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 MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
#1
MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
I'm using this awesome Mode7 (Psuedo-3D) script:
http://forum.chaos-project.com/index.php...691.0.html
But everytime I playtest it it gives me this error:[Image: yXlLTZs.png]

I never modified the Spriteset_Map in anyway, and even when I plug this into a new project same error.



I am unable to post the entire code

Code part 1:

Code:
#==============================================================================
# Mode 7
# Written by: MGCaladtogel
# Version: unknown
# English version date: 21.5.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# - instruction rewritten by Blizzard for easier understanding.
# - slightly optimized by Blizzard
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Introduction:
#
# This script can display maps in a type of 3D with depth. It has a low lag
# factor.
#
#
# Instructions:
#
# In the editor in the lower left corner is the map list of the maps you
# are using in your game. You have several options: If you want to make a
# map use Mode 7 you need to ADD one or more of these text commands to the
# map's name. Those commands should not appear in the map's name if using
# a location display script. The options you have are the following:
#
# [M7] : to activate Mode7
# [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
# [Y] : Y-map looping
# [X] : X-map looping. This option needs resources (lower fps).
# [A] : animated autotiles (with 4 patterns). This option increases
# significantly the loading time, so it may crash for large maps
# (SystemStackError)
# [C] : to center the map on the hero (even for small maps)
# [P] : to have a fixed panorama
# [H] : to have a white horizon
# [OV] : Overworld Sprite Resize (a Mewsterus's script feature)
#
# Alternatively you can define prepared settings that will be triggered with
# every map that has that specific text included in its name. See the
# "MODE7_SETTINGS" below to prepare your settings.
#
#
# Control commands:
#
# You can change the settings on the map in-game and use a couple of
# additional commands. If you want to use one of those commands, use a "Call
# Script" event command and type one of the following commands into the text
# input window:
#
# 1. $scene.spriteset.tilemap.mode7_set(ANGLE)
# 2. $scene.spriteset.tilemap.mode7_set_p(ANGLE)
# 3. $scene.spriteset.tilemap.mode7_redraw
# 4. $game_system.map_opacity = VALUE
# 5. $game_system.map_gradual_opacity = VALUE
# 6. $game_system.map_tone = Color.new(RED, GREEN, BLUE)
# 7. $game_system.map_gradual_tone = Tone.new(RED, GREEN, BLUE, GREY)
# 8. $game_system.horizon = VALUE
# 9. $game_system.reset
#
# 1. Redraws the map with a new angle which is specified by ANGLE
# 2. Redraws the map progressively with a new angle which is specified by
# ANGLE
# 3. Redraws the map (can be useful with the following commands)
# 4. Defines the opacity for Mode7 maps (it needs to redraw)
# 5. Defines a gradual opacity for Mode7 maps (it needs to redraw)
# (it bugs with horizontal looping)
# 6. Defines the tone for Mode7 maps (it needs to redraw)
# 7. Defines a gradual tone for Mode7 maps (it needs to redraw)
# 8. Defines the view's distance (default : 960) (it needs to redraw)
# 9. Re-initialize the previous options
#
#
# Additional commands:
#
# 1) If you wish to obtain flat events, add a comment in the event's code
# and type in the word "Flat" without the double quotes).
# 2) You can handle the height of vertical events by adding a comment to the
# event's code with the text "Height X" (without the double quotes).
# Replace X with the height value. Example: If you use Height 1.5, then
# the event will appear floating above its position in a height of 1.5 map
# squares (48 pixels).
#
#==============================================================================
# hash for predefined settings
MODE7_SETTINGS = {}
# access for map names
$data_maps = load_data("Data/MapInfos.rxdata")
#---------------------#
# START Configuration #
#---------------------#
# The map is drawn from all the tiles of the three layers. You can define tiles
# which are not being drawn flat, but vertical which creates the impression
# that the objects would be standing upright.
# To define such tiles, add one or more terrain tags to this array and separate
# them with commas. In your tileset database gives those specific tiles one of
# those terrain tags and the tile will be drawn vertically.
VERTICAL_TILE_TERRAIN_TAGS = [1, 2]
