仙剑之十里坡

标题: 传说中的角色跟随脚本 [打印本页]

作者: 最爱南宫煌    时间: 2010-5-23 11:03
标题: 传说中的角色跟随脚本
  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================


  4. # ————————————————————————————————————

  5. # ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
  6. # by fukuyama

  7. #
  8. # Train_Actor
  9. #
  10. # fukuyama@alles.or.jp
  11. # http://www4.big.or.jp/~fukuyama/rgss/Train_Actor.txt
  12. #

  13. module Train_Actor




  14. #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
  15. #开关打开,跟随的人物就消失了(其实只是变成透明而已)
  16. TRANSPARENT_SWITCH = true
  17. TRANSPARENT_SWITCHES_INDEX = 21
  18. #举例:第一个为true,第二个为21,则打开21号开关,后面的人都没了。





  19. #跟随人数的最大数目,可以更改为2、3什么的。
  20. TRAIN_ACTOR_SIZE_MAX = 4





  21. # 定数
  22. #Input::DOWN = 2
  23. #Input::LEFT = 4
  24. #Input::RIGHT = 6
  25. #Input::UP = 6
  26. DOWN_LEFT = 1
  27. DOWN_RIGHT = 3
  28. UP_LEFT = 7
  29. UP_RIGHT = 9
  30. JUMP = 5

  31. class Game_Party_Actor < Game_Character
  32. def initialize
  33. super()
  34. @through = true
  35. end
  36. def setup(actor)
  37. # キャラクターのファイル名と色相を設定
  38. if actor != nil
  39. @character_name = actor.character_name
  40. @character_hue = actor.character_hue
  41. else
  42. @character_name = ""
  43. @character_hue = 0
  44. end
  45. # 不透明度と合成方法を初期化
  46. @opacity = 255
  47. @blend_type = 0
  48. end
  49. def screen_z(height = 0)
  50. if $game_player.x == @x and $game_player.y == @y
  51. return $game_player.screen_z(height) - 1
  52. end
  53. super(height)
  54. end
  55. #--------------------------------------------------------------------------
  56. # ● 下に移動
  57. # turn_enabled : その場での向き変更を許可するフラグ
  58. #--------------------------------------------------------------------------
  59. def move_down(turn_enabled = true)
  60. # 下を向く
  61. if turn_enabled
  62. turn_down
  63. end
  64. # 通行可能な場合
  65. if passable?(@x, @y, Input::DOWN)
  66. # 下を向く
  67. turn_down
  68. # 座標を更新
  69. @y += 1
  70. end
  71. end
  72. #--------------------------------------------------------------------------
  73. # ● 左に移動
  74. # turn_enabled : その場での向き変更を許可するフラグ
  75. #--------------------------------------------------------------------------
  76. def move_left(turn_enabled = true)
  77. # 左を向く
  78. if turn_enabled
  79. turn_left
  80. end
  81. # 通行可能な場合
  82. if passable?(@x, @y, Input::LEFT)
  83. # 左を向く
  84. turn_left
  85. # 座標を更新
  86. @x -= 1
  87. end
  88. end
  89. #--------------------------------------------------------------------------
  90. # ● 右に移動
  91. # turn_enabled : その場での向き変更を許可するフラグ
  92. #--------------------------------------------------------------------------
  93. def move_right(turn_enabled = true)
  94. # 右を向く
  95. if turn_enabled
  96. turn_right
  97. end
  98. # 通行可能な場合
  99. if passable?(@x, @y, Input::RIGHT)
  100. # 右を向く
  101. turn_right
  102. # 座標を更新
  103. @x += 1
  104. end
  105. end
  106. #--------------------------------------------------------------------------
  107. # ● 上に移動
  108. # turn_enabled : その場での向き変更を許可するフラグ
  109. #--------------------------------------------------------------------------
  110. def move_up(turn_enabled = true)
  111. # 上を向く
  112. if turn_enabled
  113. turn_up
  114. end
  115. # 通行可能な場合
  116. if passable?(@x, @y, Input::UP)
  117. # 上を向く
  118. turn_up
  119. # 座標を更新
  120. @y -= 1
  121. end
  122. end
  123. #--------------------------------------------------------------------------
  124. # ● 左下に移動
  125. #--------------------------------------------------------------------------
  126. def move_lower_left
  127. # 向き固定でない場合
  128. unless @direction_fix
  129. # 右向きだった場合は左を、上向きだった場合は下を向く
