09-15-2014, 05:59 AM
Heyoo...
This works so far. Paste it below both systems:
A few things:
1) All I did to fix jump was 'nil' out the configurable jump in Lycan
2) Dash in GPLAT does not exist. You have a configurable value for it, but it goes nowhere
3) I copied my version of 'moving?' for this patch, so the Dash/Sneak for Lycan to use.
NOTE: You can still jump OVER too-tall enemies. Actual enemy events are still a 32x32 tile, it's just that a larger-than expected sprite is being shown. The jumping code used by GPLAT has no allowance (yet) to check if the player is trying to jump over an event that is too tall to jump over.
The update method in Game_Player, though just about as long as the default, is still too long and clunky. That's why I subdivided the version in Lycan. A sorta prelude of how modular things will be in ReGaL. I'll prolly attack that method later to deliver a better jump system so you can make events you cannot jump over.
This works so far. Paste it below both systems:
Code:
#==============================================================================
# ** The Lycan ABS / GPLAT Pixel Platformer Patch
#------------------------------------------------------------------------------
# version 1.0
# by DerVVulfman
#==============================================================================
#
#
#==============================================================================
module Lycan
JUMP_KEY = nil # Force the Lycan Jump to be nil...
end
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Movement decision
# pixelcheck : if performing pixelmovement check
#--------------------------------------------------------------------------
def moving?(pixelcheck=false)
unless @dot_m
result = super()
return result
end
# If move route is forced
if @move_route_forcing
return false if @move == false
super()
# Usually the time when present coordinate differs from real coordinates
else
return (@old_real_x != @real_x or @old_real_y != @real_y) if pixelcheck
return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
end
end
end
A few things:
1) All I did to fix jump was 'nil' out the configurable jump in Lycan
2) Dash in GPLAT does not exist. You have a configurable value for it, but it goes nowhere
3) I copied my version of 'moving?' for this patch, so the Dash/Sneak for Lycan to use.
NOTE: You can still jump OVER too-tall enemies. Actual enemy events are still a 32x32 tile, it's just that a larger-than expected sprite is being shown. The jumping code used by GPLAT has no allowance (yet) to check if the player is trying to jump over an event that is too tall to jump over.
The update method in Game_Player, though just about as long as the default, is still too long and clunky. That's why I subdivided the version in Lycan. A sorta prelude of how modular things will be in ReGaL. I'll prolly attack that method later to deliver a better jump system so you can make events you cannot jump over.