# You can create packages of settings which are automatically triggered if a
# map name includes the text corresponding to the setting. Use following
# template to create such settings:
#
# MODE7_SETTINGS['CORRESPONDING_TEXT'] = ['SETTING_1', 'SETTING_2', ...]
#
# CORRESPONDING_TEXT - text in map name
# SETTING - one of the settings from the instructions WITHOUT the
# [ and ] brackets (i.e. instead of [H], use just H)
#
# You can add as many settings as you want. There are two predefined settings
# to make you understand easier how it works.
MODE7_SETTINGS['World Map'] = ['#60', 'X', 'Y', 'H', 'P']
MODE7_SETTINGS['Smallslant'] = ['#20', 'A', 'S']
#---------------------#
# END Configuration #
#---------------------#
#============================================================================
# ■ Game_System
#----------------------------------------------------------------------------
# Add attributes to this class
#============================================================================
class Game_System
attr_accessor :mode7 # false : normal map / true : mode 7
attr_accessor :loop_x # true : horizontal-looping map
attr_accessor :loop_y # true : vertical-looping map
attr_accessor :always_scroll # true : to center the camera around the hero
attr_accessor :map_tone # mode7 map's tone (Color)
attr_accessor :map_opacity # mode7 map's opacity (0..255)
attr_accessor :animated # true : animated autotiles for mode7 maps
attr_accessor :white_horizon # true : white line horizon for mode7 maps
attr_accessor :angle # mode7 map's slant angle (in degree)
attr_accessor :horizon # horizon's distance
attr_accessor :fixed_panorama # true : to fix the panorama (no scrolling any more)
attr_accessor :ov # true : Overworld Sprite Resize (smaller hero's sprite)
attr_accessor :ov_zoom # resize's value with ov
attr_accessor :map_gradual_opacity # mode7 map's gradual opacity (0..255)
attr_accessor :map_gradual_tone # mode7 map's gradual tone (Color)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_system initialize
def initialize
initialize_mode7_game_system
init_mode7
end
#--------------------------------------------------------------------------
# * Mode 7 Initialization
#--------------------------------------------------------------------------
def init_mode7
self.mode7 = true
self.loop_x = false
self.loop_y = false
self.always_scroll = false
self.animated = false
self.white_horizon = false
self.angle = 0
self.fixed_panorama = false
self.ov = false
self.ov_zoom = 0.6
reset
end
#--------------------------------------------------------------------------
# * Reset the values for opacity, tone and horizon's distance
#--------------------------------------------------------------------------
def reset
self.map_opacity = 255
self.map_tone = Color.new(0,0,0,0)
self.horizon = 960 # default value, equivalent to 30 tiles
self.map_gradual_opacity = 0
self.map_gradual_tone = Tone.new(0,0,0,0)
end
end
#============================================================================
# ■ Tilemap_mode7
#----------------------------------------------------------------------------
# This new Tilemap class handles the drawing of a mode7 map
#============================================================================
class Tilemap_mode7
attr_accessor :maps_list # contains map's graphics
attr_accessor :map_ground # original map's graphic to handle flat events
attr_accessor :tone_values # tone values for each line (Hash)
attr_accessor :opacity_values # opacity values for each line (Hash)
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
#--------------------------------------------------------------------------
def initialize(viewport)
@id = $game_map.map_id # map's ID : to load or save the map in Cache
@maps_list = [] # contains map's drawings (Bitmap)
@disp_y = $game_map.display_y # @disp_y : tilemap's display_y
@disp_x = $game_map.display_x # @disp_x : tilemap's display_x
@height = 32 * $game_map.height # @height : map's height (in pixel)
@width = 32 * $game_map.width # @width : map's width (in pixel)
$game_temp.height = @height
# map's drawings are loaded if already in Cache
if RPG::Cache_Carte.in_cache(@id)
@map = RPG::Cache_Carte.load(@id)
@maps_list.push(@map)
@map_ground = RPG::Cache_Carte.load(@id, 4) # to handle flat events
if $game_system.animated
@map_2 = RPG::Cache_Carte.load(@id, 1)
@map_3 = RPG::Cache_Carte.load(@id, 2)
@map_4 = RPG::Cache_Carte.load(@id, 3)
@maps_list.push(@map_2)
@maps_list.push(@map_3)
@maps_list.push(@map_4)
end
else # draw the map and save it in the Cache
draw_map
end
# create vertical elements from tiles
data_V = Data_Vertical_Sprites.new(viewport)
# @sprites_V : list of vertical sprites (Sprite_V)
@sprites_V = data_V.list_sprites_V
# @sprites_V_animated : list of animated vertical sprites (Sprite_V)
@sprites_V_animated = data_V.list_sprites_V_animated
@angle = $game_system.angle # map's slant angle (in degree)
@distance_h = 480 # distance between the map's center and the vanishing point
@pivot = 256 # screenline's number of the slant's pivot
@index_animated = 0 # 0..3 : index of animated tiles pattern
@viewport = viewport
@tone_values = {} # list of the tone values for each line
@opacity_values = {} # list of the opacity values for each line
init_sprites(@angle) # initialize screenlines sprites
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# dispose of @sprites (scanlines), @sprites_V (vertical_sprites), and
# @sprites_loop_x (additional scanlines for horizontal looping)
(@sprites + @sprites_V + @sprites_loop_x).each {|sprite| sprite.dispose}
[@sprites, @sprites_V, @sprites_loop_x, @sprites_V_animated,
@maps_list].each {|obj| obj.clear}
$game_system.angle = @angle
end
#--------------------------------------------------------------------------
# * Increase slant's angle
#--------------------------------------------------------------------------
def increase_angle
return if @angle == 88
@angle += 2
@angle = 88 if @angle > 88
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize screenlines sprites
end
#--------------------------------------------------------------------------
# * Decrease slant's angle
#--------------------------------------------------------------------------
def decrease_angle
return if @angle == 0
@angle -= 2
@angle = 0 if @angle < 0
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize screenlines sprites
end
#--------------------------------------------------------------------------
# * Slide from the current angle into the target value
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def mode7_set_p(value)
while value > @angle
increase_angle
update
Graphics.update
end
while value < @angle
decrease_angle
update
Graphics.update
end
end
#--------------------------------------------------------------------------
# * Redraw the map instantaneously with the new slant angle's value
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def mode7_set(value)
if value < 0
@angle = 0
elsif value > 89
@angle = 89
else
@angle = value
end
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize screenlines sprites
update
Graphics.update
end
#--------------------------------------------------------------------------
# * Reinitialize screenlines sprites
#--------------------------------------------------------------------------
def mode7_redraw
@sprites.clear
@sprites_loop_x.clear
init_sprites(@angle) # reinitialize scanlines
update
Graphics.update
end
#--------------------------------------------------------------------------
# * Create sprites equivalent to scanlines
# value : target angle's value (in degree)
#--------------------------------------------------------------------------
def init_sprites(angle)
