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Lv1.梦旅人
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我发两个脚本 啊,
一个是角色换装系统脚本,这个脚本和夜响曲的标题脚本冲突,高手指点下怎么 解决。
角色换装脚本:
#==============================================================================
module RPG
class Weapon
def name
return @name.split(/,/)[0]
end
def part
return @name.split(/,/)[1]
end
end
class Armor
def name
return @name.split(/,/)[0]
end
def part
return @name.split(/,/)[1]
end
end
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#==============================================================================
class Game_Player < Game_Character
attr_accessor :part_name # 角色 文件名
attr_accessor :turn_z
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super
@turn_z = [0,3,4,1,2] # 优先级,靠后的显示在最前 0主身体 1武器 2盾牌 3身体 4头
@part_name = [
$game_party.actors[0].character_name,
$game_party.actors[0].weapon_id != 0 ? $data_weapons[$game_party.actors[0].weapon_id].part : "",
$game_party.actors[0].armor1_id != 0 ? $data_armors[$game_party.actors[0].armor1_id].part : "",
$game_party.actors[0].armor2_id != 0 ? $data_armors[$game_party.actors[0].armor2_id].part : "",
$game_party.actors[0].armor3_id != 0 ? $data_armors[$game_party.actors[0].armor3_id].part : ""]
end
#--------------------------------------------------------------------------
# ● 面向向下
#--------------------------------------------------------------------------
def turn_down
unless @direction_fix
@direction = 2
@stop_count = 0
@turn_z = [0,3,4,1,2] # 优先级,靠后的显示在最前
end
end
#--------------------------------------------------------------------------
# ● 面向向左
#--------------------------------------------------------------------------
def turn_left
unless @direction_fix
@direction = 4
@stop_count = 0
@turn_z = [1,0,3,4,2] # 优先级,靠后的显示在最前
end
end
#--------------------------------------------------------------------------
# ● 面向向右
#--------------------------------------------------------------------------
def turn_right
unless @direction_fix
@direction = 6
@stop_count = 0
@turn_z = [2,0,3,4,1] # 优先级,靠后的显示在最前
end
end
#--------------------------------------------------------------------------
# ● 面向向上
# (这里感觉不太好处理,有些时候有的图一步在角色主图前,一步在角色主图后,
# 不怎么好处理,只能麻烦美工了……比如范例里的盾牌……)
#--------------------------------------------------------------------------
def turn_up
unless @direction_fix
@direction = 8
@stop_count = 0
@turn_z = [0,1,2,3,4] # 优先级,靠后的显示在最前
end
end
end
#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
# 角色显示用脚本。监视 Game_Character 类的实例、
# 自动变化脚本状态。
#==============================================================================
class Sprite_Player < RPG::Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :part # 角色
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 查看端口
# character : 角色 (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, part)
super(viewport)
@part = part
@character = $game_player
self.z += $game_player.turn_z.index(part)
update
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
# 元件 ID、文件名、色相与现在的情况存在差异的情况下
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# 记忆元件 ID 与文件名、色相
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# 元件 ID 为有效值的情况下
pic = @character.part_name[@part]
self.bitmap = RPG::Cache.character(pic, @character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
# 设置可视状态
self.visible = (not @character.transparent)
# 图形是角色的情况下
if @tile_id == 0
# 设置传送目标的矩形
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# 设置脚本的坐标
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.turn_z.index(part)
# 设置不透明度、合成方式、茂密
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# 动画
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
class Spriteset_Map
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
# 生成显示端口
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# 生成元件地图
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names
@tilemap.autotiles = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
# 生成远景平面
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# 生成雾平面
@fog = Plane.new(@viewport1)
@fog.z = 3000
# 生成角色活动块
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events)
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Player.new(@viewport1, 0)) # 主体
@character_sprites.push(Sprite_Player.new(@viewport1, 1)) # 武器
