#================================================= =============================
# ** Victor Engine - Pixel Movement
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2012.05.29 > First release
# v 1.01 - 2012.05.29 > Compatibility with Terrain States
# v 1.02 - 2012.07.03 > Compatibility with Basic Module 1.23
# v 1.03 - 2012.07.05 > Added 'over event' tag for objects over blocked tiles
# > Added Steps settings for events
# v 1.04 - 2012.07.24 > Compatibility with Moving Platform
# > Added <each step trigger> tag for events
# v 1.05 - 2012.07.30 > Fixed issue when characters moves toward the same spot
# v 1.06 - 2012.08.03 > Compatibility with Anti Lag
# v 1.07 - 2012.08.03 > Fixed collision with tile graphics events
# v 1.08 - 2012.08.18 > Fixed issue with Pixel Movement and Vehicles
# > Fixed issue with some notetags
# > Fixed issue with chasing events
# v 1.09 - 2013.01.07 > Fixed issue with vehicles passing through all tiles
# v 1.10 - 2013.01.24 > Fixed issue with diagonal movement and VE_DIAGONAL_FIX
#------------------------------------------------------------------------------
# This script allows to replace the tile based movement where the player
# walks a whole 32 pixel tile each step with one that he walks only 4 pixels.
# It also give a better collision system for events.
#------------------------------------------------------------------------------
# Compatibility
# Requires the script 'Victor Engine - Basic Module' v 1.25 or higher
# If used with 'Victor Engine - Animated Battle' place this bellow it.
# If used with 'Victor Engine - Follower Control' place this bellow it.
# If used with 'Victor Engine - Follower Options' place this bellow it.
#
# * Overwrite methods
# class Game_Actor < Game_Battler
# def turn_end_on_map
#
# class Game_Map
# def layered_tiles(x, y)
# def events_xy(x, y)
# def events_xy_nt(x, y)
# def x_with_direction(x, d, times = 1)
# def y_with_direction(y, d, times = 1)
# def round_x_with_direction(x, d)
# def round_y_with_direction
#
# class Game_CharacterBase
# def region_id
# def move_straight(d, turn_ok = true)
# def move_diagonal(horz, vert)
# def collide_with_events?(x, y)
# def collide_with_vehicles?(x, y)
#
# class Game_Player < Game_Character
# def check_event_trigger_there(triggers)
# def start_map_event(x, y, triggers, normal)
# def update_nonmoving(last_moving)
# def get_on_vehicle
# def increase_steps
#
# class Game_Follower < Game_Character
# def chase_preceding_character
#
# class Game_Event < Game_Character
# def collide_with_player_characters?(x, y)
#
# class Game_Vehicle < Game_Character
# def land_ok?(x, y, d)
#
# * Alias methods
# class Game_Actor < Game_Battler
# def check_floor_effect
#
# class Game_CharacterBase
# def init_public_members
# def update
#
# class Game_Event < Game_Character
# def start
#
# class Game_Player < Game_Character
# def get_off_vehicle
# def clear_transfer_info
# def update
#
# class Game_Event < Game_Character
# def start
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section bellow the Materials section. This script must also