@horizon = $game_system.horizon
angle_rad = (Math::PI * angle) / 180 # angle in radian
@sprites = [] # list of the scanlines sprites (Sprite)
@sprites_loop_x = [] # list of the additionnal sprites (for X-looping)
cos_angle = Math.cos(angle_rad)
sin_angle = Math.sin(angle_rad)
# save values in $game_temp
$game_temp.distance_h = @distance_h
$game_temp.pivot = @pivot
$game_temp.cos_angle = cos_angle
$game_temp.sin_angle = sin_angle
# h0, z0 : intermediate values
h0 = (- @distance_h * @pivot * cos_angle).to_f /
(@distance_h + @pivot * sin_angle) + @pivot
z0 = @distance_h.to_f / (@distance_h + @pivot * sin_angle)
$game_temp.slope_value = (1.0 - z0) / (@pivot - h0)
$game_temp.corrective_value = 1.0 - @pivot * $game_temp.slope_value
last_line = - @pivot - @horizon # last_line : the highest line that is drawn
height_limit = (@distance_h * last_line * cos_angle).to_f /
(@distance_h - last_line * sin_angle) + @pivot # the line corresponding to
# the last_line in the warped reference = horizon's line
$game_temp.height_limit = height_limit
# constant to handle gradual opacity
k2lim = ((@distance_h * last_line).to_f /
(@distance_h * cos_angle + last_line * sin_angle)).to_i
# one sprite is created for each screenline
(0..479).each {|j|
next if j < height_limit # if the line is further than the horizon's line,
# no sprite is created
i = j - @pivot # y-reference is the pivot's line
sprite = Sprite.new(@viewport)
sprite.x = 320 # x-reference is the vertical line in the middle of the screen
sprite.y = j
sprite.z = - 99999 # map must not mask vertical elements
sprite.y_origin_bitmap = (@distance_h * i).to_f /
(@distance_h * cos_angle + i * sin_angle) + @pivot
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
sprite.zoom_x = $game_temp.slope_value * j + $game_temp.corrective_value
sprite.length = 2 + (640.to_f / sprite.zoom_x).to_i
sprite.x_origin_bitmap_i = ((642 - sprite.length) / 2)
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
sprite.x_origin_bitmap = (sprite.x_origin_bitmap_i).to_f
sprite.ox = sprite.length / 2
sprite.bitmap = @map
# horizontal translation to center around the hero
if @disp_x != 0
sprite.x_origin_bitmap += @disp_x / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
end
# vertical translation to center around the hero
if @disp_y != 0
sprite.y_origin_bitmap += @disp_y / 4
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
end
# handle opacity and tone
k2 = ((@distance_h * i).to_f /
(@distance_h * cos_angle + i * sin_angle)).to_i
k2 = 0 if k2 > 0
k_red = (- k2.to_f/k2lim * $game_system.map_gradual_tone.red).to_i
k_green = (- k2.to_f/k2lim * $game_system.map_gradual_tone.green).to_i
k_blue = (- k2.to_f/k2lim * $game_system.map_gradual_tone.blue).to_i
k_gray = (- k2.to_f/k2lim * $game_system.map_gradual_tone.gray).to_i
k2 = (- k2.to_f/k2lim * $game_system.map_gradual_opacity).to_i
sprite.tone = Tone.new(k_red, k_green, k_blue, k_gray)
sprite.opacity = 255 - k2
sprite.opacity *= ($game_system.map_opacity).to_f / 255
sprite.color = $game_system.map_tone
# white horizon's line
k = 500 / (j - height_limit)
if $game_system.white_horizon
tone_red = sprite.tone.red + k
tone_green = sprite.tone.green + k
tone_blue = sprite.tone.blue + k
tone_gray = sprite.tone.gray + k
sprite.tone = Tone.new(tone_red, tone_green, tone_blue, tone_gray)
end
@tone_values[j] = sprite.tone
@opacity_values[j] = sprite.opacity
# set sprite's graphics
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)
@sprites.push(sprite)
if $game_system.loop_x && j < @pivot
# additional sprite to handle horizontal looping
sprite2 = Sprite.new(@viewport)
sprite2.x = 320
sprite2.y = j
sprite2.z = - 99999
sprite2.y_origin_bitmap = sprite.y_origin_bitmap
sprite2.y_origin_bitmap_i = sprite.y_origin_bitmap_i
sprite2.zoom_x = sprite.zoom_x
sprite2.length = sprite.length
sprite2.x_origin_bitmap_i = sprite.x_origin_bitmap_i - @width
sprite2.x_origin_bitmap = sprite.x_origin_bitmap_i - @width
sprite2.ox = sprite.ox
sprite2.bitmap = @map
sprite2.opacity = sprite.opacity
sprite2.color = sprite.color
sprite2.tone = sprite.tone
sprite2.src_rect.set(sprite2.x_origin_bitmap_i, sprite2.y_origin_bitmap_i,
sprite2.length, 1)
@sprites_loop_x.push(sprite2)
end}
end
#--------------------------------------------------------------------------
# * Update the screenlines sprites and the vertical sprites
# compare tilemap's display with map's display
#--------------------------------------------------------------------------
def update
# update screenlines sprites
if @disp_y < $game_map.display_y
difference = $game_map.display_y - @disp_y
@disp_y += difference
(@sprites + @sprites_loop_x).each {|sprite|
sprite.y_origin_bitmap += difference.to_f / 4
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)}
end
if @disp_y > $game_map.display_y
difference = @disp_y - $game_map.display_y
@disp_y -= difference
(@sprites + @sprites_loop_x).each {|sprite|
sprite.y_origin_bitmap -= difference.to_f / 4
sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)}
end
if @disp_x < $game_map.display_x
difference = $game_map.display_x - @disp_x
@disp_x += difference
@sprites.each {|sprite|
sprite.x_origin_bitmap += difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)}
@sprites_loop_x.each {|sprite|
sprite.x_origin_bitmap += difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width
sprite.x_origin_bitmap_i -= @width
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)}
end
if @disp_x > $game_map.display_x
difference = @disp_x - $game_map.display_x
@disp_x -= difference
@sprites.each {|sprite|
sprite.x_origin_bitmap -= difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)}
@sprites_loop_x.each {|sprite|
sprite.x_origin_bitmap -= difference.to_f / 4
sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
sprite.x_origin_bitmap_i %= @width
sprite.x_origin_bitmap_i -= @width
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)}
end
# update vertical sprites
@sprites_V.each {|sprite| sprite.update}
end
#--------------------------------------------------------------------------
# * Update animation for animated tiles
#--------------------------------------------------------------------------
def update_animated
@index_animated += 1
@index_animated %= 4
map = @maps_list[@index_animated]
# update screenlines sprites
(@sprites + @sprites_loop_x).each {|sprite|
sprite.bitmap = map
sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
sprite.length, 1)}
# update vertical sprites
@sprites_V_animated.each {|sprite| sprite.update_animated(@index_animated)}
end
#--------------------------------------------------------------------------
# * Create bitmaps representing the map
#--------------------------------------------------------------------------
def draw_map
data = $game_map.data
# Table where animated tiles are flagged
data_animated = Table.new($game_map.width, $game_map.height)
# bigger maps to handle horizontal looping
offset = ($game_system.loop_x ? 640 : 0)
@map = Bitmap.new(@width + offset, @height)
@maps_list.push(@map)
rect = Rect.new(0, 0, 32, 32)
# create autotiles graphics
RPG::Cache.clear
@autotiles = []
(0..6).each {|i|
autotile_name = $game_map.autotile_names[i]
fichier = RPG::Cache.autotile(autotile_name)
(0..3).each {|l|
data_autotile = Data_Autotiles.new(fichier,l)
data_autotile.number = 4*i + l
RPG::Cache.save_autotile(data_autotile, data_autotile.number)
@autotiles.push(data_autotile)}}
# scan map's data to draw it
(0...$game_map.height).each {|i| (0...$game_map.width).each {|j|
data_animated[j, i] = 0
# tile's ID for the first layer
value1 = data[j, i, 0].to_i
# prevent from drawing a vertical tile
value1 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value1]) ?