@character_sprites.push(Sprite_Player.new(@viewport1, 2)) # 盾牌
@character_sprites.push(Sprite_Player.new(@viewport1, 3)) # 身体
@character_sprites.push(Sprite_Player.new(@viewport1, 4)) # 头
# 生成天气
@weather = RPG::Weather.new(@viewport1)
# 生成图片
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures))
end
# 生成计时器块
@timer_sprite = Sprite_Timer.new
# 刷新画面
update
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 变更装备
# equip_type : 装备类型
# id : 武器 or 防具 ID (0 为解除装备)
#--------------------------------------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # 武器
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
$game_player.part_name[1] = @weapon_id != 0 ? $data_weapons[@weapon_id].part : ""
end
when 1 # 盾
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
$game_player.part_name[2] = @armor1_id != 0 ? $data_armors[@armor1_id].part : ""
end
when 2 # 头
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
$game_player.part_name[3] = @armor2_id != 0 ? $data_armors[@armor2_id].part : ""
end
when 3 # 身体
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
$game_player.part_name[4] = @armor3_id != 0 ? $data_armors[@armor3_id].part : ""
end
when 4 # 装饰品
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
end
被冲突的标题脚本(提示77行出问题)
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
def main_start
super
_load_data_
Mess_Text.visible = true
# 生成系统对像
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# 生成命令窗口
s1 = "开始游戏"
s2 = " 继续游戏"
s3 = " 退出游戏"
@command_window = Window_Command.new(250, [s1, s2, s3])
@command_window.opacity = 0
@command_window.x = 430 - @command_window.width / 2
@command_window.y = 270
@windows.push(@command_window)
@sprites.push(@sprite)
# 判定继续的有效性
# 存档文件一个也不存在的时候也调查
# 有効为 @continue_enabled 为 true、無効为 false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save/Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# 继续为有效的情况下、光标停止在继续上
# 无效的情况下、继续的文字显示为灰色
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# 演奏标题 BGM
$game_system.bgm_play($data_system.title_bgm)
# 停止演奏 ME、BGS
Audio.me_stop
Audio.bgs_stop
super
end
def _load_data_
# 载入数据库
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$qianzui_weapons = load_data("Data/Weapons1.rxdata")
$qianzui_armors = load_data("Data/Armors1.rxdata")
$data_skills.each{|skill|
next if skill.nil?
skill.exp = 0
skill.level = 0
}
$data_weapons.each{|weapon|
next if weapon.nil? or weapon.name == ""
(77行)weapon.rang = weapon.name.split(/,/)[1].nil? ? 0 : weapon.name.split(/,/)[1].to_i
weapon.time = weapon.name.split(/,/)[2].nil? ? 20 : weapon.name.split(/,/)[2].to_i
weapon.name = weapon.name.split(/,/)[0]
}
$qianzui_weapons.each{|weapon|
next if weapon.nil? or weapon.name == ""
weapon.rang = weapon.name.split(/,/)[1].nil? ? 0 : weapon.name.split(/,/)[1].to_i
weapon.time = weapon.name.split(/,/)[2].nil? ? 0 : weapon.name.split(/,/)[2].to_i
weapon.name = weapon.name.split(/,/)[0]
}
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置的分支
case @command_window.index
when 0 # 新游戏
command_new_game
when 1 # 继续
command_continue
when 2 # 退出
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# ● 命令 : 新游戏
#--------------------------------------------------------------------------
def command_new_game
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 停止 BGM
Audio.bgm_stop
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_skills = Game_Skills.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置初期同伴位置
$game_party.setup_starting_members
# 设置初期位置的地图
$game_map.setup($data_system.start_map_id)
# 主角向初期位置移动
$game_player.moveto($data_system.start_x, $data_system.start_y)
# 刷新主角
$game_player.refresh
# 执行地图设置的 BGM 与 BGS 的自动切换
$game_map.autoplay
# 刷新地图 (执行并行事件)
$game_map.update
# 切换地图画面
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 命令 : 继续
#--------------------------------------------------------------------------
def command_continue
# 继续无效的情况下
unless @continue_enabled
# 演奏无效 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到读档画面
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ● 命令 : 退出
#--------------------------------------------------------------------------
def command_shutdown
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# BGM、BGS、ME 的淡入淡出
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# 退出
$scene = nil
end
end |
|