最爱南宫煌 发表于 2010-7-2 22:29:39

[6r教程整理]传送脚本

#==============================================================================
# 本脚本原载于www.66RPG.com,转载和使用请保留此信息
#------------------------------------------------------------------------------
# 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=["古德城堡东门",1,,2]
TOWNS=["古德城堡西门",2,,4]
TOWNS=["修道院门口",3,,4]
TOWNS=["女神遗迹南口",4,,4]
TOWNS=["圣天城骑士团练兵场",5,,4]
TOWNS=["许愿之塔",6,,4]
#==============================================================================
# ■ 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]==true
        @carol3_towns.push(town)
        if contents.text_size(town).width >= @width_temp
          @width_temp = contents.text_size(town).width
        end
      end
    end
    @item_max = @carol3_towns.size
    if @item_max == 0
      @carol3_towns = ["没有可以传送的地方",1,]
      @width_temp = contents.text_size(@carol3_towns).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,1)
    end
  end
#--------------------------------------------------------------------------
  # ● 返回的内容
  #========================================================================
  # ● 地图编号
  #--------------------------------------------------------------------------
  def map_id
    return @carol3_towns
  end
  #--------------------------------------------------------------------------
  # ● 地图x坐标
  #--------------------------------------------------------------------------
  def map_x
    return @carol3_towns
  end      
  #--------------------------------------------------------------------------
  # ● 地图y坐标
  #--------------------------------------------------------------------------
  def map_y
    return @carol3_towns
  end  
  #--------------------------------------------------------------------------
  # ● 角色朝向
  #--------------------------------------------------------------------------
  def map_direction
    return @carol3_towns
  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

最爱南宫煌 发表于 2010-7-2 22:30:49

解释一下,这个就是在不同的开关打开时触动相同的事件,到达不同的场景。

BlackFeather 发表于 2010-7-3 05:35:13

这个不如用事件做

最爱南宫煌 发表于 2010-7-3 11:36:25

我也是这么想的,不如来个公共事件里面来几个条件分歧。

BlackFeather 发表于 2010-7-3 12:50:07

你这样想的话还发?
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