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UID591帖子1271主题64精华0积分1990历练0 声望2 人气100 经验1960 金钱1677 注册时间2010-7-18最后登录2017-4-17在线时间184 小时阅读权限50
 
 
 TA的每日心情|  | 无聊 2010-10-26 21:05
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 签到天数: 35 天 [LV.5]常住仙友I 精华0积分1990历练0 声望2 人气100 
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| # 找不到符合条件的事件的情况下 if result == false
 # 正面的元件是计数器的情况下
 if $game_map.counter?(new_x, new_y)
 # 计算 1 元件里侧的坐标
 new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
 new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
 # 全事件的循环
 for event in $game_map.events.values
 # 事件坐标与目标一致的情况下
 if event.x == new_x and event.y == new_y and
 triggers.include?(event.trigger)
 # 跳跃中以外的情况下、启动判定是正面的事件
 if not event.jumping? and not event.over_trigger?
 event.start
 result = true
 end
 end
 end
 end
 end
 return result
 end
 #--------------------------------------------------------------------------
 # ● 向左下移动
 #--------------------------------------------------------------------------
 def move_lower_left
 # 没有固定面向的场合
 unless @direction_fix
 # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
 @direction = 3#(@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
 end
 # 下→左、左→下 的通道可以通行的情况下
 if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
 (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
 # 更新坐标
 @x -= 1
 @y += 1
 # 增加步数
 increase_steps
 else
 check_event_trigger_touch(@x-1, @y+1)
 end
 end
 #--------------------------------------------------------------------------
 # ● 向右下移动
 #--------------------------------------------------------------------------
 def move_lower_right
 # 没有固定面向的场合
 unless @direction_fix
 # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
 @direction = 9#(@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
 end
 # 下→右、右→下 的通道可以通行的情况下
 if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
 (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
 # 更新坐标
 @x += 1
 @y += 1
 # 增加步数
 increase_steps
 else
 check_event_trigger_touch(@x+1, @y+1)
 end
 end
 #--------------------------------------------------------------------------
 # ● 向左上移动
 #--------------------------------------------------------------------------
 def move_upper_left
 # 没有固定面向的场合
 unless @direction_fix
 # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
 @direction = 7#(@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
 end
 # 上→左、左→上 的通道可以通行的情况下
 if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
 (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
 # 更新坐标
 @x -= 1
 @y -= 1
 # 增加步数
 increase_steps
 else
 check_event_trigger_touch(@x-1, @y-1)
 end
 end
 #--------------------------------------------------------------------------
 # ● 向右上移动
 #--------------------------------------------------------------------------
 def move_upper_right
 # 没有固定面向的场合
 unless @direction_fix
 # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
 @direction = 1#(@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
 end
 # 上→右、右→上 的通道可以通行的情况下
 if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
 (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
 # 更新坐标
 @x += 1
 @y -= 1
 # 增加步数
 increase_steps
 else
 check_event_trigger_touch(@x+1, @y-1)
 end
 end
 end
 
 
 class Sprite_Character < RPG::Sprite
 attr_accessor :character                # 角色
 def initialize(viewport, character = nil)
 name = character.name
 super(viewport)
 @character = character
 @namesprite = Sprite.new
 @namesprite.bitmap = Bitmap.new(160, 48)
 @namesprite.bitmap.font.name = "黑体"
 @namesprite.bitmap.font.size = 16
 @namesprite.bitmap.font.color.set(255, 255, 0)
 @evname = name
 @evname_split = name.split(/,/)[0]
 if name[0, 2]=="EV"
 @evname_split = " "
 end
 if name.split(/,/)[1] != nil
 case name.split(/,/)[1]
 when "0"
 @namesprite.bitmap.font.color.set(255, 255, 255)
 when "1"
 @namesprite.bitmap.font.color.set(128, 128, 255)
 when "2"
 @namesprite.bitmap.font.color.set(255, 128, 128)
 when "3"
 @namesprite.bitmap.font.color.set(128, 255, 128)
 when "4"
 @namesprite.bitmap.font.color.set(128, 255, 255)
 when "5"
 @namesprite.bitmap.font.color.set(255, 128, 255)
 when "6"
 @namesprite.bitmap.font.color.set(255, 255, 128)
 when "7"
 @namesprite.bitmap.font.color.set(192, 192, 192)
 else
 @namesprite.bitmap.font.color.set(255, 255, 255)
 end
 end
 if @evname_split != "" and @evname_split != nil
 @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
 end
 update
 end
 
 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
 if @tile_id >= 384
 self.bitmap = RPG::Cache.tile($game_map.tileset_name,
 @tile_id, @character.character_hue)
 self.src_rect.set(0, 0, 32, 32)
 self.ox = 16
 self.oy = 32
 # 元件 ID 为无效值的情况下
 else
 self.bitmap = RPG::Cache.character(@character.character_name,
 @character.character_hue)
 @cw = bitmap.width / $c3_每一步的帧数
 @ch = bitmap.height / 4
 self.ox = @cw / 2
 self.oy = @ch
 end
 end
 
 if @evname != @character.name
 @namesprite.bitmap.clear
 @evname = @character.name
 @evname_split = @character.name.split(/,/)[0]
 if @character.name.split(/,/)[1] != nil
 case @character.name.split(/,/)[1]
 when "0"
 @namesprite.bitmap.font.color.set(255, 255, 255)
 when "1"
 @namesprite.bitmap.font.color.set(128, 128, 255)
 when "2"
 @namesprite.bitmap.font.color.set(255, 128, 128)
 when "3"
 @namesprite.bitmap.font.color.set(128, 255, 128)
 when "4"
 @namesprite.bitmap.font.color.set(128, 255, 255)
 when "5"
 @namesprite.bitmap.font.color.set(255, 128, 255)
 when "6"
 @namesprite.bitmap.font.color.set(255, 255, 128)
 when "7"
 @namesprite.bitmap.font.color.set(192, 192, 192)
 else
 @namesprite.bitmap.font.color.set(255, 255, 255)
 end
 end
 if @evname_split != "" and @evname_split != nil
 @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
 end
 end
 @namesprite.x = self.x-80
 @namesprite.y = self.y-self.oy-24
 
 
 
 
 
 # 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
 case @character.direction
 when 2
 sy = 0 * @ch
 when 4
 sy = 1 * @ch
 when 6
 sy = 2 * @ch
 when 8
 sy = 3 * @ch
 when 1
 sy = 2 * @ch
 when 3
 sy = 1 * @ch
 when 7
 sy = 3 * @ch
 when 9
 sy = 0 * @ch
 end
 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.screen_z(@ch)
 # 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 Game_Character
 attr_accessor :time
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 alias old_ini initialize
 def initialize
 old_ini
 @time = 0
 end
 def c8
 # 随机 0~5 的分支
 case rand(10)
 when 0..3  # 随机
 move_random
 when 4  # 前进一步
 move_forward
 when 5  # 暂时停止
 @stop_count = 0
 when 6..9  #另外4方向随机
 c4
 end
 end
 def c4
 case rand(5)
 when 0
 move_upper_left
 when 1
 move_upper_right
 when 2
 move_lower_left
 when 3
 move_lower_right
 when 4
 @stop_count = 0
 end
 end
 
 def update
 # 跳跃中、移动中、停止中的分支
 if jumping?
 update_jump
 elsif moving?
 update_move
 else
 update_stop
 end
 # 动画计数超过最大值的情况下
 # ※最大值等于基本值减去移动速度 * 1 的值
 if @anime_count > 16*4/$c3_每一步的帧数 - @move_speed * 2
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