# be bellow the script 'Victor Engine - Basic'
#
#------------------------------------------------------------------------------
# Event Comment boxes note tags:
# Tags to be used on events Comment boxes.
#
# <move steps: x>
# Setup the number of steps each "Move" command will execute. The default
# value is 8 (1 tile)
# x : number of steps
#
# <event size: x, y>
# Collision area size, in pixels for event collisions.
# x : collision area width
# y : collision area height
#
# <front collision>
# Events with this tag won't start if the the collision between events and
# the player occur between their edges.
#
# <no side collision fix>
# Events with this tag won't have the "slide" effect when the edges of the
# events collide with the player
#
# <over tile>
# Events with this tag will start even when placed over blocked tiles.
# By default, if the passage is blocked the event don't start.
#
# <each step trigger>
# By default, events with through or bellow character priority triggers
# only one time for each 8 steps above them. With this tag though, the
# event will trigger every step.
#
#------------------------------------------------------------------------------
# Additional instructions:
#
# All events and tiles have a "slide" effect when the player faces the edge
# of a tile or event. I added this function since it would be a pain to
# be in the exact position to go throug a narrow path.
# This can be disabled for events, but not for tiles.
#
# By default, event collision size is the same as the event bitmap box, no
# matter how the sprite is set inside of the box. If you want different
# collision size you must setup manually in the event with the tag
# <event size: x, y>
#
# Events over blocked tiles will not start properly unless the event have
# the tag <over tile>
#
#================================================= =============================
#================================================= =============================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#================================================= =============================
module Victor_Engine
#--------------------------------------------------------------------------
# * Player collision area
# Different from events, player collision don't rely on the graphic size
# Player collision area can be of 2 types:
# - 32 x 32 box if VE_PLAYER_BIG_COLLISION = true
# - 24 x 24 box if VE_PLAYER_BIG_COLLISION = false
#--------------------------------------------------------------------------
VE_PLAYER_BIG_COLLISION = true
#--------------------------------------------------------------------------
# * required
# This method checks for the existance of the basic module and other
# VE scripts required for this script to work, don't edit this
#--------------------------------------------------------------------------
def self.required(name, req, version, type = nil)
if !$imported[:ve_basic_module]
msg = "The script '%s' requires the script\n"
msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
msg += "Go to
http://victorscripts.wordpress.com/ to download this script."
msgbox(sprintf(msg, self.script_name(name), version))
exit
else
self.required_script(name, req, version, type)
end
end
#--------------------------------------------------------------------------
# * script_name
# Get the script name base on the imported value
#--------------------------------------------------------------------------
def self.script_name(name, ext = "VE")
name = name.to_s.gsub("_", " ").upcase.split
name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
name.join(" ")
end
end
$imported ||= {}
$imported[:ve_pixel_movement] = 1.10
Victor_Engine.required(:ve_pixel_movement, :ve_basic_module, 1.25, :above)
Victor_Engine.required(:ve_pixel_movement, :ve_map_battle, 1.00, :bellow)
Victor_Engine.required(:ve_pixel_movement, :ve_diagonal_move, 1.00, :bellow)
#================================================= =============================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#================================================= =============================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Overwrite method: turn_end_on_map
#--------------------------------------------------------------------------
def turn_end_on_map
if $game_player.steps % (steps_for_turn * 8) == 0
on_turn_end
perform_map_damage_effect if @result.hp_damage > 0
end
end
#--------------------------------------------------------------------------
# * Alias method: init_public_members
#--------------------------------------------------------------------------
alias :check_floor_effect_ve_pixel_movement :check_floor_effect
def check_floor_effect
return if check_damage_floor
check_floor_effect_ve_pixel_movement
end
#--------------------------------------------------------------------------
# * New method: check_damage_floor
#--------------------------------------------------------------------------
def check_damage_floor
$game_player.damage_floor % 8 != 0
end
end
#================================================= =============================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#================================================= =============================
class Game_Map
#--------------------------------------------------------------------------
# * Overwrite method: layered_tiles
#--------------------------------------------------------------------------
def layered_tiles(x, y)
x2 = (x - 0.5).ceil
y2 = (y - 0.125).ceil
[2, 1, 0].collect {|z| tile_id(x2, y2, z) }
end
#--------------------------------------------------------------------------
# * Overwrite method: events_xy
#--------------------------------------------------------------------------
