rpg maker xp脚本错误

2025-03-10 07:32:26
推荐回答(3个)
回答1:

  No Method Error
  Undefined method 'event' for nil:NilClass

  没有方法错误
  未定义的方法'事件'为零:NilClass

  打开脚本编辑器,将Game_Player内内容全部删除,将以下脚本复制进去保存再试试

  #==============================================================================
  # ■ Game_Player
  #------------------------------------------------------------------------------
  # 处理主角的类。事件启动的判定、以及地图的滚动等功能。
  # 本类的实例请参考 $game_player。
  #==============================================================================

  class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # ● 恒量
  #--------------------------------------------------------------------------
  CENTER_X = (320 - 16) * 4 # 画面中央的 X 坐标 * 4
  CENTER_Y = (240 - 16) * 4 # 画面中央的 Y 坐标 * 4
  #--------------------------------------------------------------------------
  # ● 可以通行判定
  # x : X 坐标
  # y : Y 坐标
  # d : 方向 (0,2,4,6,8) ※ 0 = 全方向不能通行的情况判定 (跳跃用)
  #--------------------------------------------------------------------------
  def passable?(x, y, d)
  # 求得新的坐标
  new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
  new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
  # 坐标在地图外的情况下
  unless $game_map.valid?(new_x, new_y)
  # 不能通行
  return false
  end
  # 调试模式为 ON 并且 按下 CTRL 键的情况下
  if $DEBUG and Input.press?(Input::CTRL)
  # 可以通行
  return true
  end
  super
  end
  #--------------------------------------------------------------------------
  # ● 像通到画面中央一样的设置地图的显示位置
  #--------------------------------------------------------------------------
  def center(x, y)
  max_x = ($game_map.width - 20) * 128
  max_y = ($game_map.height - 15) * 128
  $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
  $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
  end
  #--------------------------------------------------------------------------
  # ● 向指定的位置移动
  # x : X 座标
  # y : Y 座标
  #--------------------------------------------------------------------------
  def moveto(x, y)
  super
  # 自连接
  center(x, y)
  # 生成遇敌计数
  make_encounter_count
  end
  #--------------------------------------------------------------------------
  # ● 增加步数
  #--------------------------------------------------------------------------
  def increase_steps
  super
  # 不是强制移动路线的场合
  unless @move_route_forcing
  # 增加步数
  $game_party.increase_steps
  # 步数是偶数的情况下
  if $game_party.steps % 2 == 0
  # 检查连续伤害
  $game_party.check_map_slip_damage
  end
  end
  end
  #--------------------------------------------------------------------------
  # ● 获取遇敌计数
  #--------------------------------------------------------------------------
  def encounter_count
  return @encounter_count
  end
  #--------------------------------------------------------------------------
  # ● 生成遇敌计数
  #--------------------------------------------------------------------------
  def make_encounter_count
  # 两种颜色震动的图像
  if $game_map.map_id != 0
  n = $game_map.encounter_step
  @encounter_count = rand(n) + rand(n) + 1
  end
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
  # 同伴人数为 0 的情况下
  if $game_party.actors.size == 0
  # 清除角色的文件名及对像
  @character_name = ""
  @character_hue = 0
  # 分支结束
  return
  end
  # 获取带头的角色
  actor = $game_party.actors[0]
  # 设置角色的文件名及对像
  @character_name = actor.character_name
  @character_hue = actor.character_hue
  # 初始化不透明度和合成方式子
  @opacity = 255
  @blend_type = 0
  end
  #--------------------------------------------------------------------------
  # ● 同位置的事件启动判定
  #--------------------------------------------------------------------------
  def check_event_trigger_here(triggers)
  result = false
  # 事件执行中的情况下
  if $game_system.map_interpreter.running?
  return result
  end
  # 全部事件的循环
  for event in $game_map.events.values
  # 事件坐标与目标一致的情况下
  if event.x == @x and event.y == @y and triggers.include?(event.trigger)
  # 跳跃中以外的情况下、启动判定是同位置的事件
  if not event.jumping? and event.over_trigger?
  event.start
  result = true
  end
  end
  end
  return result
  end
  #--------------------------------------------------------------------------
  # ● 正面事件的启动判定
  #--------------------------------------------------------------------------
  def check_event_trigger_there(triggers)
  result = false
  # 事件执行中的情况下
  if $game_system.map_interpreter.running?
  return result
  end
  # 计算正面坐标
  new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
  new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
  # 全部事件的循环
  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
  # 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
  #--------------------------------------------------------------------------
  # ● 接触事件启动判定
  #--------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
  result = false
  # 事件执行中的情况下
  if $game_system.map_interpreter.running?
  return result
  end
  # 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 == x and event.y == y and [1,2].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
  return result
  end
  #--------------------------------------------------------------------------
  # ● 画面更新
  #--------------------------------------------------------------------------
  def update
  # 本地变量记录移动信息
  last_moving = moving?
  # 移动中、事件执行中、强制移动路线中、
  # 信息窗口一个也不显示的时候
  unless moving? or $game_system.map_interpreter.running? or
  @move_route_forcing or $game_temp.message_window_showing
  # 如果方向键被按下、主角就朝那个方向移动
  case Input.dir4
  when 2
  move_down
  when 4
  move_left
  when 6
  move_right
  when 8
  move_up
  end
  end
  # 本地变量记忆坐标
  last_real_x = @real_x
  last_real_y = @real_y
  super
  # 角色向下移动、画面上的位置在中央下方的情况下
  if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
  # 画面向下卷动
  $game_map.scroll_down(@real_y - last_real_y)
  end
  # 角色向左移动、画面上的位置在中央左方的情况下
  if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
  # 画面向左卷动
  $game_map.scroll_left(last_real_x - @real_x)
  end
  # 角色向右移动、画面上的位置在中央右方的情况下
  if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
  # 画面向右卷动
  $game_map.scroll_right(@real_x - last_real_x)
  end
  # 角色向上移动、画面上的位置在中央上方的情况下
  if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
  # 画面向上卷动
  $game_map.scroll_up(last_real_y - @real_y)
  end
  # 不在移动中的情况下
  unless moving?
  # 上次主角移动中的情况
  if last_moving
  # 与同位置的事件接触就判定为事件启动
  result = check_event_trigger_here([1,2])
  # 没有可以启动的事件的情况下
  if result == false
  # 调试模式为 ON 并且按下 CTRL 键的情况下除外
  unless $DEBUG and Input.press?(Input::CTRL)
  # 遇敌计数下降
  if @encounter_count > 0
  @encounter_count -= 1
  end
  end
  end
  end
  # 按下 C 键的情况下
  if Input.trigger?(Input::C)
  # 判定为同位置以及正面的事件启动
  check_event_trigger_here([0])
  check_event_trigger_there([0,1,2])
  end
  end
  end
  end

回答2:

你用在事件中的脚本发上来检查一下

回答3:

把改过的改回来

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