------------------------------------------------------------------
# ●イベントコマンド[ステートの変更]にて、同じステートの付加と解除を同時に実
# 行した際、二回目以降の付加が失敗する不具合を修正しました。
# ●イベントコマンド[アニメーションの表示]にて、表示中のアニメーションがマッ
# プのスクロールに同期しない不具合を修正しました。
# ●自動戦闘の行動が正常に選択されない不具合を修正しました。
# ●装備できなくなった装備品が外れたことにより、さらに別の装備品が装備できなく
# なったとき、その装備品が増殖してしまう不具合を修正しました。
# ●イベントコマンド[ピクチャの消去]を実行した後に余分な負荷がかかる不具合を
# 修正しました。
# ●移動ルートのオプション[移動できない場合は飛ばす]にチェックを入れた状態で
# トリガー[プレイヤーから接触]のイベントに接触すると、イベントが実行中であ
# っても起動予約がされてしまう不具合を修正しました。
# ●魔法反射されたスキルに対してステート有効度が反映されない不具合を修正しまし
# た。
# ●フォントのデフォルト設定にて太字または斜体を有効にしていても、ステータス画
# 面を切り替えたとき等に無効な状態に戻ってしまう不具合を修正しました。
#------------------------------------------------------------------------------
class Game_Battler
attr_accessor :magic_reflection
#--------------------------------------------------------------------------
# ● 敵対関係の判定
#--------------------------------------------------------------------------
alias vxace_sp1_opposite? opposite?
def opposite?(battler)
vxace_sp1_opposite?(battler) || battler.magic_reflection
end
end
#------------------------------------------------------------------------------
class Game_Actor
#--------------------------------------------------------------------------
# ● 装備できない装備品を外す
# item_gain : 外した装備品をパーティに戻す
#--------------------------------------------------------------------------
alias vxace_sp1_release_unequippable_items release_unequippable_items
def release_unequippable_items(item_gain = true)
loop do
last_equips = equips.dup
vxace_sp1_release_unequippable_items(item_gain)
return if equips == last_equips
end
end
#--------------------------------------------------------------------------
# ● 自動戦闘時の戦闘行動を作成
#--------------------------------------------------------------------------
def make_auto_battle_actions
@actions.size.times do |i|
@actions = make_action_list.max_by {|action| action.value }
end
end
end
#------------------------------------------------------------------------------
class Game_Player
#--------------------------------------------------------------------------
# ● マップイベントの起動
# triggers : トリガーの配列
# normal : プライオリティ[通常キャラと同じ]かそれ以外か
#--------------------------------------------------------------------------
alias vxace_sp1_start_map_event start_map_event
def start_map_event(x, y, triggers, normal)
return if $game_map.interpreter.running?
vxace_sp1_start_map_event(x, y, triggers, normal)
end
end
#------------------------------------------------------------------------------
class Game_Picture
#--------------------------------------------------------------------------
# ● ピクチャの消去
#--------------------------------------------------------------------------
alias vxace_sp1_erase erase
def erase
vxace_sp1_erase
@origin = 0
end
end
#------------------------------------------------------------------------------
class Game_Interpreter
#--------------------------------------------------------------------------
# ● ステートの変更
#--------------------------------------------------------------------------
alias vxace_sp1_command_313 command_313
def command_313
vxace_sp1_command_313
$game_party.clear_results
end
end
#------------------------------------------------------------------------------
class Sprite_Character
#--------------------------------------------------------------------------
# ● 位置の更新
#--------------------------------------------------------------------------
alias vxace_sp1_update_position update_position
def update_position
move_animation(@character.screen_x - x, @character.screen_y - y)
vxace_sp1_update_position
end
#--------------------------------------------------------------------------
# ● アニメーションの移動
#--------------------------------------------------------------------------
def move_animation(dx, dy)
if @animation && @animation.position != 3
@ani_ox += dx
@ani_oy += dy
@ani_sprites.each do |sprite|
sprite.x += dx
sprite.y += dy
end
end
end
end
#------------------------------------------------------------------------------
class Sprite_Picture
#--------------------------------------------------------------------------
# ● 転送元ビットマップの更新
#--------------------------------------------------------------------------
alias vxace_sp1_update_bitmap update_bitmap
def update_bitmap
if @picture.name.empty?
self.bitmap = nil
else
vxace_sp1_update_bitmap
end
end
end
#------------------------------------------------------------------------------
class Window_Base
#--------------------------------------------------------------------------
# ● フォント設定のリセット
#--------------------------------------------------------------------------
alias vxace_sp1_reset_font_settings reset_font_settings
def reset_font_settings
vxace_sp1_reset_font_settings
contents.font.bold = Font.default_bold
contents.font.italic = Font.default_italic
end
end
#------------------------------------------------------------------------------
class Scene_Battle
#--------------------------------------------------------------------------
# ● 魔法反射の発動
#--------------------------------------------------------------------------
alias vxace_sp1_invoke_magic_reflection invoke_magic_reflection
def invoke_magic_reflection(target, item)
@subject.magic_reflection = true
vxace_sp1_invoke_magic_reflection(target, item)
@subject.magic_reflection = false
end
end
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这个问题我遇到过,我只能说很难解决,镜头脚本是弹性回复镜头到角色身上,而动画播放的位置是以坐标来判定的,但是弹性就会使得他的判定出现错误,而只有等弹性镜头恢复到角色身上时,动画播放的位置坐标才会正常显示对的位置,没恢复之前,动画就会漂移,我其实也不懂脚本,我用GPT或者deepseek都询问过解决办法,都没能解决,后来我只能放弃这个弹性脚本,或者不在地图上显示动画。所以....除非有大神看到能帮你,基本上来说说 ...
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