def events_xy(x, y)
event_list.select {|event| event.near?(x, y) }
end
#--------------------------------------------------------------------------
# * Overwrite method: events_xy_nt
#--------------------------------------------------------------------------
def events_xy_nt(x, y)
event_list.select {|event| event.near_nt?(x, y) }
end
#--------------------------------------------------------------------------
# * Overwrite method: x_with_direction
#--------------------------------------------------------------------------
def x_with_direction(x, d, times = 1)
x + (d == 6 ? times * 0.125 : d == 4 ? -times * 0.125 : 0)
end
#--------------------------------------------------------------------------
# * Overwrite method: y_with_direction
#--------------------------------------------------------------------------
def y_with_direction(y, d, times = 1)
y + (d == 2 ? times * 0.125 : d == 8 ? -times * 0.125 : 0)
end
#--------------------------------------------------------------------------
# * Overwrite method: round_x_with_direction
#--------------------------------------------------------------------------
def round_x_with_direction(x, d)
round_x(x + (d == 6 ? 0.125 : d == 4 ? -0.125 : 0))
end
#--------------------------------------------------------------------------
# * Overwrite method: round_y_with_direction
#--------------------------------------------------------------------------
def round_y_with_direction(y, d)
round_y(y + (d == 2 ? 0.125 : d == 8 ? -0.125 : 0))
end
#--------------------------------------------------------------------------
# * New method: check_x_with_direction
#--------------------------------------------------------------------------
def check_x_with_direction(x, d)
round_x(x + (d == 6 ? 1 : d == 4 ? -1 : 0))
end
#--------------------------------------------------------------------------
# * New method: check_y_with_direction
#--------------------------------------------------------------------------
def check_y_with_direction(y, d)
round_y(y + (d == 2 ? 1 : d == 8 ? -1 : 0))
end
end
#================================================= =============================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
# This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#================================================= =============================
class Game_CharacterBase
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :next_movement
attr_accessor :side_collision
attr_accessor :damage_floor
attr_accessor :move_list
attr_accessor :steps
#--------------------------------------------------------------------------
# * Overwrite method: region_id
#--------------------------------------------------------------------------
def region_id
$game_map.region_id((@x - 0.5).ceil, (@y - 0.125).ceil)
end
#--------------------------------------------------------------------------
# * Overwrite method: collide_with_events?
#--------------------------------------------------------------------------
def collide_with_events?(x, y)
$game_map.events_xy_nt(x, y).any? do |event|
event.collision_condition?(x, y, bw, bh, event?, @id, @side_collision)
end
end
#--------------------------------------------------------------------------
# * Overwrite method: collide_with_vehicles?
#--------------------------------------------------------------------------
def collide_with_vehicles?(x, y)
$game_map.vehicles.compact.any? do |vehicle|
next if vehicle.map_id != $game_map.map_id
vehicle.collision_condition?(x, y, bw, bh, self)
end
end
#--------------------------------------------------------------------------
# * Overwrite method: move_straight
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
@move_list += [{d: [d], turn: turn_ok}] * step_times
end
#--------------------------------------------------------------------------
# * Overwrite method: move_straight
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
@move_list += [{d: [horz, vert], turn: true}] * step_times
end
#--------------------------------------------------------------------------
# * Alias method: init_public_members
#--------------------------------------------------------------------------
alias :init_public_members_ve_pixel_movement :init_public_members
def init_public_members
init_public_members_ve_pixel_movement
@move_list = []
@next_movement = []
@over_event = 0
@damage_floor = 0
@steps = 0
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_pixel_movement :update
def update
update_move_straight
update_move_diagonal
update_ve_pixel_movement
end
#--------------------------------------------------------------------------
# * New method: update_move_straight
#--------------------------------------------------------------------------
def update_move_straight
return if moving? || @move_list.empty?
return if @move_list.first[:d].size > 1
@move_value = @move_list.shift
d = @move_value[:d].first
if passable?(@x, @y, d)
move_straight_pixel(d)
elsif @move_value[:turn]
@move_list.clear
check_event_trigger_move(d)
else
@move_list.clear
end
end
#--------------------------------------------------------------------------
# * New method: move_straight_pixel
#--------------------------------------------------------------------------
def move_straight_pixel(d)
@diagonal_move = false
setup_movement(d, d)
@real_x = $game_map.x_with_direction(@x, reverse_dir(d))
@real_y = $game_map.y_with_direction(@y, reverse_dir(d))
@moved = player?
end
#--------------------------------------------------------------------------
# * Overwrite method: update_move_diagonal
#--------------------------------------------------------------------------
def update_move_diagonal
return if moving? || @move_list.empty?
