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Caterpillar system (Copyright © 2005 fukuyama) - Eventing_Guy - 02-11-2010 Content Hidden # train_actor =begin Caterpillar walking script Copyright é 2005 fukuyama This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA http://www.gnu.org/licenses/lgpl.html http://www.opensource.gr.jp/lesser/lgpl.ja.html =end # Config.rb #============================================================================== # ââ Train_Actor::Config #------------------------------------------------------------------------------ # Caterpillar movement of actor is carried out on map #============================================================================== module Train_Actor # ââÂSwitch setup for transparent status # When true, switch control is used # TRANSPARENT_SWITCH = true TRANSPARENT_SWITCH = false # ââÂSwitch number for transparent status # When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on TRANSPARENT_SWITCHES_INDEX = 20 # ââÂMaximum number of actors # There will be support for a large number of people in a party in the future... TRAIN_ACTOR_SIZE_MAX = 4 # Constants DOWN_LEFT = 1 DOWN_RIGHT = 3 UP_LEFT = 7 UP_RIGHT = 9 JUMP = 5 # Put any actor IDs who should have a "stopped animation" if in the caterpillar # i.e. if a party member "is floating" it will look stupid if he suddenly stops # moving in the air. # - added by Blizzard ACTOR_IDS = [2, 3, 4] end # rgss # Spriteset_Map_Module.rb #============================================================================== # ââ Spriteset_Map_Module #------------------------------------------------------------------------------ # Caterpillar movement of actor is carried out on map #============================================================================== module Train_Actor module Spriteset_Map_Module def setup_actor_character_sprites? return @setup_actor_character_sprites_flag != nil end def setup_actor_character_sprites(characters) if !setup_actor_character_sprites? for character in characters.reverse @character_sprites.unshift( Sprite_Character.new(@viewport1, character) ) end @setup_actor_character_sprites_flag = true end end end end class Spriteset_Map include Train_Actor::Spriteset_Map_Module end # Scene_Map_Module.rb #============================================================================== # ââ Scene_Map_Module #------------------------------------------------------------------------------ # Caterpillar movement of actor is carried out on map #============================================================================== module Train_Actor module Scene_Map_Module def setup_actor_character_sprites(characters) @spriteset.setup_actor_character_sprites(characters) end end end class Scene_Map include Train_Actor::Scene_Map_Module end # Game_Party_Module.rb #============================================================================== # ââ Game_Party_Module #------------------------------------------------------------------------------ # Caterpillar movement of actor is carried out on map #============================================================================== module Train_Actor module Game_Party_Module attr_reader :characters def update_party_order() return actors end def setup_actor_character_sprites if @characters.nil? @characters = [] for i in 1 ... TRAIN_ACTOR_SIZE_MAX @characters.push(Game_Party_Actor.new) end end setup_actors = update_party_order for i in 1 ... TRAIN_ACTOR_SIZE_MAX @characters[i - 1].setup(setup_actors[i]) end if $scene.class.method_defined?('setup_actor_character_sprites') $scene.setup_actor_character_sprites(@characters) end end def update_party_actors update_party_order setup_actor_character_sprites transparent = $game_player.transparent if transparent == false and TRANSPARENT_SWITCH transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX] end for character in @characters character.transparent = transparent character.move_speed = $game_player.move_speed if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation character.step_anime = true # Blizzard's support for stopped animation else # Blizzard's support for stopped animation character.step_anime = $game_player.step_anime end # Blizzard's support for stopped animation character.update end end def moveto_party_actors( x, y ) setup_actor_character_sprites for character in @characters character.moveto( x, y ) end @move_list = [] if @move_list == nil move_list_setup end def move_party_actors if @move_list == nil @move_list = [] move_list_setup end @move_list.each_index do |i| if @characters[i] != nil case @move_list[i].type when Input::DOWN @characters[i].move_down(@move_list[i].args[0]) when Input::LEFT @characters[i].move_left(@move_list[i].args[0]) when Input::RIGHT @characters[i].move_right(@move_list[i].args[0]) when Input::UP @characters[i].move_up(@move_list[i].args[0]) when DOWN_LEFT @characters[i].move_lower_left when DOWN_RIGHT @characters[i].move_lower_right when UP_LEFT @characters[i].move_upper_left when UP_RIGHT @characters[i].move_upper_right when JUMP @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) end end end end class Move_List_Element def initialize(type,args) @type = type @args = args end def type() return @type end def args() return @args end end def move_list_setup for i in 0 .. TRAIN_ACTOR_SIZE_MAX @move_list[i] = nil end end def add_move_list(type,*args) @move_list.unshift(Move_List_Element.new(type,args)).pop end def move_down_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::DOWN,turn_enabled) end def move_left_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::LEFT,turn_enabled) end def move_right_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::RIGHT,turn_enabled) end def move_up_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::UP,turn_enabled) end def move_lower_left_party_actors move_party_actors add_move_list(DOWN_LEFT) end def move_lower_right_party_actors move_party_actors add_move_list(DOWN_RIGHT) end def move_upper_left_party_actors move_party_actors add_move_list(UP_LEFT) end def move_upper_right_party_actors move_party_actors add_move_list(UP_RIGHT) end def jump_party_actors(x_plus, y_plus) move_party_actors add_move_list(JUMP,x_plus, y_plus) end end end class Game_Party include Train_Actor::Game_Party_Module end # Game_Player_Module.rb #============================================================================== # ââ Game_Player_Module #------------------------------------------------------------------------------ # Caterpillar movement of actor is carried out on map #============================================================================== module Train_Actor module Game_Player_Module attr_reader :move_speed attr_reader :step_anime def update_party_actors $game_party.update_party_actors $game_party.actors.each do |actor| @character_name = actor.character_name @character_hue = actor.character_hue break end end def update update_party_actors super end def moveto( x, y ) $game_party.moveto_party_actors( x, y ) super( x, y ) end def move_down(turn_enabled = true) if passable?(@x, @y, Input::DOWN) $game_party.move_down_party_actors(turn_enabled) end super(turn_enabled) end def move_left(turn_enabled = true) if passable?(@x, @y, Input::LEFT) $game_party.move_left_party_actors(turn_enabled) end super(turn_enabled) end def move_right(turn_enabled = true) if passable?(@x, @y, Input::RIGHT) $game_party.move_right_party_actors(turn_enabled) end super(turn_enabled) end def move_up(turn_enabled = true) if passable?(@x, @y, Input::UP) $game_party.move_up_party_actors(turn_enabled) end super(turn_enabled) end def move_lower_left # When possible to move from downââ âleft or from leftââ âdown if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) $game_party.move_lower_left_party_actors end super end def move_lower_right # When possible to move from downââ âright or from rightââ âdown if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) $game_party.move_lower_right_party_actors end super end def move_upper_left # When possible to move from upââ âleft or from leftââ âup if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) $game_party.move_upper_left_party_actors end super end def move_upper_right # When possible to move from upââ âright or from rightââ âup if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) $game_party.move_upper_right_party_actors end super end def jump(x_plus, y_plus) # New coordinates are calculated new_x = @x + x_plus new_y = @y + y_plus # When addition values are (0,0), it is possible to jump to the destination if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0) $game_party.jump_party_actors(x_plus, y_plus) end super(x_plus, y_plus) end end end class Game_Player include Train_Actor::Game_Player_Module end # Game_Event_Module.rb #============================================================================== # ââ Game_Event_Module #------------------------------------------------------------------------------ # Caterpillar movement of actor is carried out on map #============================================================================== module Train_Actor module Game_Event_Module #-------------------------------------------------------------------------- # ââ Judgement determined # x : X coordinates # y : Y coordinates # d : Direction (0,2,4,6,8) ââ¬Â» 0 = Checks if all directions are not able to be passed (for a jump) # return : Passing is impossible (false), possible (true) #-------------------------------------------------------------------------- def passable?