RGSS3 - 基本事件处理:事件呼叫、替换及在游戏运行中复制事件

提供了基本的事件处理功能的脚本。
如需使用或转载时请不要删除版权声明信息,并注意标明作者。

#==============================================================================
# ■ 简单的事件呼叫与替换
#------------------------------------------------------------------------------
#  By:六零道长 授权自由使用,转载请注明出处,使用时请标明作者。
#------------------------------------------------------------------------------
# 目前功能:
#   1. call_common_event(id) 呼叫指定编号的公共事件。
#   2. call_map_event(id, page) 呼叫指定事件的事件页
#   3. call_other_map_event(map, id, page) 呼叫某地图的某事件的事件页。
#   4. recover_event(map_id, event_id) 替换本事件为其它事件。
#   5. copy_map_event(map_id, event_id, x, y) 在运行时复制事件。
#   6. remove_map_event(event_id) 从地图彻底移除事件。
#==============================================================================
class Game_Interpreter
  #--------------------------------------------------------------------------
  # ● 呼叫指定编号的公共事件
  #--------------------------------------------------------------------------
  def call_common_event(id)
    common_event = $data_common_events[id]
    if common_event
      child = Game_Interpreter.new(@depth + 1)
      child.setup(common_event.list, same_map? ? @event_id : 0)
      child.new_run
    end
  end
  #--------------------------------------------------------------------------
  # ● 呼叫指定事件的事件页
  #--------------------------------------------------------------------------
  def call_map_event(id, page)
    common_event = $game_map.events[id].instance_variable_get(:@event).pages[page-1]
    if common_event
      child = Game_Interpreter.new(@depth + 1)
      child.setup(common_event.list, id)
      child.new_run
    end
  end
  #--------------------------------------------------------------------------
  # ● 呼叫指定事件的事件页 #自己执行
  #--------------------------------------------------------------------------
  def call_map_event_me(id, page)
    common_event = $game_map.events[id].instance_variable_get(:@event).pages[page-1]
    if common_event
      child = Game_Interpreter.new(@depth + 1)
      child.setup(common_event.list, @event_id)
      child.new_run
    end
  end
  #--------------------------------------------------------------------------
  # ● 呼叫指定地图的指定事件中的事件页
  #--------------------------------------------------------------------------
  def call_other_map_event(map_id, id, page)
    if map_id == @map_id
      call_map_event(id, page)
    else
      map_filename = sprintf("Data/Map%03d.rvdata2", map_id)
      event = load_data(map_filename).events[id]
      common_event = event.pages[page-1]
      if common_event
        child = Game_Interpreter.new(@depth + 1)
        child.setup(common_event.list, id)
        child.new_run
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 呼叫指定地图的指定事件中的事件页 #自己执行
  #--------------------------------------------------------------------------
  def call_other_map_event_me(map_id, id, page)
    if map_id == @map_id
      call_map_event(id, page)
    else
      map_filename = sprintf("Data/Map%03d.rvdata2", map_id)
      event = load_data(map_filename).events[id]
      common_event = event.pages[page-1]
      if common_event
        child = Game_Interpreter.new(@depth + 1)
        child.setup(common_event.list, @event_id)
        child.new_run
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 呼叫指定地图的指定事件中的事件页 #指定事件执行
  #--------------------------------------------------------------------------
  def call_other_map_event_byid(map_id, id, page, event_id)
    if map_id == @map_id
      call_map_event(id, page)
    else
      map_filename = sprintf("Data/Map%03d.rvdata2", map_id)
      event = load_data(map_filename).events[id]
      common_event = event.pages[page-1]
      if common_event
        child = Game_Interpreter.new(@depth + 1)
        child.setup(common_event.list, event_id)
        child.new_run
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 在运行时替换事件
  #--------------------------------------------------------------------------
  def recover_event(map_id, event_id)
    map_filename = sprintf("Data/Map%03d.rvdata2", map_id)
    event = load_data(map_filename).events[event_id]
    event.id = @event_id
    $game_map.events[@event_id].set_event(event)
    $game_map.refresh_tile_events
  end
  #--------------------------------------------------------------------------
  # ● 在运行时复制事件
  #--------------------------------------------------------------------------
  def copy_map_event(map_id, event_id, x, y)
    map_filename = sprintf("Data/Map%03d.rvdata2", map_id)
    event = load_data(map_filename).events[event_id]
    index = 1
    if $game_map.new_events
      while($game_map.new_events[index])
        index += 1
      end
    else
      while($game_map.events[index])
        index += 1
      end
    end
    event.id = index
    event = Game_Event.new($game_map.map_id, event)
    event.moveto(x, y)
    $game_map.new_events = $game_map.events.dup if !$game_map.new_events
    $game_map.new_events[index] = event
    SceneManager.scene.spriteset.push_characters_sprite(event)
    $game_map.refresh_tile_events
    return $game_map.new_events[index]
  end
  #--------------------------------------------------------------------------
  # ● 在运行时移除事件
  #--------------------------------------------------------------------------
  def remove_map_event(event_id)
    if $game_map.events[event_id]
      SceneManager.scene.spriteset.delete_characters_sprite($game_map.events[event_id])
      $game_map.events[event_id].erase
      $game_map.events.delete(event_id)
      $game_map.new_events.delete(event_id) if $game_map.new_events && $game_map.new_events[event_id]
      $game_map.refresh_tile_events
    end
  end
  #--------------------------------------------------------------------------
  # ● 执行
  #--------------------------------------------------------------------------
  def new_run
    wait_for_message
    while @list[@index] do
      execute_command
      @index += 1
    end
    @fiber = nil 
  end
end

class Game_Event < Game_Character
  attr_accessor :id
  #--------------------------------------------------------------------------
  # ● 设置事件内容
  #--------------------------------------------------------------------------
  def set_event(event)
    @event = event
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 判定事件页的条件是否符合
  #--------------------------------------------------------------------------
  def conditions_met?(page)
    c = page.condition
    if c.switch1_valid
      return false unless $game_switches[c.switch1_id]
    end
    if c.switch2_valid
      return false unless $game_switches[c.switch2_id]
    end
    if c.variable_valid
      return false if $game_variables[c.variable_id] < c.variable_value
    end
    if c.self_switch_valid
      key = [@map_id, @id, c.self_switch_ch]
      return false if $game_self_switches[key] != true
    end
    if c.item_valid
      item = $data_items[c.item_id]
      return false unless $game_party.has_item?(item)
    end
    if c.actor_valid
      actor = $game_actors[c.actor_id]
      return false unless $game_party.members.include?(actor)
    end
    return true
  end
end

class Game_Map
  attr_accessor :new_events
  alias siz_doevents_update_events update_events
  def update_events
    if @new_events != nil
      @events = @new_events
      @new_events = nil
    end
    siz_doevents_update_events
  end
end

class Scene_Map
  #--------------------------------------------------------------------------
  # ● 返回图块组
  #--------------------------------------------------------------------------
  attr_reader   :spriteset
end

class Spriteset_Map
  #--------------------------------------------------------------------------
  # ● 添加人物精灵
  #--------------------------------------------------------------------------
  def push_characters_sprite(event)
    @character_sprites.push(Sprite_Character.new(@viewport1, event))
  end
  #--------------------------------------------------------------------------
  # ● 删除人物精灵
  #--------------------------------------------------------------------------
  def delete_characters_sprite(event)
    @character_sprites.each {|sprite|
      if sprite.character == event
        @character_sprites.delete(sprite)
        sprite.dispose
        return
      end
    }
  end
end
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