return if @move_list.first[:d].size < 2
@move_value = @move_list.shift
horz = @move_value[:d].first
vert = @move_value[:d].last
move_diagonal_pixel(horz, vert) if diagonal_passable?(x, y, horz, vert)
end
#--------------------------------------------------------------------------
# * New method: move_diagonal_pixel
#--------------------------------------------------------------------------
def move_diagonal_pixel(horz, vert)
@diagonal_move = true
setup_movement(horz, vert)
@real_x = $game_map.x_with_direction(@x, reverse_dir(horz))
@real_y = $game_map.y_with_direction(@y, reverse_dir(vert))
@moved = player?
end
#--------------------------------------------------------------------------
# * New method: character_collision?
#--------------------------------------------------------------------------
def character_collision?(x, y, d)
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
@through || debug_through? || !collide_with_characters?(x2, y2)
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
return 8
end
#--------------------------------------------------------------------------
# * New method: near_nt?
#--------------------------------------------------------------------------
def near_nt?(x, y)
near?(x, y) && !@through
end
#--------------------------------------------------------------------------
# * New method: near?
#--------------------------------------------------------------------------
def near?(x, y)
w = step_over? ? [bw * 0.625, 0.5].max : [bw, 1.0].max
h = step_over? ? [bh * 0.625, 0.5].max : [bh, 1.0].max
@real_x > x - w && @real_x < x + w && @real_y > y - h && @real_y < y + h
end
#--------------------------------------------------------------------------
# * New method: setup_movement
#--------------------------------------------------------------------------
def setup_movement(horz, vert)
@x = $game_map.round_x_with_direction(@x, horz)
@y = $game_map.round_y_with_direction(@y, vert)
add_next_movement(horz == vert ? horz : [horz, vert])
set_direction(horz) if @direction == reverse_dir(horz) || horz == vert
set_direction(vert) if @direction == reverse_dir(vert) && horz != vert
follower_control_move_update(horz, vert)
increase_steps
end
#--------------------------------------------------------------------------
# * New method: check_event_trigger_move
#--------------------------------------------------------------------------
def check_event_trigger_move(d)
set_direction(d)
check_event_trigger_touch_front
end
#--------------------------------------------------------------------------
# * New method: collision_condition?
#--------------------------------------------------------------------------
def collision_condition?(x, y, bw, bh, event, event_id, side)
return false if event && self.id == event_id
return false unless collision?(x, y, bw, bh)
return false unless normal_priority? || event
return false if side && !side_collision?
return true
end
#--------------------------------------------------------------------------
# * New method: follower_control_move_update
#--------------------------------------------------------------------------
def follower_control_move_update(horz, vert)
return unless $imported[:ve_followers_options]
return unless player? || follower?
add_move_update(horz == vert ? [horz] : [horz, vert])
end
#--------------------------------------------------------------------------
# * New method: passable?
#--------------------------------------------------------------------------
def passable?(x, y, d)
x = fix_position(x)
y = fix_position(y)
passable1 = passable_tile?(x, y, d)
passable2 = character_collision?(x, y, d)
fix_movement(x, y, d) if player? && !passable1 && passable2
fix_collision(x, y, d) if player? && !passable2 && passable1
passable1 && passable2
end
#--------------------------------------------------------------------------
# * New method: passable_tile?
#--------------------------------------------------------------------------
def passable_tile?(x, y, d)
result = true
result = passable_down?(x, y) if d == 2
result = passable_left?(x, y) if d == 4
result = passable_right?(x, y) if d == 6
result = passable_up?(x, y) if d == 8
result
end
#--------------------------------------------------------------------------
# * New method: locked_tile?
#--------------------------------------------------------------------------
def locked_tile?(x, y, d = 0)
list = [2, 4, 6, 8] - [d]
list.all? {|d| !map_passable?(x, y, d) }
end
#--------------------------------------------------------------------------
# * New method: locked_move?
#--------------------------------------------------------------------------
def locked_move?(x, y)
!passable_down?(x, y) && !passable_left?(x, y)
!passable_right?(x, y) && !passable_up?(x, y)
end
#--------------------------------------------------------------------------
# * New method: passable_down?
#--------------------------------------------------------------------------
def passable_down?(x, y)
passable_normal?(x.ceil, y.to_i, 2, 4, x.ceil?) &&
passable_normal?(x.to_i, y.to_i, 2, 6, x.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_left?