(x, y, d) result = super(x, y, d) if result # New coordinates are searched for new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) # Loops for actor in train for actor in $game_party.characters # When displayed if not actor.character_name.empty? # When actor's coordinates correspond to the destination if actor.x == new_x and actor.y == new_y # When event return false if self != $game_player end end end end return result end end end class Game_Event include Train_Actor::Game_Event_Module end # Game_Party_Actor.rb #============================================================================== # ââ Game_Party_Actor #------------------------------------------------------------------------------ # Caterpillar movement of actor is carried out on map #============================================================================== module Train_Actor class Game_Party_Actor < Game_Character attr_reader :cp_id attr_writer :move_speed attr_writer :step_anime def initialize super() @through = true end def setup(actor) # The file name and hue of the character are set @cp_id = $data_actors[actor.id].id if actor != nil @character_name = actor.character_name @character_hue = actor.character_hue else @character_name = "" @character_hue = 0 end # Opacity and blending method are initialized @opacity = 255 @blend_type = 0 end def screen_z(height = 0) if $game_player.x == @x and $game_player.y == @y return $game_player.screen_z(height) - 1 end super(height) end #-------------------------------------------------------------------------- # ââ Move down # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_down(turn_enabled = true) # Face down turn_down if turn_enabled # When possible to pass if passable?(@x, @y, Input::DOWN) # Face down turn_down # Update coordinates @y += 1 end end #-------------------------------------------------------------------------- # ââ Move left # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_left(turn_enabled = true) # Face left turn_left if turn_enabled # When possible to pass if passable?(@x, @y, Input::LEFT) # Face left turn_left # Update coordinates @x -= 1 end end #-------------------------------------------------------------------------- # ââ Move right # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_right(turn_enabled = true) # Face right turn_right if turn_enabled # When possible to pass if passable?(@x, @y, Input::RIGHT) # Face right turn_right # Update coordinates @x += 1 end end #-------------------------------------------------------------------------- # ââ Move up # turn_enabled : Flag that permits direction change on the spot #-------------------------------------------------------------------------- def move_up(turn_enabled = true) # Face up turn_up if turn_enabled # When possible to pass if passable?(@x, @y, Input::UP) # Face up turn_up # Update coordinates @y -= 1 end end #-------------------------------------------------------------------------- # ââ Move lower left #-------------------------------------------------------------------------- def move_lower_left # When no direction fixation unless @direction_fix # Turn left when facing right, turn down when facing up @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) end # When possible to move from downââ âleft or from leftââ âdown if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) # Update coordinates @x -= 1 @y += 1 end end #-------------------------------------------------------------------------- # ââ Move lower right #-------------------------------------------------------------------------- def move_lower_right # When no direction fixation unless @direction_fix # Turn right when facing left, turn down when facing up @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) end # When possible to move from downââ âright or from rightââ âdown if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) # Update coordinates @x += 1 @y += 1 end end #-------------------------------------------------------------------------- # ââ move upper left #-------------------------------------------------------------------------- def move_upper_left # When no direction fixation unless @direction_fix # Turn left when facing right, turn up when facing down @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) end # When possible to move from upââ âleft or from leftââ âup if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) # Update coordinates @x -= 1 @y -= 1 end end #-------------------------------------------------------------------------- # ââ move upper right #-------------------------------------------------------------------------- def move_upper_right # When no direction fixation unless @direction_fix # Turn right when facing left, turn up when facing down @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) end # When possible to move from upââ âright or from rightââ âup if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) # Update coordinates @x += 1 @y -= 1 end end end end Paste on top of Main Caterpillar system (Copyright © 2005 fukuyama) - deValdr - 02-11-2010 you made it? Caterpillar system (Copyright © 2005 fukuyama) - Eventing_Guy - 02-11-2010 no... I don't make my own stuff... I "find" and uses others peoples creations, and in some cases, edited them. Caterpillar system (Copyright © 2005 fukuyama) - deValdr - 02-11-2010 then you should add some credits :) Caterpillar system (Copyright © 2005 fukuyama) - Kristovski - 02-11-2010 its all at the top of the script. fukuyama Caterpillar system (Copyright © 2005 fukuyama) - skaraflame - 02-17-2010 does it just work? or is this the one that requires Switch 1? |