10-31-2024, 03:59 AM
(This post was last modified: 10-31-2024, 04:21 AM by DerVVulfman.)
Its time we get missile fire working...
It was an oddity. The SKILL missile system did not perform regular updates of the 'force_movement' system which moves the projectile mathematically and then tests it for collision. At least, when I placed a simple 'p' print command within, it did not function. SO, I added a little more to the class to test the position of the skill missiles... and boom!
2024-10-30 22-45-08_x264_Segment_0_x264 (1).mp4 (Size: 698.46 KB / Downloads: 1)
That, and the check_event_trigger_touch combined allows things to seriously go ballistic.
It shouldn't harm the official version 4.5 which was MrMo's last actual version, just performing the 'trigger touch' test a second time.
Been thinking of creating a second script for Lycan... a user's EDITOR of sorts that would let you configure 'on screen' like if it was a secondary "RMXP Database" screen (ala Actor Database, Weapon Database... etc). That could be handy.
The SDK had a good precept, smaller bite-sized modules for easier coding and a 'standardization' on coding procedures. BUT poor at execution as the guys kept revising it over and over. However, the SDK team created Scene_Base one year before Enterbrain... er... borrowed it... (cough) ... for RPGMaker VX.
XPAce is something if you want faster performance, but one need have license for both products. And when someone who told me he was coding in XP wanted a script, the script did not work, only to find out he was using XPAce. So it is not entirely compatible.
The HiddenChest executable by kyonides actually works fine for those wanting to set their XP games at a faster rate than 40fps... I've tried it. Now if he could get all the DLL files merged into one to make distribution easier...
It was an oddity. The SKILL missile system did not perform regular updates of the 'force_movement' system which moves the projectile mathematically and then tests it for collision. At least, when I placed a simple 'p' print command within, it did not function. SO, I added a little more to the class to test the position of the skill missiles... and boom!
2024-10-30 22-45-08_x264_Segment_0_x264 (1).mp4 (Size: 698.46 KB / Downloads: 1)
That, and the check_event_trigger_touch combined allows things to seriously go ballistic.
It shouldn't harm the official version 4.5 which was MrMo's last actual version, just performing the 'trigger touch' test a second time.
Code:
#==============================================================================
# ** MrMo's Immense Events Patch
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.2
# 10-30-2024
# RGSS / RPGMaker XP
#
#==============================================================================
#
# INSTALLATION:
#
# The Immense Events script must be below MrMo's ABS.
# This patch goes below both.
# Par-tay!
#
#------------------------------------------------------------------------------
#
# USAGE:
#
# Apply the 'size' command used by Immense Events to the 'first page' in any
# enemy event. The size is only defined once for any event and won't reset.
# Using the 'size' command multiple times for an event changing its graphics
# will not function.
#
#------------------------------------------------------------------------------
#==============================================================================
# ** MrMo_ABS
#------------------------------------------------------------------------------
# This class deals with the Action Battle System and controls all Player,
# Enemy and Companion Actions on the map.
#==============================================================================
class MrMo_ABS
#--------------------------------------------------------------------------
# * In Direction?(source, target) - Near Fantastica
# source : source of search (object performing test)
# target : target of search (object being searched)
#--------------------------------------------------------------------------
def in_direction?(source, target)
#
# Obtain size differences
change = get_size(target)
o_ch_x, o_ch_y = change[0], change[1]
#
# Get facing direction of seearch source
dir = source.direction
#
# Cycle through object/target x coordinates
for x in (target.x - o_ch_x)..(target.x + o_ch_x)
# Return with success based on diretion and coordinates
return true if dir == 2 and source.y <= target.y and source.x == x
return true if dir == 8 and source.y >= target.y and source.x == x
end
#
# Cycle through object/target y coordinates
for y in (target.y - o_ch_y)..(target.y)
# Return with success based on diretion and coordinates
return true if dir == 4 and source.x >= target.x and source.y == y
return true if dir == 6 and source.x <= target.x and source.y == y
end
#
# Return failed
return false
#
end
#--------------------------------------------------------------------------
# * In Range?(Element, Object, Range) - Near Fantastica
# source : source of search (object performing test)
# target : target of search (object being searched)
# range : range distance in tiles
#--------------------------------------------------------------------------
def in_range?(source, target, range)
#
# Get differences
change = get_size(source)
s_ch_x, s_ch_y = change[0], change[1]
change = get_size(target)
t_ch_x, t_ch_y = change[0], change[1]
#
# Loop through source and target coordinates with tile extensions
for xs in (source.x - s_ch_x)..(source.x + s_ch_x)
for xt in (target.x - t_ch_x)..(target.x + t_ch_x)
for ys in (source.y - s_ch_y)..(source.y)
for yt in (target.y - t_ch_y)..(target.y)
#
# Confirm if updated coordinate are within the range test
return true if in_range_numeric?(xs, ys, xt, yt, range)
#
end
end
end
end
#
# Exit method with no confirmation
return false
#
end
#--------------------------------------------------------------------------
# * In Range based on given values (variant of Near Fantastica's)
# s_x : source object's x-coordinates
# s_y : source object's y-coordinates
# t_x : target object's x-coordinates
# t_y : target object's y-coordinates
# range : range distance in tiles
#--------------------------------------------------------------------------
def in_range_numeric?(s_x, s_y, t_x, t_y, range)
#
x = (s_x - t_x) * (s_x - t_x)
y = (s_y - t_y) * (s_y - t_y)
r = x + y
return true if r <= (range * range)
return false
#
end
#--------------------------------------------------------------------------
# * Obtain extending tile quantity (size) based on facing direction
# t : target object character
#--------------------------------------------------------------------------
def get_size(t)
#
# Get facing direction of target
d = t.direction
#
# Set the size variables depending on the direction
t_x = ((d == 2 or d == 8) ? t.vertical_size_x : t.horizontal_size_x).to_i
t_y = ((d == 2 or d == 8) ? t.vertical_size_y : t.horizontal_size_y).to_i
#
# Work out the number of tiles either side of the event
t_x /= 2
t_y -= 1
#
# Return array with horizontal and vertical tile extensions
return [t_x, t_y]
#
end
end
#==============================================================================
# ** Range_Base
#------------------------------------------------------------------------------
# This class handles missiles fired in battle. It's used within the ABS Engine
# and is a superclass for both Game_Ranged_Weapon and Game_Ranged_Skill.
#==============================================================================
class Range_Base < Game_Character
#--------------------------------------------------------------------------
# * In Range?(Element, Object, Range) - Near Fantastica
# source : source of search (object performing test)
# target : target of search (object being searched)
# range : range distance in tiles
#--------------------------------------------------------------------------
def in_range_ballistic?(x, y, target, range)
#
# Exit false if ballistic strikes parent/attacker
return false if @parent == target && @parent == $game_player
#
# Get differences
change = $ABS.get_size(target)
t_ch_x, t_ch_y = change[0], change[1]
#
# Loop through source and target coordinates with tile extensions
for xt in (target.x - t_ch_x)..(target.x + t_ch_x)
for yt in (target.y - t_ch_y)..(target.y)
#
# Confirm if updated coordinate are within the range test
return true if $ABS.in_range_numeric?(x, y, xt, yt, range)
#
end
end
#
# Exit method with no confirmation
return false
#
end
end
#==============================================================================
# ** Game_Ranged_Skill
#------------------------------------------------------------------------------
# This class handles ranged missiles that deliver damage based on the skill
# performed by the user.
#==============================================================================
class Game_Ranged_Skill < Range_Base
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
check_event_trigger_touch(@x, @y)
end
#--------------------------------------------------------------------------
# * Check Event Trigger Touch(x,y)
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
#
# If using non-official update to 4.5
faux = (Object.const_defined?(:DEFEND_DAMAGE_PERCENT))
#
# Exit if the stop flag is set
return if @stop
#
if faux
# Exit and set stop flag if neither an enemy nor player
if $ABS.enemies[@parent.id].nil? and !@parent.is_a?(Game_Player)
return @stop = true
end
end
#
# Hit the player if missile in range of the player
hit_player if in_range_ballistic?(x, y, $game_player, 1)
#
# Cycle through all map events
for event in $game_map.events.values
#
# Skip if not an enemy, or missile not in range to strike
next if $ABS.enemies[event.id].nil?