#--------------------------------------------------------------------------
def passable_left?(x, y)
passable_normal?(x.ceil, y.ceil, 4, 8, y.ceil?) &&
passable_normal?(x.ceil, y.to_i, 4, 2, y.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_right?
#--------------------------------------------------------------------------
def passable_right?(x, y)
passable_normal?(x.to_i, y.ceil, 6, 8, y.ceil?) &&
passable_normal?(x.to_i, y.to_i, 6, 2, y.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_up?
#--------------------------------------------------------------------------
def passable_up?(x, y)
passable_normal?(x.ceil, y.ceil, 8, 4, x.ceil?) &&
passable_normal?(x.to_i, y.ceil, 8, 6, x.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_normal?
#--------------------------------------------------------------------------
def passable_normal?(x, y, d, d2, ceil = false)
x1 = $game_map.round_x(x)
y1 = $game_map.round_y(y)
x2 = $game_map.check_x_with_direction(x1, d)
y2 = $game_map.check_y_with_direction(y1, d)
x3 = $game_map.round_x_with_direction(x1, d)
y3 = $game_map.round_y_with_direction(y1, d)
return false unless $game_map.valid?(x3, y3)
return true if @through || debug_through?
return false unless map_passable?(x2, y2, d2) || !ceil
return false unless move_passable1?(x1, y1, x2, y2, d)
return false unless move_passable2?(x1, y1, x2, y2, d)
return true
end
#--------------------------------------------------------------------------
# * New method: move_passable1?
#--------------------------------------------------------------------------
def move_passable1?(x1, y1, x2, y2, d)
map_passable?(x1, y1, d) || map_passable?(x2, y2, d)
end
#--------------------------------------------------------------------------
# * New method: move_passable?
#--------------------------------------------------------------------------
def move_passable2?(x1, y1, x2, y2, d)
map_passable?(x2, y2, reverse_dir(d)) && (map_passable?(x1, y1, d) ||
locked_tile?(x1, y1))
end
#--------------------------------------------------------------------------
# * New method: fix_movement
#--------------------------------------------------------------------------
def fix_movement(x, y, d)
return if (@diagonal && @diagonal != 0) || @diagonal_move
fix_movement_horiz(x, y, d) if (d == 2 || d == 8) && x.ceil?
fix_movement_vert(x, y, d) if (d == 4 || d == 6) && y.ceil?
end
#--------------------------------------------------------------------------
# * New method: fix_movement_horiz
#--------------------------------------------------------------------------
def fix_movement_horiz(x, y, d)
adjust = x - x.to_i
fix_move_straight(4) if fix_movement_left?(x, y, d) && adjust < 0.5
fix_move_straight(6) if fix_movement_right?(x, y, d) && adjust > 0.5
end
#--------------------------------------------------------------------------
# * New method: fix_movement_ver
#--------------------------------------------------------------------------
def fix_movement_vert(x, y, d)
adjust = y - y.to_i
fix_move_straight(2) if fix_movement_down?(x, y, d) && adjust > 0.5
fix_move_straight(8) if fix_movement_up?(x, y, d) && adjust < 0.5
end
#--------------------------------------------------------------------------
# * New method: fix_movement_down?
#--------------------------------------------------------------------------
def fix_movement_down?(x, y, d)
passable_normal?(x.to_i, y.ceil, d, 0, false) && movement_fix?(x, y, 2)
end
#--------------------------------------------------------------------------
# * New method: fix_movement_left?
#--------------------------------------------------------------------------
def fix_movement_left?(x, y, d)
passable_normal?(x.to_i, y.to_i, d, 0, false) && movement_fix?(x, y, 4)
