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人物跟随
- #===================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #===================================================================
- # ————————————————————————————————————
- # ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
- # by fukuyama
- #
- # Train_Actor
- #
- # [email protected]
- # http://www4.big.or.jp/~fukuyama/rgss/Train_Actor.txt
- #
- module Train_Actor
- #是否使用停止跟随的方法,也就是说,这里false改为true的时候,如果TRANSPARENT_SWITCHES_INDEX
- #开关打开,跟随的人物就消失了(其实只是变成透明而已)
- TRANSPARENT_SWITCH = true
- TRANSPARENT_SWITCHES_INDEX = 20
- #举例:第一个为true,第二个为20,则打开20号开关,后面的人都没了。
- #跟随人数的最大数目,可以更改为2、3什么的。
- TRAIN_ACTOR_SIZE_MAX = 2
- # 定数
- #Input::DOWN = 2
- #Input::LEFT = 4
- #Input::RIGHT = 6
- #Input::UP = 6
- DOWN_LEFT = 1
- DOWN_RIGHT = 3
- UP_LEFT = 7
- UP_RIGHT = 9
- JUMP = 5
- class Game_Party_Actor < Game_Character
-
- def initialize
- super()
- @through = true
- end
-
- def setup(actor)
- # キャラクターのファイル名と色相を設定
- if actor != nil
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- @tempneme = actor.name
- else
- @character_name = ""
- @character_hue = 0
- @tempneme = ""
- end
- # 不透明度と合成方法を初期化
- @opacity = 255
- @blend_type = 0
- end
- def screen_z(height = 0)
- if $game_player.x == @x and $game_player.y == @y
- return $game_player.screen_z(height) - 1
- end
- super(height)
- end
-
- def name
- return @tempneme
- end
-
- #--------------------------------------------------------------------------
- # ● 下に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_down(turn_enabled = true)
- # 下を向く
- if turn_enabled
- turn_down
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::DOWN)
- # 下を向く
- turn_down
- # 座標を更新
- @y += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 左に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_left(turn_enabled = true)
- # 左を向く
- if turn_enabled
- turn_left
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::LEFT)
- # 左を向く
- turn_left
- # 座標を更新
- @x -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 右に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_right(turn_enabled = true)
- # 右を向く
- if turn_enabled
- turn_right
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::RIGHT)
- # 右を向く
- turn_right
- # 座標を更新
- @x += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 上に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_up(turn_enabled = true)
- # 上を向く
- if turn_enabled
- turn_up
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::UP)
- # 上を向く
- turn_up
- # 座標を更新
- @y -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 左下に移動
- #--------------------------------------------------------------------------
- def move_lower_left
- # 向き固定でない場合
- unless @direction_fix
- # 右向きだった場合は左を、上向きだった場合は下を向く
- @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
- end
- # 下→左、左→下 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- # 座標を更新
- @x -= 1
- @y += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 右下に移動
- #--------------------------------------------------------------------------
- def move_lower_right
- # 向き固定でない場合
- unless @direction_fix
- # 左向きだった場合は右を、上向きだった場合は下を向く
- @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
- end
- # 下→右、右→下 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- # 座標を更新
- @x += 1
- @y += 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 左上に移動
- #--------------------------------------------------------------------------
- def move_upper_left
- # 向き固定でない場合
- unless @direction_fix
- # 右向きだった場合は左を、下向きだった場合は上を向く
- @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
- end
- # 上→左、左→上 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- # 座標を更新
- @x -= 1
- @y -= 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 右上に移動
- #--------------------------------------------------------------------------
- def move_upper_right
- # 向き固定でない場合
- unless @direction_fix
- # 左向きだった場合は右を、下向きだった場合は上を向く
- @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
- end
- # 上→右、右→上 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- # 座標を更新
- @x += 1
- @y -= 1
- end
- end
- attr_writer :move_speed
- attr_writer :step_anime
- end
- module Spriteset_Map_Module
- def setup_actor_character_sprites?