0 : value1)
# value1 != 0
if value1 != 0
# tile's ID for the second layer
value2 = data[j, i, 1].to_i
# prevent from drawing a vertical tile
value2 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value2]) ?
0 : value2)
# tile's ID for the third layer
value3 = data[j, i, 2].to_i
# prevent from drawing a vertical tile
value3 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value3]) ?
0 : value3)
# value1 != 0, value2 = 0
if value2 == 0
# value1 != 0, value2 = 0, value3 = 0
if value3 == 0
# value1 associated with a normal autotile
if value1 > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value1, 0)
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value1 associated with an autotile
else
num = 4*((value1 / 48) - 1)
bitmap = RPG::Cache.autotile_base(num, value1)
if @autotiles[num].animated
data_animated[j, i] = 1
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
# value1 != 0, value2 = 0, value3 != 0
else
bitmap = RPG::Cache_Tile.load(value1, value3)
# value1 associated with an autotile
if value1 < 384
num = 4*((value1 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value3 associated with an autotile
if value3 < 384
num = 4*((value3 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
# value1 != 0, value2 != 0, value3 = 0
elsif value3 == 0
bitmap = RPG::Cache_Tile.load(value1, value2)
# value1 associated with an autotile
if value1 < 384
num = 4*((value1 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value2 associated with an autotile
if value2 < 384
num = 4*((value2 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value1 != 0, value2 != 0, value3 != 0
else
bitmap = RPG::Cache_Tile.load2(value1, value2, value3)
# value1 associated with an autotile
if value1 < 384
num = 4*((value1 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value2 associated with an autotile
if value2 < 384
num = 4*((value2 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value3 associated with an autotile
if value3 < 384
num = 4*((value3 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
# value1 = 0
else
value2 = data[j, i, 1].to_i
value2 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value2]) ?
0 : value2)
value3 = data[j, i, 2].to_i
value3 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value3]) ?
0 : value3)
# value1 = 0, value2 = 0
if value2 == 0
# value1 = 0, value2 = 0, value3 != 0
if value3 != 0
# value3 associated with a normal tile
if value3 > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value3, 0)
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value3 associated with an autotile
else
num = 4*((value3 / 48) - 1)
bitmap = RPG::Cache.autotile_base(num, value3)
if @autotiles[num].animated
data_animated[j, i] = 1
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
end
# value1 = 0, value2 != 0, value3 = 0
elsif value3 == 0
# value2 associated with a normal tile
if value2 > 383
bitmap = RPG::Cache.tile($game_map.tileset_name, value2, 0)
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
# value2 associated with an autotile
else
num = 4*((value2 / 48) - 1)
bitmap = RPG::Cache.autotile_base(num, value2)
if @autotiles[num].animated
data_animated[j, i] = 1
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
# value1 = 0, value2 != 0, value3 != 0
else
bitmap = RPG::Cache_Tile.load(value2, value3)
# value2 associated with an autotile
if value2 < 384
num = 4*((value2 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
# value3 associated with an autotile
if value3 < 384
num = 4*((value3 / 48) - 1)
data_animated[j, i] = 1 if @autotiles[num].animated
end
@map.blt(32*j, 32*i, bitmap, rect)
if $game_system.loop_x && j.between?(0, 19)
@map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
end
end
end}}
# save the map's drawing in the Cache
RPG::Cache_Carte.save(@id, @map)
@map_ground = @map.clone
# save a copy of the map to handle flat events
RPG::Cache_Carte.save(@id, @map_ground, 4)
return if !$game_system.animated
# create 3 other maps in case of animated tiles
@map_2 = @map.clone
@map_3 = @map.clone
@map_4 = @map.clone
@maps_list.push(@map_2)
@maps_list.push(@map_3)
@maps_list.push(@map_4)
(0...$game_map.height).each {|i| (0...$game_map.width).each {|j|
next if data_animated[j, i].to_i == 0
# modify the tile if it is flagged as animated
value1 = data[j, i, 0].to_i
value2 = data[j, i, 1].to_i
value3 = data[j, i, 2].to_i
# prevent from drawing a vertical tile
value1 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value3]) ?
0 : value3)
value2 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value3]) ?
0 : value3)
value3 = (VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value3]) ?
0 : value3)
if value1 != 0
if value2 == 0
if value3 == 0
num = 4*((value1 / 48) - 1)
bitmap_2 = RPG::Cache.autotile_base(num+1, value1)
bitmap_3 = RPG::Cache.autotile_base(num+2, value1)
bitmap_4 = RPG::Cache.autotile_base(num+3, value1)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x && j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
else
bitmap_2 = RPG::Cache_Tile.load(value1, value3, 1)
bitmap_3 = RPG::Cache_Tile.load(value1, value3, 2)
bitmap_4 = RPG::Cache_Tile.load(value1, value3, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x && j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end
elsif value3 == 0
bitmap_2 = RPG::Cache_Tile.load(value1, value2, 1)
bitmap_3 = RPG::Cache_Tile.load(value1, value2, 2)
bitmap_4 = RPG::Cache_Tile.load(value1, value2, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x && j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
else
bitmap_2 = RPG::Cache_Tile.load2(value1, value2, value3, 1)
bitmap_3 = RPG::Cache_Tile.load2(value1, value2, value3, 2)
bitmap_4 = RPG::Cache_Tile.load2(value1, value2, value3, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x && j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end
elsif value2 != 0
if value3 == 0
num = 4*((value2 / 48) - 1)
bitmap_2 = RPG::Cache.autotile_base(num+1, value2)
bitmap_3 = RPG::Cache.autotile_base(num+2, value2)
bitmap_4 = RPG::Cache.autotile_base(num+3, value2)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x && j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
else
bitmap_2 = RPG::Cache_Tile.load(value2, value3, 1)
bitmap_3 = RPG::Cache_Tile.load(value2, value3, 2)
bitmap_4 = RPG::Cache_Tile.load(value2, value3, 3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x && j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end
elsif value3 != 0
num = 4*((value3 / 48) - 1)
bitmap_2 = RPG::Cache.autotile_base(num+1, value3)
bitmap_3 = RPG::Cache.autotile_base(num+2, value3)
bitmap_4 = RPG::Cache.autotile_base(num+3, value3)
@map_2.blt(32*j, 32*i, bitmap_2, rect)
@map_3.blt(32*j, 32*i, bitmap_3, rect)
@map_4.blt(32*j, 32*i, bitmap_4, rect)
if $game_system.loop_x && j.between?(0, 19)
@map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