end
#--------------------------------------------------------------------------
# * New method: fix_movement_right?
#--------------------------------------------------------------------------
def fix_movement_right?(x, y, d)
passable_normal?(x.ceil, y.to_i, d, 0, false) && movement_fix?(x, y, 6)
end
#--------------------------------------------------------------------------
# * New method: fix_movement_up?
#--------------------------------------------------------------------------
def fix_movement_up?(x, y, d)
passable_normal?(x.to_i, y.to_i, d, 0, false) && movement_fix?(x, y, 8)
end
#--------------------------------------------------------------------------
# * New method: movement_fix?
#--------------------------------------------------------------------------
def movement_fix?(x, y, d)
passable_tile?(x, y, d) && character_collision?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_collision
#--------------------------------------------------------------------------
def fix_collision(x, y, d)
return if (@diagonal && @diagonal != 0) || @diagonal_move
@side_collision = true
fix_collision_horiz(x, y, d) if (d == 2 || d == 8)
fix_collision_vert(x, y, d) if (d == 4 || d == 6)
@side_collision = false
end
#--------------------------------------------------------------------------
# * New method: fix_collision_horiz
#--------------------------------------------------------------------------
def fix_collision_horiz(x, y, d)
fix_move_straight(4) if fix_collision_left?(x, y, d)
fix_move_straight(6) if fix_collision_right?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_vert
#--------------------------------------------------------------------------
def fix_collision_vert(x, y, d)
fix_move_straight(2) if fix_collision_down?(x, y, d)
fix_move_straight(8) if fix_collision_up?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_down?
#--------------------------------------------------------------------------
def fix_collision_down?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 2)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_left?
#--------------------------------------------------------------------------
def fix_collision_left?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 4)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_right?
#--------------------------------------------------------------------------
def fix_collision_right?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 6)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_up?
#--------------------------------------------------------------------------
def fix_collision_up?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 8)
end
#--------------------------------------------------------------------------
# * New method: collision_fix?
#--------------------------------------------------------------------------
def collision_fix?(x, y, d, d2)
side_collision_fix?(x, y, d, d2, 2) && side_fix?(x, y, d2)
end
#--------------------------------------------------------------------------
# * New method: side_collision_fix?
#--------------------------------------------------------------------------
def side_collision_fix?(x, y, d, d2, t)
t.times.any? do |i|
x2, y2 = x, y
y2 += (t - i) * 0.125 if d2 == 2
x2 -= (t - i) * 0.125 if d2 == 4
x2 += (t - i) * 0.125 if d2 == 6
y2 -= (t - i) * 0.125 if d2 == 8
character_collision?(x2, y2, d)
end
end
#--------------------------------------------------------------------------
# * New method: side_fix?
#--------------------------------------------------------------------------
def side_fix?(x, y, d)
passable_tile?(x, y, d) && character_collision?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_move_straight
#--------------------------------------------------------------------------
def fix_move_straight(d)
return if moving?
@x = $game_map.round_x_with_direction(@x, d)
@y = $game_map.round_y_with_direction(@y, d)
follower_control_move_update(d, d)
add_next_movement(d)
increase_steps
@moved = player?
end
#--------------------------------------------------------------------------
# * New method: add_next_movement
#--------------------------------------------------------------------------
def add_next_movement(d)
return unless follower? || player?
return if $imported[:ve_followers_control]# && follower_control_block
@next_movement.push(d)
end
#--------------------------------------------------------------------------
# * New method: follower_control_block
#--------------------------------------------------------------------------
def follower_control_block
return true if follower? && origin_position
return true if $game_player.followers.gathering_origin?
return false
end
#--------------------------------------------------------------------------
# * New method: front_collision?
#--------------------------------------------------------------------------
def front_collision?(x, y, d)
return false if (@diagonal && @diagonal != 0) || @diagonal_move
result = !front_collision_horiz(x, y, d) if (d == 2 || d == 8)
result = !front_collision_vert(x, y, d) if (d == 4 || d == 6)
result
end
#--------------------------------------------------------------------------
# * New method: front_collision_horiz
#--------------------------------------------------------------------------
def front_collision_horiz(x, y, d)
side_collision_fix?(x, y, d, 4, 4) || side_collision_fix?(x, y, d, 6, 4)
end
#--------------------------------------------------------------------------
# * New method: front_collision_vert
#--------------------------------------------------------------------------
def front_collision_vert(x, y, d)
side_collision_fix?(x, y, d, 2, 4) || side_collision_fix?(x, y, d, 8, 4)
end
#--------------------------------------------------------------------------
# * New method: step_over?
#--------------------------------------------------------------------------
def step_over?
