Okey I checked this and... we have still problem but in this time I show You this in movie and some pictures.
https://www.mediafire.com/file/djxjqck5a...m.mp4/file
As you can see in the video, the huge event still takes no damage and the arrow passes through it instead of being removed on contact and dealing damage.
Okay I solved this problem like this:
Changelog:
The following changes were made to the
method in the
and
classes to enable event-to-event attacks (not limited to player interactions). The key updates are as follows:
EDIT 1:
Taking advantage of the opportunity Wulfman. Do you know how to disable the "jump" effect for a specific event when it is attacked?
An interesting option would be to add such a function to the comments. While it works for monsters, for heavy objects it looks funny. :D
https://www.mediafire.com/file/djxjqck5a...m.mp4/file
As you can see in the video, the huge event still takes no damage and the arrow passes through it instead of being removed on contact and dealing damage.
Okay I solved this problem like this:
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 search 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 direction 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 direction 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 coordinates 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 coordinates 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)
# Exit if stop flag is set
return if @stop
# Hit player if missile is within range
hit_player if in_range_ballistic?(x, y, $game_player, 1)
# Iterate over all events on the map
for event in $game_map.events.values
# Skip events that are not enemies or are outside missile range
next if $ABS.enemies[event.id] == nil || event == @parent
next unless in_range_ballistic?(x, y, event, 1)
# Check hit conditions
if event.character_name == "" || $ABS.enemies[event.id].dead? || event.erased
force_movement
else
# Hit large event
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)
# Exit if stop flag is set
return if @stop
# Hit player if missile is within range
hit_player if in_range_ballistic?(x, y, $game_player, 1)
# Iterate over all events on the map
for event in $game_map.events.values
# Skip events that are not enemies, are outside missile range, or are the firing event
next if $ABS.enemies[event.id] == nil || event == @parent
next unless in_range_ballistic?(x, y, event, 1)
# Check hit conditions
if event.character_name == "" || $ABS.enemies[event.id].dead? || event.erased
force_movement
else
# Hit large event
hit_event(event.id)
end
end
end
end
Changelog:
The following changes were made to the
Code:
check_event_trigger_touch
Code:
Game_Ranged_Skill
Code:
Game_Ranged_Weapon
- Check if the event is an enemy: Added
to skip events that are not defined as enemies in the ABS system.Code:next if $ABS.enemies[event.id] == nil
- Skip the parent event: Added
so that the projectile does not hit the event that launched it (the parent event).Code:next if event == @parent
- Check if the event is within attack range: Added
to verify if the event is within attack range.Code:next unless in_range_ballistic?(x, y, event, 1)
- Event hit conditions: If the event is inactive, dead, or erased, the
method is executed. Otherwise,Code:force_movement
is called to inflict damage on the target event.Code:hit_event(event.id)
EDIT 1:
Taking advantage of the opportunity Wulfman. Do you know how to disable the "jump" effect for a specific event when it is attacked?
An interesting option would be to add such a function to the comments. While it works for monsters, for heavy objects it looks funny. :D