@map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
@map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
end
end}}
# save the three additional maps in the Cache
RPG::Cache_Carte.save(@id, @map_2, 1)
RPG::Cache_Carte.save(@id, @map_3, 2)
RPG::Cache_Carte.save(@id, @map_4, 3)
end
end
#============================================================================
# ■ Game_Map
#----------------------------------------------------------------------------
# Methods modifications to handle map looping
#============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_down_mode7_game_map scroll_down
def scroll_down(distance)
if !$game_system.mode7
scroll_down_mode7_game_map(distance)
return
end
@display_y = @display_y + distance
unless $game_system.loop_y || $game_system.always_scroll
height = (self.height - 15) * 128
@display_y = height if @display_y > height
end
end
#--------------------------------------------------------------------------
# * Scroll Left
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_left_mode7_game_map scroll_left
def scroll_left(distance)
if !$game_system.mode7
scroll_left_mode7_game_map(distance)
return
end
@display_x = @display_x - distance
unless $game_system.loop_x || $game_system.always_scroll
@display_x = 0 if @display_x < 0
end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_right_mode7_game_map scroll_right
def scroll_right(distance)
if !$game_system.mode7
scroll_right_mode7_game_map(distance)
return
end
@display_x = @display_x + distance
unless $game_system.loop_x || $game_system.always_scroll
width = (self.width - 20) * 128
@display_x = width if @display_x > width
end
end
#--------------------------------------------------------------------------
# * Scroll Up
# distance : scroll distance
#--------------------------------------------------------------------------
alias scroll_up_mode7_game_map scroll_up
def scroll_up(distance)
if !$game_system.mode7
scroll_up_mode7_game_map(distance)
return
end
@display_y = @display_y - distance
unless $game_system.loop_y || $game_system.always_scroll
@display_y = 0 if @display_y < 0
end
end
#--------------------------------------------------------------------------
# * Determine Valid Coordinates
# x : x-coordinate
# y : y-coordinate
# Allow the hero to go out of the map when map looping
#--------------------------------------------------------------------------
alias valid_mode7_game_map? valid?
def valid?(x, y)
return (valid_mode7_game_map?(x, y)) if !$game_system.mode7
if $game_system.loop_x
return ($game_system.loop_y || y >= 0 && y < height)
elsif $game_system.loop_y
return (x >= 0 && x < width)
end
return (x >= 0 && x < width && y >= 0 && y < height)
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8,10)
# * 0,10 = determine if all directions are impassable
# self_event : Self (If event is determined passable)
#--------------------------------------------------------------------------
alias passable_mode7_game_map? passable?
def passable?(x, y, d, self_event = nil)
if !$game_system.mode7
passable_mode7_game_map?(x, y, d, self_event)
return(passable_mode7_game_map?(x, y, d, self_event))
end
return false unless valid?(x, y)
bit = (1 << (d / 2 - 1)) & 0x0f
events.each_value {|event|
if event.tile_id >= 0 && event != self_event &&
event.x == x && event.y == y && !event.through
if @passages[event.tile_id] & bit != 0
return false
elsif @passages[event.tile_id] & 0x0f == 0x0f
return false
elsif @priorities[event.tile_id] == 0
return true
end
end}
[2, 1, 0].each {|i|
tile_id = data[x % width, y % height, i] # handle map looping
if tile_id == nil
return false
elsif @passages[tile_id] & bit != 0
return false
elsif @passages[tile_id] & 0x0f == 0x0f
return false
elsif @priorities[tile_id] == 0
return true
end}
return true
end
end
#============================================================================
# ■ Game_Character
#----------------------------------------------------------------------------
# "update" method modifications to handle map looping
#============================================================================


Code part 2:

Code:
class Game_Character
attr_accessor :x
attr_accessor :y
attr_accessor :real_x
attr_accessor :real_y
attr_reader :flat
attr_reader :height
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_character initialize
def initialize
initialize_mode7_game_character
init_mode7
end
#--------------------------------------------------------------------------
# * Mode7 Initialization
#--------------------------------------------------------------------------
def init_mode7
@flat = false
@height = 0.0
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_game_character update
def update
if !$game_system.mode7
update_mode7_game_character
return
end
# if x-coordinate is out of the map
if !(x.between?(0, $game_map.width - 1))
difference = 128 * x - real_x
if self.is_a?(Game_Player)
# increase or decrease map's number
self.map_number_x += difference / (difference.abs)
end
# x-coordinate is equal to its equivalent in the map
self.x %= $game_map.width
self.real_x = 128 * x - difference
end
# if y-coordinate is out of the map
if !(y.between?(0, $game_map.height - 1))
difference = 128 * y - real_y
if self.is_a?(Game_Player)
# increase or decrease map's number
self.map_number_y += difference / (difference.abs)
end
# y-coordinate is equal to its equivalent in the map
self.y %= $game_map.height
self.real_y = 128 * y - difference
end
update_mode7_game_character
end
end
#==============================================================================
# ■ Game_Event
#----------------------------------------------------------------------------
# Add methods to handle flat events and altitude for vertical event
#============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * scan the event's commands list
# page : the scanned page (RPG::Event::Page)
#--------------------------------------------------------------------------
def check_commands(page)
@height = 0.0
command_list = page.list
(0..command_list.length - 2).each {|k|
command = command_list[k]
if (command.parameters[0].to_s).include?('Height')
@height = (command.parameters[0][7,command.parameters[0].length-1]).to_f
end
@flat = (command.parameters[0].to_s).include?('Flat')}
end
#--------------------------------------------------------------------------
# * scan the event's commands list of the current page when refreshed
#--------------------------------------------------------------------------
alias refresh_mode7_game_character refresh
def refresh
refresh_mode7_game_character
check_commands(@page) if @page != nil
end
end
#============================================================================
# ■ Game_Player
#----------------------------------------------------------------------------