@through
end
#--------------------------------------------------------------------------
# * New method: bw
#--------------------------------------------------------------------------
def bw
setup_bitmap_dimension unless @bw && character_name == @character_name_wh
@bw
end
#--------------------------------------------------------------------------
# * New method: bh
#--------------------------------------------------------------------------
def bh
setup_bitmap_dimension unless @bh && character_name == @character_name_wh
@bh
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
@character_name_wh = character_name
bitmap = Cache.character(character_name).clone
sign = @character_name[/^[\!\$]./]
if character_name != "" && @tile_id == 0 && sign && sign.include?('$')
@bw = bitmap.width / 32.0 / frames
@bh = bitmap.height / 32.0 / 4
elsif character_name != "" && @tile_id == 0
@bw = bitmap.width / 32.0 / (frames * 4)
@bh = bitmap.height / 32.0 / 8
else
@bw = 1.0
@bh = 1.0
end
bitmap.dispose
end
#--------------------------------------------------------------------------
# * New method: collision?
#--------------------------------------------------------------------------
def collision?(x, y, w, h)
ax1, ay1, ax2, ay2 = setup_rect(x, y, w, h)
bx1, by1, bx2, by2 = setup_rect(@x, @y, bw, bh)
ax2 > bx1 && ax1 < bx2 && ay2 > by1 && ay1 < by2
end
#--------------------------------------------------------------------------
# * New method: over?
#--------------------------------------------------------------------------
def over?(x, y)
ax1, ay1, ax2, ay2 = setup_rect(x, y - 0.125, 0, 0)
bx1, by1, bx2, by2 = setup_rect(@real_x, @real_y, bw, bh - 0.125)
ax2 >= bx1 && ax1 <= bx2 && ay2 >= by1 && ay1 <= by2
end
#--------------------------------------------------------------------------
# * New method: setup_rect
#--------------------------------------------------------------------------
def setup_rect(x, y, w, h)
x1 = x - w / 2.0
y1 = y - h
x2 = x1 + w
y2 = y1 + h
[x1, y1, x2, y2]
end
#--------------------------------------------------------------------------
# * New method: align_with
#--------------------------------------------------------------------------
def align_with(x, y)
d = @direction
@x = $game_map.round_x_with_direction(x, 0) if d == 2 || d == 8
@y = $game_map.round_y_with_direction(y, 0) if d == 6 || d == 4
dx = (d == 2 || d == 8) ? (@x - @real_x) / 0.125 : 0
dy = (d == 4 || d == 6) ? (@y - @real_y) / 0.125 : 0
set_direction(dx > 0 ? 6 : dx < 0 ? 4 : dy > 0 ? 2 : dy < 0 ? 8 : d)
@real_x = $game_map.x_with_direction(@x, reverse_dir(@direction), dx.abs)
@real_y = $game_map.y_with_direction(@y, reverse_dir(@direction), dy.abs)
update_for_align while moving?
@direction = d
end
#--------------------------------------------------------------------------
# * New method: update_for_align
#--------------------------------------------------------------------------
def update_for_align
SceneManager.scene.update_basic
SceneManager.scene.spriteset.update
$game_map.update(true)
$game_timer.update
update_animation
update_move
end
#--------------------------------------------------------------------------
# * New method: fix_position
#--------------------------------------------------------------------------
def fix_position(n)
(n * 64 / 8).round / 8.0
end
end
#================================================= =============================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#================================================= =============================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor
ver_event
attr_accessor :land_test
#--------------------------------------------------------------------------
# * Overwrite method: check_event_trigger_there
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
x2 = $game_map.round_x_with_direction(@x, @direction)
y2 = $game_map.round_y_with_direction(@y, @direction)
start_map_event(x2, y2, triggers, true)
return if $game_map.any_event_starting?
return unless counter_tile?
x3 = $game_map.check_x_with_direction(x2, @direction)
y3 = $game_map.check_y_with_direction(y2, @direction)
start_map_event(x3, y3, triggers, true)
end
#--------------------------------------------------------------------------
# * Overwrite method: start_map_event
#--------------------------------------------------------------------------
def start_map_event(x, y, triggers, normal)
return if $game_map.interpreter.running?
