Mr. Mo v 5.5 + Immense Events
#16
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!


.mp4   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...
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
Mr. Mo v 5.5 + Immense Events - by Tepe - 10-28-2024, 10:29 AM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-28-2024, 09:12 PM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-30-2024, 08:36 PM
RE: Mr. Mo v 5.5 + Immense Events - by kyonides - 10-30-2024, 09:28 PM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-30-2024, 10:03 PM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-31-2024, 02:13 AM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-31-2024, 02:36 AM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-31-2024, 03:10 AM
RE: Mr. Mo v 5.5 + Immense Events - by DerVVulfman - 10-31-2024, 03:59 AM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-31-2024, 10:51 AM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 10-31-2024, 03:37 PM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 11-03-2024, 01:00 AM
RE: Mr. Mo v 5.5 + Immense Events - by Tepe - 11-03-2024, 05:57 PM

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