- return @setup_actor_character_sprites_flag != nil
- end
- def setup_actor_character_sprites(characters)
- if !setup_actor_character_sprites?
- index_game_player = 0
- @character_sprites.each_index do |i|
- if @character_sprites[i].character.instance_of?(Game_Player)
- index_game_player = i
- break
- end
- end
- for character in characters.reverse
- @character_sprites.unshift(
- Sprite_Character.new(@viewport1, character)
- )
- end
- @setup_actor_character_sprites_flag = true
- end
- end
- end
- module Scene_Map_Module
- def setup_actor_character_sprites(characters)
- @spriteset.setup_actor_character_sprites(characters)
- end
- end
- module Game_Party_Module
- def set_transparent_actors(transparent)
- @transparent = transparent
- end
- def setup_actor_character_sprites
- if @characters == nil
- @characters = []
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters.push(Game_Party_Actor.new)
- end
- end
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters[i - 1].setup(actors[i])
- end
- if $scene.class.method_defined?('setup_actor_character_sprites')
- $scene.setup_actor_character_sprites(@characters)
- end
- end
- def update_party_actors
- setup_actor_character_sprites
- transparent = $game_player.transparent
- if transparent == false
- if TRANSPARENT_SWITCH
- transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
- end
- end
- for character in @characters
- character.transparent = transparent
- character.move_speed = $game_player.move_speed
- character.step_anime = $game_player.step_anime
- character.update
- end
- end
- def moveto_party_actors( x, y )
- setup_actor_character_sprites
- for character in @characters
- character.moveto( x, y )
- end
- if @move_list == nil
- @move_list = []
- end
- move_list_setup
- end
- def move_party_actors
- if @move_list == nil
- @move_list = []
- move_list_setup
- end
- @move_list.each_index do |i|
- if @characters[i] != nil
- case @move_list[i].type
- when Input::DOWN
- @characters[i].move_down(@move_list[i].args[0])
- when Input::LEFT
- @characters[i].move_left(@move_list[i].args[0])
- when Input::RIGHT
- @characters[i].move_right(@move_list[i].args[0])
- when Input::UP
- @characters[i].move_up(@move_list[i].args[0])
- when DOWN_LEFT
- @characters[i].move_lower_left
- when DOWN_RIGHT
- @characters[i].move_lower_right
- when UP_LEFT
- @characters[i].move_upper_left
- when UP_RIGHT
- @characters[i].move_upper_right
- when JUMP
- @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
- end
- end
- end
- end
- class Move_List_Element
- def initialize(type,args)
- @type = type
- @args = args
- end
- def type() return @type end
- def args() return @args end
- end
- def move_list_setup
- for i in 0 .. TRAIN_ACTOR_SIZE_MAX
- @move_list[i] = nil
- end
- end
- def add_move_list(type,*args)
- @move_list.unshift(Move_List_Element.new(type,args)).pop
- end
- def move_down_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::DOWN,turn_enabled)
- end
- def move_left_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::LEFT,turn_enabled)
- end
- def move_right_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::RIGHT,turn_enabled)
- end
- def move_up_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::UP,turn_enabled)
- end
- def move_lower_left_party_actors
- move_party_actors
- add_move_list(DOWN_LEFT)
- end
- def move_lower_right_party_actors
- move_party_actors
- add_move_list(DOWN_RIGHT)
- end
- def move_upper_left_party_actors
- move_party_actors
- add_move_list(UP_LEFT)
- end
- def move_upper_right_party_actors
- move_party_actors
- add_move_list(UP_RIGHT)
- end
- def jump_party_actors(x_plus, y_plus)
- move_party_actors
- add_move_list(JUMP,x_plus, y_plus)
- end
- end
- module Game_Player_Module
- def update
- $game_party.update_party_actors
- super
- end
- def moveto( x, y )
- $game_party.moveto_party_actors( x, y )
- super( x, y )
- end
- def move_down(turn_enabled = true)
- if passable?(@x, @y, Input::DOWN)
- $game_party.move_down_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_left(turn_enabled = true)