# Add attributes to have a well-working panorama's scrolling
#============================================================================
class Game_Player < Game_Character
attr_accessor :map_number_x # map's number with X-looping
attr_accessor :map_number_y # map's number with Y-looping
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_game_player initialize
def initialize
initialize_mode7_game_player
init_mode7
end
#--------------------------------------------------------------------------
# * Mode 7 Initialization
#--------------------------------------------------------------------------
def init_mode7
self.map_number_x = 0
self.map_number_y = 0
super
end
#--------------------------------------------------------------------------
# * Handle the option : center around the hero
#--------------------------------------------------------------------------
alias center_mode7_game_player center
def center(x, y)
if !$game_system.mode7 || !$game_system.always_scroll
center_mode7_game_player(x, y)
return
end
$game_map.display_x = x * 128 - CENTER_X
$game_map.display_y = y * 128 - CENTER_Y
end
end
#============================================================================
# ■ Sprite
#----------------------------------------------------------------------------
# Add attributes to work efficiently with scanlines sprites
#============================================================================
class Sprite
attr_accessor :y_origin_bitmap # bitmap's y-coordinate for the "src_rect.set"
#method (float)
attr_accessor :x_origin_bitmap # bitmap's x-coordinate for the "src_rect.set"
#method (float)
attr_accessor :y_origin_bitmap_i # bitmap's y-coordinate for the
#"src_rect.set" method (integer)
attr_accessor :x_origin_bitmap_i # bitmap's x-coordinate for the
#"src_rect.set" method (integer)
attr_accessor :length # sprite's width
end
#============================================================================
# ■ Sprite_Character
#----------------------------------------------------------------------------
# Calculate x-coordinate and y-coordinate for a mode7 map
#============================================================================
class Sprite_Character < RPG::Sprite
attr_reader :flat_indicator # true if the event is flat-drawn
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_mode7_sprite_character initialize
def initialize(viewport, character = nil)
@flat_indicator = false
initialize_mode7_sprite_character(viewport, character)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_sprite_character update
def update
if !$game_system.mode7
update_mode7_sprite_character
return
end
if @flat_indicator
if (!@character.flat || @character.moving? ||
@tile_id != @character.tile_id ||
@character_name != @character.character_name ||
@character_hue != @character.character_hue)
@flat_indicator = @character.flat
# redraw the original ground
maps_list = $scene.spriteset.tilemap.maps_list
map_ground = $scene.spriteset.tilemap.map_ground
rect = Rect.new(@flat_x_map, @flat_y_map, @flat_width, @flat_height)
maps_list.each {|map|
map.blt(@flat_x_map, @flat_y_map, map_ground, rect)
if $game_system.loop_x && @flat_x_map.between?(0, 19 * 32)
map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, map_ground,
rect)
end}
else
return
end
end
super
if @tile_id != @character.tile_id ||
@character_name != @character.character_name ||
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
# pivot correction (intersection between the map and this sprite)
self.oy -= 4
end
end
self.visible = (!@character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
if @character.flat # event must be flat drawn
return if $scene.spriteset == nil
if @tile_id == 0
@flat_x_map = @character.real_x / 4 - (@cw - 32) / 2
@flat_y_map = @character.real_y / 4 - @ch + 32
@flat_x0 = sx
@flat_y0 = sy
@flat_width = @cw
@flat_height = @ch
else
@flat_x_map = @character.real_x / 4
@flat_y_map = @character.real_y / 4
@flat_x0 = 0
@flat_y0 = 0
@flat_width = 32
@flat_height = 32
end
# modify the maps graphics
maps_list = $scene.spriteset.tilemap.maps_list
rect = Rect.new(@flat_x0, @flat_y0, @flat_width, @flat_height)
maps_list.each {|map|
map.blt(@flat_x_map, @flat_y_map, bitmap, rect, @character.opacity)
if $game_system.loop_x && @flat_x_map.between?(0, 19 * 32)
map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, bitmap, rect,
@character.opacity)
end}
@flat_indicator = true
self.opacity = 0
return
end
x_intermediate = @character.screen_x
y_intermediate = @character.screen_y
y_intermediate -= $game_temp.pivot + 4 if $game_system.mode7
# if vertical looping
if $game_system.loop_y
h = 32 * $game_map.height
y_intermediate = (y_intermediate + h / 2) % h - h / 2
end
# coordinates in a mode7 map
self.y = (($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot)
self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
self.zoom_y = zoom_x
self.x = 320 + zoom_x * (x_intermediate - 320)
# if horizontal looping
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
l = 32 * $game_map.width * zoom_x
self.x = (x + offset) % l - offset
end
# Overworld Sprite Resize
if @character.is_a?(Game_Player) && $game_system.ov
self.zoom_x *= $game_system.ov_zoom
self.zoom_y *= $game_system.ov_zoom
end
self.z = @character.screen_z(@ch)
# hide the sprite if it is beyond the horizon's line
self.opacity = (y < $game_temp.height_limit ? 0 : @character.opacity)
self.y -= 32 * @character.height * zoom_y # height correction
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
#============================================================================
# ■ Sprite_V (Vertical Sprites)
#----------------------------------------------------------------------------
# Sprites corresponding to the vertical elements formed by tiles
#============================================================================
class Sprite_V < Sprite
attr_accessor :x_map # sprite's x_coordinates (in squares) (Float)
attr_accessor :y_map # sprite's y_coordinates (in squares) (Float)
attr_accessor :square_y # sprite's y_coordinates (in squares) (Integer)
attr_accessor :priority # sprite's priority
attr_accessor :animated # True if animated
attr_accessor :list_bitmap # list of sprite's bitmaps (Bitmap)
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
square_y_corrected = square_y
y_intermediate = 32 * y_map - $game_temp.pivot - $game_map.display_y / 4
y_intermediate_reference = y_intermediate
# if vertical looping
if $game_system.loop_y
y_intermediate = (y_intermediate + $game_temp.height / 2) %
$game_temp.height - $game_temp.height / 2
if y_intermediate_reference < y_intermediate
square_y_corrected = square_y + $game_map.height
elsif y_intermediate_reference > y_intermediate
square_y_corrected = square_y - $game_map.height
end
end
self.y = ($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot
if y < $game_temp.height_limit
# hide the sprite if it is beyond the horizon's line
self.opacity = 0
return
end
self.opacity = 255
if $scene.spriteset != nil
opacity_values = $scene.spriteset.tilemap.opacity_values
tone_values = $scene.spriteset.tilemap.tone_values
if opacity_values.has_key?(y)
self.opacity = opacity_values[y]
self.tone = tone_values[y]
end
end
self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
self.zoom_y = zoom_x
x_intermediate = 32 * x_map - $game_map.display_x / 4
self.x = 320 + (zoom_x * (x_intermediate - 320))
# if horizontal looping
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
l = 32 * $game_map.width * self.zoom_x
self.x = (self.x + offset) % l - offset
end
self.z = (128 * square_y_corrected - $game_map.display_y + 3) / 4 +
32 + 32 * priority
end
#--------------------------------------------------------------------------
# * Update bitmap for animation
# index : 0..3 : animation's index
#--------------------------------------------------------------------------
def update_animated(index)
self.bitmap = @list_bitmap[index]
end
end
#============================================================================
# ■ Spriteset_Map
#----------------------------------------------------------------------------
# Modifications to call a mode7 map
#============================================================================
class Spriteset_Map
attr_accessor :tilemap # just to be able to access the tilemap
#--------------------------------------------------------------------------
# * Defines map's options from its name
# Refer to Game_System class
#--------------------------------------------------------------------------
def init_options
map_data = $data_maps[$game_map.map_id]
MODE7_SETTINGS.each_key {|keyword|
if map_data.name2.include?(keyword)
command_list = MODE7_SETTINGS[keyword]
$game_system.mode7 = true
$game_system.loop_x = command_list.include?("X")
$game_system.loop_y = command_list.include?("Y")
$game_system.always_scroll = command_list.include?("C")
$game_system.animated = command_list.include?("A")
$game_system.white_horizon = command_list.include?("H")
$game_system.fixed_panorama = command_list.include?("P")
$game_system.ov = command_list.include?("OV")
command_list.each {|command|
if command.include?("#")
$game_system.angle = (command.slice(1, 2)).to_i
if $game_system.angle < 0
$game_system.angle = 0
elsif $game_system.angle > 89
$game_system.angle = 89
end
break
end}
return
end}
$game_system.mode7 = map_data.name2.include?("[M7]")
$game_system.loop_x = map_data.name2.include?("[X]")
$game_system.loop_y = map_data.name2.include?("[Y]")
$game_system.always_scroll = map_data.name2.include?("[C]")
$game_system.animated = map_data.name2.include?("[A]")
$game_system.white_horizon = map_data.name2.include?("[H]")
$game_system.fixed_panorama = map_data.name2.include?("[P]")
$game_system.ov = map_data.name2.include?("[OV]")
if $game_system.mode7
map_data.name2 =~ /\[#[ ]*([00-99]+)\]/i
$game_system.angle = $1.to_i
if $game_system.angle < 0
$game_system.angle = 0
elsif $game_system.angle > 89
$game_system.angle = 89
end
end
end
#--------------------------------------------------------------------------
# * Initialize Object
# Rewritten to call a map with mode7
#--------------------------------------------------------------------------
alias initialize_mode7_spriteset_map initialize
def initialize
if !$game_system.mode7
initialize_mode7_spriteset_map
return
end
init_options
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# mode7 map
@tilemap = Tilemap_mode7.new(@viewport1)
@panorama = Plane.new(@viewport1)
# sprites drawn at the horizon's level have a negative z, and with a z value
# of -100000 the panorama is still below
@panorama.z = ($game_system.mode7 ? -100000 : -1000)
@fog = Plane.new(@viewport1)
@fog.z = 3000
@character_sprites = []
$game_map.events.keys.sort.each {|i|
sprite = Sprite_Character.new(@viewport1, $game_map.events)
@character_sprites.push(sprite)}
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
(1..50).each {|i|
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures))}
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias dispose_mode7_spriteset_map dispose
def dispose
if !$game_system.mode7
dispose_mode7_spriteset_map
return
end
@tilemap.dispose
@panorama.dispose
@fog.dispose
@character_sprites.each {|sprite| sprite.dispose}
@weather.dispose
@picture_sprites.each {|sprite| sprite.dispose}
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias update_mode7_spriteset_map update
def update
if !$game_system.mode7
update_mode7_spriteset_map
return
end
if @panorama_name != $game_map.panorama_name ||
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
if @fog_name != $game_map.fog_name || @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) if @fog_name != ''
Graphics.frame_reset
end
# update animated tiles each 20 frames
if Graphics.frame_count % 20 == 0 && $game_system.animated
@tilemap.update_animated
end
@tilemap.update
# if the panorama is fixed
if $game_system.fixed_panorama
@panorama.ox = 0
@panorama.oy = 0
# if it is a mode7 map
else
# to have a fluent panorama scrolling
@panorama.ox = (128 * $game_map.width * $game_player.map_number_x +
$game_player.real_x) / 8
@panorama.oy = - (128 * $game_map.height * $game_player.map_number_y +
$game_player.real_y) / 32
end
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
@character_sprites.each {|sprite| sprite.update}
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
@picture_sprites.each {|sprite| sprite.update}
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end
#============================================================================
# ■ Scene_Map
#============================================================================
class Scene_Map
attr_accessor :spriteset # just need to access the spriteset
end
#============================================================================
# ■ Data_Autotiles
#----------------------------------------------------------------------------
# Creates the set of tiles from an autotile's file
#============================================================================
class Data_Autotiles < Bitmap


Code part 3:

Code:
# data list to form tiles from an atotiles file
Data_creation = [[27,28,33,34],[5,28,33,34],[27,6,33,34],[5,6,33,34],
[27,28,33,12],[5,28,33,12],[27,6,33,12],[5,6,33,12],[27,28,11,34],
[5,28,11,34],[27,6,11,34],[5,6,11,34],[27,28,11,12],[5,28,11,12],
[27,6,11,12],[5,6,11,12],[25,26,31,32],[25,6,31,32],[25,26,31,12],
[25,6,31,12],[15,16,21,22],[15,16,21,12],[15,16,11,22],[15,16,11,12],
[29,30,35,36],[29,30,11,36],[5,30,35,36],[5,30,11,36],[39,40,45,46],
[5,40,45,46],[39,6,45,46],[5,6,45,46],[25,30,31,36],[15,16,45,46],
[13,14,19,20],[13,14,19,12],[17,18,23,24],[17,18,11,24],[41,42,47,48],