next unless in_range_ballistic?(x, y, event, 1)
#
# Acquire hit condition tests
if faux
# Adding unofficial friendly-fire option
hate = true
unless $ABS.enemies[@parent.id].nil?
e_id = $ABS.enemies[event.id].enemy_id
hate = $ABS.enemies[@parent.id].hate_group.include?(e_id)
end
end
c1 = event.character_name == ""
c2 = ($ABS.enemies[event.id] != nil and $ABS.enemies[event.id].dead?)
c3 = event.erased
c4 = @parent.is_a?(Game_Event) and !hate
#
# Move if hit condition not met, or perform hit
if (c1 or c2 or c3) && !faux
force_movement
elsif (c1 or c2 or c3 or c4) && faux
force_movement
else
hit_event(event.id)
end
#
end
end
end
#==============================================================================
# ** Game_Ranged_Weapon
#------------------------------------------------------------------------------
# This class handles ranged missiles that deliver damage based on the weapon
# currently equipped.
#==============================================================================
class Game_Ranged_Weapon < Range_Base
#--------------------------------------------------------------------------
# * Check Event Trigger Touch(x,y)
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
#
# If using non-official update to 4.5
faux = (Object.const_defined?(:DEFEND_DAMAGE_PERCENT))
#
# Exit if the stop flag is set
return if @stop
#
if faux
# Exit and set stop flag if neither an enemy nor player
if $ABS.enemies[@parent.id].nil? and !@parent.is_a?(Game_Player)
return @stop = true
end
end
#
# Hit the player if missile in range of the player
hit_player if in_range_ballistic?(x, y, $game_player, 1)
#
# Cycle through all map events
for event in $game_map.events.values
#
# Skip if not an enemy, or missile not in range to strike
next if $ABS.enemies[event.id].nil?
next unless in_range_ballistic?(x, y, event, 1)
#
# Acquire hit condition tests
if faux
# Adding unofficial friendly-fire option
hate = true
unless $ABS.enemies[@parent.id].nil?
e_id = $ABS.enemies[event.id].enemy_id
hate = $ABS.enemies[@parent.id].hate_group.include?(e_id)
end
end
c1 = event.character_name == ""
c2 = ($ABS.enemies[event.id] != nil and $ABS.enemies[event.id].dead?)
c3 = event.erased
c4 = @parent.is_a?(Game_Event) and !hate
#
# Move if hit condition not met, or perform hit
if (c1 or c2 or c3) && !faux
force_movement
elsif (c1 or c2 or c3 or c4) && faux
force_movement
else
hit_event(event.id)
end
#
end
end
end
Been thinking of creating a second script for Lycan... a user's EDITOR of sorts that would let you configure 'on screen' like if it was a secondary "RMXP Database" screen (ala Actor Database, Weapon Database... etc). That could be handy.
The SDK had a good precept, smaller bite-sized modules for easier coding and a 'standardization' on coding procedures. BUT poor at execution as the guys kept revising it over and over. However, the SDK team created Scene_Base one year before Enterbrain... er... borrowed it... (cough) ... for RPGMaker VX.
XPAce is something if you want faster performance, but one need have license for both products. And when someone who told me he was coding in XP wanted a script, the script did not work, only to find out he was using XPAce. So it is not entirely compatible.
The HiddenChest executable by kyonides actually works fine for those wanting to set their XP games at a faster rate than 40fps... I've tried it. Now if he could get all the DLL files merged into one to make distribution easier...