  130. @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
  131. end
  132. # 下→左、左→下 のどちらかのコースが通行可能な場合
  133. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
  134. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
  135. # 座標を更新
  136. @x -= 1
  137. @y += 1
  138. end
  139. end
  140. #--------------------------------------------------------------------------
  141. # ● 右下に移動
  142. #--------------------------------------------------------------------------
  143. def move_lower_right
  144. # 向き固定でない場合
  145. unless @direction_fix
  146. # 左向きだった場合は右を、上向きだった場合は下を向く
  147. @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
  148. end
  149. # 下→右、右→下 のどちらかのコースが通行可能な場合
  150. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
  151. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
  152. # 座標を更新
  153. @x += 1
  154. @y += 1
  155. end
  156. end
  157. #--------------------------------------------------------------------------
  158. # ● 左上に移動
  159. #--------------------------------------------------------------------------
  160. def move_upper_left
  161. # 向き固定でない場合
  162. unless @direction_fix
  163. # 右向きだった場合は左を、下向きだった場合は上を向く
  164. @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
  165. end
  166. # 上→左、左→上 のどちらかのコースが通行可能な場合
  167. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
  168. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
  169. # 座標を更新
  170. @x -= 1
  171. @y -= 1
  172. end
  173. end
  174. #--------------------------------------------------------------------------
  175. # ● 右上に移動
  176. #--------------------------------------------------------------------------
  177. def move_upper_right
  178. # 向き固定でない場合
  179. unless @direction_fix
  180. # 左向きだった場合は右を、下向きだった場合は上を向く
  181. @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
  182. end
  183. # 上→右、右→上 のどちらかのコースが通行可能な場合
  184. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
  185. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
  186. # 座標を更新
  187. @x += 1
  188. @y -= 1
  189. end
  190. end
  191. attr_writer :move_speed
  192. attr_writer :step_anime
  193. end
  194. module Spriteset_Map_Module
  195. def setup_actor_character_sprites?
  196. return @setup_actor_character_sprites_flag != nil
  197. end
  198. def setup_actor_character_sprites(characters)
  199. if !setup_actor_character_sprites?
  200. index_game_player = 0
  201. @character_sprites.each_index do |i|
  202. if @character_sprites[i].character.instance_of?(Game_Player)
  203. index_game_player = i
  204. break
  205. end
  206. end
  207. for character in characters.reverse
  208. @character_sprites.unshift(
  209. Sprite_Character.new(@viewport1, character)
  210. )
  211. end
  212. @setup_actor_character_sprites_flag = true
  213. end
  214. end
  215. end
  216. module Scene_Map_Module
  217. def setup_actor_character_sprites(characters)
  218. @spriteset.setup_actor_character_sprites(characters)
  219. end
  220. end
  221. module Game_Party_Module
  222.   
  223.   def return_char(i)
  224.     return @characters[i]
  225.   end
  226.   
  227. def set_transparent_actors(transparent)
  228. @transparent = transparent
  229. end
  230. def setup_actor_character_sprites
  231. if @characters == nil
  232. @characters = []
  233. for i in 1 ... TRAIN_ACTOR_SIZE_MAX
  234. @characters.push(Game_Party_Actor.new)
  235. end
  236. end
  237. for i in 1 ... TRAIN_ACTOR_SIZE_MAX
  238. @characters[i - 1].setup(actors[i])
  239. end
  240. if $scene.class.method_defined?('setup_actor_character_sprites')
  241. $scene.setup_actor_character_sprites(@characters)
复制代码