[5,42,47,48],[37,38,43,44],[37,6,43,44],[13,18,19,24],[13,14,43,44],
[37,42,43,48],[17,18,47,48],[13,18,43,48],[13,18,43,48]]
attr_accessor :number # autotile's number to identify it
attr_accessor :animated # TRUE if the autotile is animated
#--------------------------------------------------------------------------
# * Initialize Object
# file : autotiles file's bitmap (Bitmap)
# l : 0..3 : pattern's number for animated autotiles
#--------------------------------------------------------------------------
def initialize(file, l)
super(8*32, 6*32)
create(file, l)
end
#--------------------------------------------------------------------------
# * Create the tiles set
# file : autotiles file's bitmap (Bitmap)
# l : 0..3 : pattern's number for animated autotiles
#--------------------------------------------------------------------------
def create(file, l)
l = (file.width > 96 ? l : 0)
self.animated = (file.width > 96)
(0..5).each {|i| (0..7).each {|j| Data_creation[8 * i + j].each {|number|
number -= 1
m = 16 * (number % 6)
n = 16 * (number / 6)
blt(32 * j + m % 32, 32 * i + n % 32, file,
Rect.new(m + 96 * l, n, 16, 16))}}}
end
end
#============================================================================
# ■ Data_Vertical_Sprites
#----------------------------------------------------------------------------
# Create a list of vertical sprites for the three layers of a map
# "V" for "Vertical" in the script
# "num" for "number"
#============================================================================
class Data_Vertical_Sprites
attr_accessor :list_sprites_V # list of vertical sprites
attr_accessor :list_sprites_V_animated # list of animated vertical sprites
#--------------------------------------------------------------------------
# * A little method to compare terrain_tags
# value : tile's ID
# num : reference terrain_tag's value
#--------------------------------------------------------------------------
def suitable?(value, num)
return ($game_map.terrain_tags[value] == num)
end
#--------------------------------------------------------------------------
# * This algorithm scans each layer and create a sprites formed by tiles
# in contact
# viewport : Viewport
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
# lists initialization
self.list_sprites_V = []
self.list_sprites_V_animated = []
# @num_tiles : list of tiles coordinates that form a vertical sprite
@num_tiles = []
# create copy of map's data
@dataV = ($game_map.data).clone
# scan each layer, row and column
(0..2).each {|h| (0..$game_map.height).each {|i| (0..$game_map.width).each {|j|
value = @dataV[j, i, h].to_i
# if tile's terrain tag is declared to give vertical sprites
if VERTICAL_TILE_TERRAIN_TAGS.include?($game_map.terrain_tags[value])
@reference_terrain_tag = $game_map.terrain_tags[value]
@num_tiles.push([j, i])
# the following algorithm is so complex that I really don't know how
# it works exactly
list_end = 0
length = 0
while j + length + 1 < $game_map.width &&
suitable?(@dataV[j +length+ 1, i, h].to_i, @reference_terrain_tag)
@num_tiles.push([j + length+ 1,i])
length += 1
end
list_start = j
list_end = length + j
indicator = true
row = 0
j2 = j
while indicator
row += 1
break if (i + row) == $game_map.height
list_start2 = j2
length2 = 0
indicator = false
if length >= 2
((j2 + 1)..(j2 + length -1)).each {|k|
if suitable?(@dataV[k, i + row, h].to_i,
@reference_terrain_tag)
if !indicator
list_start2 = k
else
length2 = k - list_start2
end
indicator = true
@num_tiles.push([k, i + row])
elsif !indicator
length2 -= 1
end}
end
if suitable?(@dataV[j2 + length, i + row, h].to_i,
@reference_terrain_tag)
length2 = j2 + length - list_start2
indicator = true
@num_tiles.push([j2 + length, i + row])
length3 = 1
while j2 + length + length3 < $game_map.width &&
suitable?(@dataV[j2 + length + length3, i + row, h].to_i,
@reference_terrain_tag)
@num_tiles.push([j2 + length + length3, i + row])
length3 += 1
length2 += 1
if j2 + length + length3 > list_end
list_end = j2 + length + length3
end
end
end
if suitable?(@dataV[j2, i + row, h].to_i, @reference_terrain_tag)
list_start3 = list_start2 - j2
length2 = length2 + list_start3
list_start2 = j2
indicator = true
@num_tiles.push([j2, i + row])
length3 = 1
while j2 - length3 >= 0 &&
suitable?(@dataV[j2 - length3, i + row, h].to_i,
@reference_terrain_tag)
@num_tiles.push([j2 - length3, i + row])
length3 += 1
length2 += 1
list_start2 -= 1
list_start = list_start2 if list_start2 < list_start
end
end
length = length2
j2 = list_start2
end
row -= 1
# create a bitmap and a sprite from the tiles listed in @num_tiles
create_bitmap(i, list_start, row, list_end - list_start, h)
# clear the used tiles
clear_data(h)
# reinitialize the list of tiles
@num_tiles = []
end}}}
end
#--------------------------------------------------------------------------
# * Clear the used data to prevent from reusing them
# layer : current scanned layer
#--------------------------------------------------------------------------
def clear_data(layer)
@num_tiles.each {|num| @dataV[num[0], num[1], layer] = 0}
end
#--------------------------------------------------------------------------
# * Create a Bitmap from the listed tiles in @num_tiles and its associated
# sprite (Sprite_V)
# row : start row's value
# column : start column's value
# height : sprite's height (in tiles)
# width : sprite's width (in tiles)
# layer : current scanned layer
#--------------------------------------------------------------------------



Code part 4 failed to post:

bump
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Reply }
#2
Hi, I got this error when I transfer from a mode7 map to a normal map with an old version of this script. Is that your scenario ?
I don't get it when using the latest version here : DOWNLOAD
Some scripts :
Working on :
Reply }
#3
I do get the error when I enter a map without [M7] in it's name...
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Reply }
#4
Did you still get the error with the script from the download link in my previous post ? It's the same old script (new mode 7), but in its latest revision.
Some scripts :
Working on :
Reply }
#5
no, I din't...
does any of the other mode 7 scripts got where when a veryical wall or something is in front of you, it turns transparent?

no idea how this terrain tag stuff works, some blocks go vertical other still go flat, and the curves look weird...
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Reply }
#6
None of my mode 7 scripts. But this one does (there's a dl link on Youtube with the second video) :
ShiningAdvances' mode7 video
ShiningAdvances' mode7 video + link
Some scripts :
Working on :
Reply }
#7
I have that one, but it doesn't support autotiles.
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Reply }


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