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Avatosius
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Вне сайта
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Мастер
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Эхх, не люблю я катептиляр.
После сохранения-загрузки чары остаются стоять на месте, запаришься ладить проходимость и их расположение.
Но он, безусловно, более настраиваемый, ибо наполовину создан из ивентов.
Я лично пользуюсь трэйн эктором. Вот он. Ставить над мэйном, как положено)
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
#==============================================================================
class Game_Party_Actor < Game_Character
#
def initialize
super()
@through = true
end
#
def setup(actor)
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
@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 move_down(turn_enabled = true)
if turn_enabled
turn_down
end
if passable?(@x, @y, 2)
turn_down
@y += 1
end
end
#
def move_left(turn_enabled = true)
if turn_enabled
turn_left
end
if passable?(@x, @y, 4)
turn_left
@x -= 1
end
end
#
def move_right(turn_enabled = true)
if turn_enabled
turn_right
end
if passable?(@x, @y, 6)
turn_right
@x += 1
end
end
#
def move_up(turn_enabled = true)
if turn_enabled
turn_up
end
if passable?(@x, @y, 8)
turn_up
@y -= 1
end
end
#
def move_lower_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
@x -= 1
@y += 1
end
end
#
def move_lower_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
@x += 1
@y += 1
end
end
#
def move_upper_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
@x -= 1
@y -= 1
end
end
#
def move_upper_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
@x += 1
@y -= 1
end
end
#
def set_move_speed(move_speed)
@move_speed = move_speed
end
end
#==============================================================================
class Spriteset_Map
#
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.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
#==============================================================================
class Scene_Map
#
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
#==============================================================================
class Game_Party
#
def set_transparent_actors(transparent)
@transparent = transparent
end
#
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 .. 4
@characters.push(Game_Party_Actor.new)
end
end
if @actors_chach == nil
@actors_chach = []
end
if @actors_chach != @actors
@actors_chach = @actors.clone
for i in 1 .. 4
@characters.setup(actors)
end
end
if $scene.instance_of?(Scene_Map)
$scene.setup_actor_character_sprites(@characters)
end
end
#
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
else
transparent = $game_player.transparent
end
end
for character in @characters
character.transparent = transparent
character.set_move_speed($game_player.get_move_speed)
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
for i in 0 .. 10
@move_list = nil
end
end
def move_party_actors
if @move_list == nil
@move_list = []
for i in 0 .. 10
@move_list = nil
end
end
@move_list.each_index do |i|
if @characters != nil
case @move_list.type
when 2
@characters.move_down(@move_list.args[0])
when 4
@characters.move_left(@move_list.args[0])
when 6
@characters.move_right(@move_list.args[0])
when 8
@characters.move_up(@move_list.args[0])
when 1
@characters.move_lower_left
when 3
@characters.move_lower_right
when 7
@characters.move_upper_left
when 9
@characters.move_upper_right
when 5
@characters.jump(@move_list.args[0],@move_list.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 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(2,turn_enabled)
end
#
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(4,turn_enabled)
end
#
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(6,turn_enabled)
end
#
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(8,turn_enabled)
end
#
def move_lower_left_party_actors
move_party_actors
add_move_list(1)
end
#
def move_lower_right_party_actors
move_party_actors
add_move_list(3)
end
#
def move_upper_left_party_actors
move_party_actors
add_move_list(7)
end
#
def move_upper_right_party_actors
move_party_actors
add_move_list(9)
end
#
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(5,x_plus, y_plus)
end
end
#==============================================================================
module Game_Player_Module
#
def update
$game_party.update_party_actors
super
end
#
def moveto( x, y )
super
$game_party.moveto_party_actors( x, y )
end
#
def move_down(turn_enabled = true)
if passable?(@x, @y, 2)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
#
def move_left(turn_enabled = true)
if passable?(@x, @y, 4)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
#
def move_right(turn_enabled = true)
if passable?(@x, @y, 6)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
#
def move_up(turn_enabled = true)
if passable?(@x, @y, 8)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
#
def move_lower_left
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
$game_party.move_lower_left_party_actors
end
super
end
#
def move_lower_right
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
$game_party.move_lower_right_party_actors
end
super
end
#
def move_upper_left
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
$game_party.move_upper_left_party_actors
end
super
end
#
def move_upper_right
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
$game_party.move_upper_right_party_actors
end
super
end
#
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
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
#
def get_move_speed
return @move_speed
end
end
#==============================================================================
class Game_Player
include Game_Player_Module
end
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