- if passable?(@x, @y, Input::LEFT)
- $game_party.move_left_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_right(turn_enabled = true)
- if passable?(@x, @y, Input::RIGHT)
- $game_party.move_right_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_up(turn_enabled = true)
- if passable?(@x, @y, Input::UP)
- $game_party.move_up_party_actors(turn_enabled)
- end
- super(turn_enabled)
- end
- def move_lower_left
- # 下→左、左→下 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- $game_party.move_lower_left_party_actors
- end
- super
- end
- def move_lower_right
- # 下→右、右→下 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- $game_party.move_lower_right_party_actors
- end
- super
- end
- def move_upper_left
- # 上→左、左→上 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- $game_party.move_upper_left_party_actors
- end
- super
- end
- def move_upper_right
- # 上→右、右→上 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- $game_party.move_upper_right_party_actors
- end
- super
- end
- def jump(x_plus, y_plus)
- # 新しい座標を計算
- new_x = @x + x_plus
- new_y = @y + y_plus
- # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
- if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
- $game_party.jump_party_actors(x_plus, y_plus)
- end
- super(x_plus, y_plus)
- end
- attr_reader :move_speed
- attr_reader :step_anime
- end
- end # module Train_Actor
- class Game_Party
- include Train_Actor::Game_Party_Module
- end
- class Game_Player
- include Train_Actor::Game_Player_Module
- end
- class Spriteset_Map
- include Train_Actor::Spriteset_Map_Module
- end
- class Scene_Map
- include Train_Actor::Scene_Map_Module
- end
- #==================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==================================================================
复制代码
飞空术
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 自定义内容解释:
- # TOWNS[编号]=["地名,可以随便写",开关编号,[传送去的地图id,传送去的地图x,
- # 传送去的地图y],角色朝向]
- #
- # 编号请按照0、1、2、3……顺序往下排布
- # 当编号的开关打开的时候,才可以选择这个传送地点
- # 角色朝向,2为下,4为左,6为右,8为上,具体可以参考自己数字小键盘的方向和数字关系
- # 如果是其他方向请自己改。
- #
- # 需要制作脚本,请点击66rpg.com最底部的QQ交谈
- #
- # 使用方法:在需要传送的传送门、传送石、传送羽毛、传送旅店一类的地方使用公共事件:
- # 呼叫脚本:$scene = Scene_Teleport.new
- #
- # 制作者:柳柳
- #==============================================================================
- TOWNS=[]
- TOWNS[0]=["真新镇",1,[2,14,15],2]
- TOWNS[1]=["真新镇",2,[2,14,15],2]
- TOWNS[2]=["真新镇",3,[2,14,15],2]
- TOWNS[3]=["真新镇",4,[2,14,15],2]
- TOWNS[4]=["真新镇",5,[2,14,15],2]
- TOWNS[5]=["真新镇",6,[2,14,15],2]
- #==============================================================================
- # ■ Window_Teleport
- #------------------------------------------------------------------------------
- # 处理传送的窗口
- #==============================================================================
- class Window_Teleport < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(640,640,64,64)
- self.contents = Bitmap.new(width, height)
- self.opacity = 180
- get_towns
- draw_towns
- @column_max = 1
- end
- #--------------------------------------------------------------------------
- # ● 获取可到达的城镇和窗口大小
- #--------------------------------------------------------------------------
- def get_towns
- @carol3_towns = []
- @width_temp = 0
- @cont_use = false
- for town in TOWNS
- if $game_switches[town[1]]==true
- @carol3_towns.push(town)
- if contents.text_size(town[0]).width >= @width_temp
- @width_temp = contents.text_size(town[0]).width
- end
- end
- end
- @item_max = @carol3_towns.size
- if @item_max == 0
- @carol3_towns[0] = ["没有可以传送的地方",1,[1,1,1]]
- @width_temp = contents.text_size(@carol3_towns[0][0]).width
- @item_max = 1
- @cont_use = true
- end
- self.width = [@width_temp+32,480].min
- self.height = [(@item_max+1)*32,360].min
- self.x = (640-self.width)/2
- self.y = (480-self.height)/2
- self.contents = Bitmap.new(width-32,row_max*32)
- end
- #--------------------------------------------------------------------------
- # ● 描绘城镇名称
- #--------------------------------------------------------------------------