作者: 最爱南宫煌    时间: 2010-5-23 11:03
  1. end
  2. end
  3. def update_party_actors
  4. setup_actor_character_sprites
  5. transparent = $game_player.transparent
  6. if transparent == false
  7. if TRANSPARENT_SWITCH
  8. transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
  9. end
  10. end
  11. for character in @characters
  12. character.transparent = transparent
  13. character.move_speed = $game_player.move_speed
  14. character.step_anime = $game_player.step_anime
  15. character.update
  16. end
  17. end
  18. def moveto_party_actors( x, y )
  19. setup_actor_character_sprites
  20. for character in @characters
  21. character.moveto( x, y )
  22. end
  23. if @move_list == nil
  24. @move_list = []
  25. end
  26. move_list_setup
  27. end
  28. def move_party_actors
  29. if @move_list == nil
  30. @move_list = []
  31. move_list_setup
  32. end
  33. @move_list.each_index do |i|
  34. if @characters[i] != nil
  35. case @move_list[i].type
  36. when Input::DOWN
  37. @characters[i].move_down(@move_list[i].args[0])
  38. when Input::LEFT
  39. @characters[i].move_left(@move_list[i].args[0])
  40. when Input::RIGHT
  41. @characters[i].move_right(@move_list[i].args[0])
  42. when Input::UP
  43. @characters[i].move_up(@move_list[i].args[0])
  44. when DOWN_LEFT
  45. @characters[i].move_lower_left
  46. when DOWN_RIGHT
  47. @characters[i].move_lower_right
  48. when UP_LEFT
  49. @characters[i].move_upper_left
  50. when UP_RIGHT
  51. @characters[i].move_upper_right
  52. when JUMP
  53. @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
  54. end
  55. end
  56. end
  57. end
  58. class Move_List_Element
  59. def initialize(type,args)
  60. @type = type
  61. @args = args
  62. end
  63. def type() return @type end
  64. def args() return @args end
  65. end
  66. def move_list_setup
  67. for i in 0 .. TRAIN_ACTOR_SIZE_MAX
  68. @move_list[i] = nil
  69. end
  70. end
  71. def add_move_list(type,*args)
  72. @move_list.unshift(Move_List_Element.new(type,args)).pop
  73. end
  74. def move_down_party_actors(turn_enabled = true)
  75. move_party_actors
  76. add_move_list(Input::DOWN,turn_enabled)
  77. end
  78. def move_left_party_actors(turn_enabled = true)
  79. move_party_actors
  80. add_move_list(Input::LEFT,turn_enabled)
  81. end
  82. def move_right_party_actors(turn_enabled = true)
  83. move_party_actors
  84. add_move_list(Input::RIGHT,turn_enabled)
  85. end
  86. def move_up_party_actors(turn_enabled = true)
  87. move_party_actors
  88. add_move_list(Input::UP,turn_enabled)
  89. end
  90. def move_lower_left_party_actors
  91. move_party_actors
  92. add_move_list(DOWN_LEFT)
  93. end
  94. def move_lower_right_party_actors
  95. move_party_actors
  96. add_move_list(DOWN_RIGHT)
  97. end
  98. def move_upper_left_party_actors
  99. move_party_actors
  100. add_move_list(UP_LEFT)
  101. end
  102. def move_upper_right_party_actors
  103. move_party_actors
  104. add_move_list(UP_RIGHT)
  105. end
  106. def jump_party_actors(x_plus, y_plus)
  107. move_party_actors
  108. add_move_list(JUMP,x_plus, y_plus)
  109. end
  110. end
  111. module Game_Player_Module
  112. def update
  113. $game_party.update_party_actors
  114. super
  115. end
  116. def moveto( x, y )
  117. $game_party.moveto_party_actors( x, y )
  118. super( x, y )
  119. end
  120. def move_down(turn_enabled = true)
  121. if passable?(@x, @y, Input::DOWN)
  122. $game_party.move_down_party_actors(turn_enabled)
  123. end
  124. super(turn_enabled)
  125. end
  126. def move_left(turn_enabled = true)
  127. if passable?(@x, @y, Input::LEFT)
  128. $game_party.move_left_party_actors(turn_enabled)
  129. end
  130. super(turn_enabled)
  131. end
  132. def move_right(turn_enabled = true)
  133. if passable?(@x, @y, Input::RIGHT)
  134. $game_party.move_right_party_actors(turn_enabled)
  135. end
  136. super(turn_enabled)
  137. end
  138. def move_up(turn_enabled = true)
  139. if passable?(@x, @y, Input::UP)
  140. $game_party.move_up_party_actors(turn_enabled)
  141. end
  142. super(turn_enabled)
  143. end
  144. def move_lower_left
  145. # 下→左、左→下 のどちらかのコースが通行可能な場合
  146. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
  147. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
  148. $game_party.move_lower_left_party_actors
  149. end
  150. super
  151. end
  152. def move_lower_right
  153. # 下→右、右→下 のどちらかのコースが通行可能な場合
  154. if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
  155. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
  156. $game_party.move_lower_right_party_actors
  157. end
  158. super
  159. end
  160. def move_upper_left
  161. # 上→左、左→上 のどちらかのコースが通行可能な場合
  162. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
  163. (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
  164. $game_party.move_upper_left_party_actors
  165. end
  166. super
  167. end
  168. def move_upper_right
  169. # 上→右、右→上 のどちらかのコースが通行可能な場合
  170. if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
  171. (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
  172. $game_party.move_upper_right_party_actors
  173. end
  174. super
  175. end
  176. def jump(x_plus, y_plus)
  177. # 新しい座標を計算
  178. new_x = @x + x_plus
  179. new_y = @y + y_plus
  180. # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
  181. if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
  182. $game_party.jump_party_actors(x_plus, y_plus)
  183. end
  184. super(x_plus, y_plus)
  185. end
  186. attr_reader :move_speed
  187. attr_reader :step_anime
  188. end
  189. end # module Train_Actor
  190. class Game_Party
  191. include Train_Actor::Game_Party_Module
  192. end
  193. class Game_Player
  194. include Train_Actor::Game_Player_Module
  195. end
  196. class Spriteset_Map
  197. include Train_Actor::Spriteset_Map_Module
  198. end
  199. class Scene_Map
  200. include Train_Actor::Scene_Map_Module
  201. end

  202. #==============================================================================
  203. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  204. #==============================================================================
复制代码

作者: 最爱南宫煌    时间: 2010-5-23 11:04
太长了,只好分两半。
话说这个脚本可以让队友跟在猪脚后面走,打开21号开关可以暂时隐藏队友,话中这个脚本网上很多人在找,但是找到的总是不好用,我把好用的发在这里,大家拿去用吧。
作者: 冷剑随风    时间: 2010-5-23 20:52
这个脚本是我初学RM的时候就有的三个脚本之一.....
不过还是辛苦了....
作者: 最爱南宫煌    时间: 2010-5-23 21:24
话说网上很多人找呢……




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