泪奔~~谁能告诉我rpg maker xp 直接在地图战斗的脚本啊 不用进入战斗画面那种,直接在地图打的那个!

2024-11-24 12:23:51
推荐回答(2个)
回答1:

  #===============================================================

  # 本脚本来自www.66rpg.com

  # 功能:对于没有设置战斗背景的地图,直接用地图做战斗背景

  #===============================================================

  #==============================================================================

  # 本脚本来自www.66rpg.com,使用前请参考制作录像

  #==============================================================================

  # ■ Spriteset_Map

  #------------------------------------------------------------------------------

  #  处理地图画面活动块和元件的类。本类在

  # Scene_Map 类的内部使用。

  #==============================================================================

  class Spriteset_Map

  #--------------------------------------------------------------------------

  # ● 初始化对像

  #--------------------------------------------------------------------------

  def initialize(flag = false)

  # 生成显示端口

  @viewport1 = Viewport.new(0, 0, 640, 480)

  @viewport2 = Viewport.new(0, 0, 640, 480)

  @viewport3 = Viewport.new(0, 0, 640, 480)

  @viewport2.z = 200

  @viewport3.z = 5000

  # 生成元件地图

  @tilemap = Tilemap.new(@viewport1)

  @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)

  for i in 0..6

  autotile_name = $game_map.autotile_names[i]

  @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)

  end

  @tilemap.map_data = $game_map.data

  @tilemap.priorities = $game_map.priorities

  # 生成远景平面

  @panorama = Plane.new(@viewport1)

  @panorama.z = -1000

  @panorama2 = Plane.new(@viewport1)

  @panorama2.z = 3000

  # 生成雾平面

  @fog = Plane.new(@viewport1)

  @fog.z = 3000

  unless flag

  # 生成角色活动块

  @character_sprites = []

  for i in $game_map.events.keys.sort

  sprite = Sprite_Character.new(@viewport1, $game_map.events[i])

  @character_sprites.push(sprite)

  end

  @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))

  end

  # 生成天气

  @weather = RPG::Weather.new(@viewport1)

  # 生成图片

  @picture_sprites = []

  for i in 1..50

  @picture_sprites.push(Sprite_Picture.new(@viewport2,

  $game_screen.pictures[i]))

  end

  # 生成计时器块

  @timer_sprite = Sprite_Timer.new

  # 刷新画面

  update

  end

  #--------------------------------------------------------------------------

  # ● 释放

  #--------------------------------------------------------------------------

  def dispose(flag = false)

  # 释放元件地图

  @tilemap.tileset.dispose

  for i in 0..6

  @tilemap.autotiles[i].dispose

  end

  @tilemap.dispose

  # 释放远景平面

  @panorama.dispose

  @panorama2.dispose

  # 释放雾平面

  @fog.dispose

  unless flag

  # 释放角色活动块

  for sprite in @character_sprites

  sprite.dispose

  end

  end

  # 释放天候

  @weather.dispose

  # 释放图片

  for sprite in @picture_sprites

  sprite.dispose

  end

  # 释放计时器块

  @timer_sprite.dispose

  # 释放显示端口

  @viewport1.dispose

  @viewport2.dispose

  @viewport3.dispose

  end

  #--------------------------------------------------------------------------

  # ● 刷新画面

  #--------------------------------------------------------------------------

  def update

  # 远景与现在的情况有差异发情况下

  if @panorama_name != $game_map.panorama_name or

  @panorama_hue != $game_map.panorama_hue

  @panorama_name = $game_map.panorama_name

  @panorama_hue = $game_map.panorama_hue

  if @panorama.bitmap != nil

  @panorama.bitmap.dispose

  @panarama2.bitmap.dispose

  @panorama2.bitmap = nil

  @panarama.bitmap = nil

  end

  if @panorama_name != ""

  @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)

  @panorama2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)

  end

  Graphics.frame_reset

  end

  # 雾与现在的情况有差异的情况下

  if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue

  @fog_name = $game_map.fog_name

  @fog_hue = $game_map.fog_hue

  if @fog.bitmap != nil

  @fog.bitmap.dispose

  @fog.bitmap = nil

  end

  if @fog_name != ""

  @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)

  end

  Graphics.frame_reset

  end

  # 刷新元件地图

  @tilemap.ox = $game_map.display_x / 4

  @tilemap.oy = $game_map.display_y / 4

  @tilemap.update

  # 刷新远景平面

  @panorama.ox = $game_map.display_x / 4

  @panorama.oy = $game_map.display_y / 4

  @panorama2.ox = @panorama.ox

  @panorama2.oy = @panorama.oy

  # 刷新雾平面

  @fog.zoom_x = $game_map.fog_zoom / 100.0

  @fog.zoom_y = $game_map.fog_zoom / 100.0

  @fog.opacity = $game_map.fog_opacity

  @fog.blend_type = $game_map.fog_blend_type

  @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox

  @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy

  @fog.tone = $game_map.fog_tone

  # 刷新角色活动块

  if @character_sprites != nil

  for sprite in @character_sprites

  sprite.update

  end

  end

  # 刷新天候图形

  @weather.type = $game_screen.weather_type

  @weather.max = $game_screen.weather_max

  @weather.ox = $game_map.display_x / 4

  @weather.oy = $game_map.display_y / 4

  @weather.update

  # 刷新图片

  for sprite in @picture_sprites

  sprite.update

  end

  # 刷新计时器块

  @timer_sprite.update

  # 设置画面的色调与震动位置

  @viewport1.tone = $game_screen.tone

  @viewport1.ox = $game_screen.shake

  # 设置画面的闪烁色

  @viewport3.color = $game_screen.flash_color

  # 刷新显示端口

  @viewport1.update

  @viewport3.update

  end

  end

  class Scene_Battle

  alias battleback_map_main main

  def main

  @battleback_sprite = Spriteset_Map.new(true)

  battleback_map_main

  @battleback_sprite.dispose(true)

  end

  end

  #===============================================================

  # 申请者:张永;脚本作者:bluefool 改进人:亿万星辰 完美化:IKKI

  #===============================================================

回答2:

你在百度里搜(rpg xp 魔塔样板)然后打开公共事件看,或许你能学会