- def draw_towns
- for i in 0...@carol3_towns.size
- self.contents.draw_text(0,i*32,@width_temp,32,@carol3_towns[i][0],1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 返回的内容
- #========================================================================
- # ● 地图编号
- #--------------------------------------------------------------------------
- def map_id
- return @carol3_towns[self.index][2][0]
- end
- #--------------------------------------------------------------------------
- # ● 地图x坐标
- #--------------------------------------------------------------------------
- def map_x
- return @carol3_towns[self.index][2][1]
- end
- #--------------------------------------------------------------------------
- # ● 地图y坐标
- #--------------------------------------------------------------------------
- def map_y
- return @carol3_towns[self.index][2][2]
- end
- #--------------------------------------------------------------------------
- # ● 角色朝向
- #--------------------------------------------------------------------------
- def map_direction
- return @carol3_towns[self.index][2][3]
- end
- #--------------------------------------------------------------------------
- # ● 判断是否一个城市都没有
- #--------------------------------------------------------------------------
- def cant_use?
- return @cont_use
- end
- end
- #==============================================================================
- # ■ Scene_Teleport
- #------------------------------------------------------------------------------
- # 处理传送执行的类
- #==============================================================================
- class Scene_Teleport
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- $game_system.se_play($data_system.decision_se)
- @carol3_trans_white = false
- @carol3_map_sprite = Spriteset_Map.new
- @carol3_teleport_window = Window_Teleport.new
- if @carol3_teleport_window.cant_use?
- @carol3_teleport_window.index = -1
- else
- @carol3_teleport_window.index = 0
- end
- @carol3_teleport_window.active = true
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- carol3_update
- if $scene != self
- break
- end
- end
- if @carol3_trans_white==true
- @carol3_white_sprite = Sprite.new
- @carol3_white_sprite.bitmap = Bitmap.new(640,480)
- @carol3_white_sprite.opacity = 0
- @carol3_white_sprite.bitmap.fill_rect(0, 0, 640, 480, Color.new(255,255,255,255))
- for i in 0..20
- @carol3_white_sprite.opacity += 15
- @carol3_teleport_window.opacity -= 12
- @carol3_teleport_window.contents_opacity -= 12
- Graphics.update
- end
- Graphics.freeze
- Graphics.transition(0)
- Graphics.update
- @carol3_map_sprite.dispose
- $game_map.setup($game_temp.player_new_map_id)
- $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
- $game_player.turn_down
- $game_player.straighten
- $game_map.autoplay
- Graphics.frame_reset
- for i in 0..20
- @carol3_white_sprite.opacity -= 15
- Graphics.update
- end
- @carol3_white_sprite.dispose
- @carol3_teleport_window.dispose
- Graphics.freeze
- else
- Graphics.freeze
- @carol3_teleport_window.dispose
- @carol3_map_sprite.dispose
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def carol3_update
- @carol3_teleport_window.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- if @carol3_teleport_window.index == -1
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- else
- $game_temp.player_new_map_id = @carol3_teleport_window.map_id
- $game_temp.player_new_x = @carol3_teleport_window.map_x
- $game_temp.player_new_y = @carol3_teleport_window.map_y
- $game_temp.player_new_direction = @carol3_teleport_window.map_direction
- $game_temp.player_transferring = true
- $game_temp.transition_processing = true
- $game_temp.transition_name = ""
- $scene = Scene_Map.new
- @carol3_trans_white = true
- Audio.se_play("Audio/SE/" + "018-Teleport01",100,100)
- return
- end
- end
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码
冲突:人物跟随脚本
234行
undefinbd method `setup_actor_character_sprites' for nil:NilClass
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