$game_map.events_xy(x, y).each do |event|
event.start if check_event_contiontion(x, y, event, triggers, normal)
end
end
#--------------------------------------------------------------------------
# * Overwrite method: update_nonmoving
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
moved = @moved
@moved = false
if last_moving || moved
$game_party.on_player_walk
return if check_touch_event
end
if movable? && Input.trigger?(:C)
return if get_on_off_vehicle
return if check_action_event
end
@over_event -= 1 if @over_event > 0 && (last_moving || moved)
update_encounter if last_moving || moved
end
#--------------------------------------------------------------------------
# * Overwrite method: get_on_vehicle
#--------------------------------------------------------------------------
def get_on_vehicle
setup_vehicle
enter_vehicle if vehicle
@vehicle_getting_on
end
#--------------------------------------------------------------------------
# * Overwrite method: increase_steps
#--------------------------------------------------------------------------
def increase_steps
super
if normal_walk?
@steps += 1
$game_player.damage_floor = 0 unless on_damage_floor?
$game_player.damage_floor += 1
$game_party.increase_steps if @steps % 8 == 0
end
end
#--------------------------------------------------------------------------
# * Alias method: clear_transfer_info
#--------------------------------------------------------------------------
alias :clear_transfer_info_ve_pixel_movement :clear_transfer_info
def clear_transfer_info
clear_transfer_info_ve_pixel_movement
clear_next_movement
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_gp_pixel_movement :update
def update
@followers.move unless $imported[:ve_followers_options]
update_ve_gp_pixel_movement
end
#--------------------------------------------------------------------------
# * Alias method: move_by_input
#--------------------------------------------------------------------------
alias :move_by_input_ve_gp_pixel_movement :move_by_input
def move_by_input
return unless @move_list.empty?
move_by_input_ve_gp_pixel_movement
end
#--------------------------------------------------------------------------
# * Alias method: move_by_input
#--------------------------------------------------------------------------
alias :update_vehicle_get_on_ve_gp_pixel_movement :update_vehicle_get_on
def update_vehicle_get_on
return unless @move_list.empty?
@followers.gather unless @followers.gathered?
@through = false if @followers.gathered?
clear_next_movement if @followers.gathered?
update_vehicle_get_on_ve_gp_pixel_movement if @followers.gathered?
end
#--------------------------------------------------------------------------
# * Alias method: update_vehicle_get_off
#--------------------------------------------------------------------------
alias :update_vehicle_get_off_ve_gp_pixel_movement :update_vehicle_get_off
def update_vehicle_get_off
return unless @move_list.empty?
@followers.gather unless @followers.gathered?
clear_next_movement if @followers.gathered?
@through = false if !@followers.gathering? && vehicle.altitude == 0
update_vehicle_get_off_ve_gp_pixel_movement if @followers.gathered?
end
#--------------------------------------------------------------------------
# * Alias method: get_off_vehicle
#--------------------------------------------------------------------------
alias :get_off_vehicle_ve_gp_pixel_movement :get_off_vehicle
def get_off_vehicle
result = get_off_vehicle_ve_gp_pixel_movement
clear_vehicle_off if result
result
end
#--------------------------------------------------------------------------
# * New method: clear_vehicle_off
#--------------------------------------------------------------------------
def clear_vehicle_off
@through = true
clear_next_movement
@followers.synchronize(@x, @y, @direction)
end
#--------------------------------------------------------------------------
# * New method: check_event_contiontion
#--------------------------------------------------------------------------
def check_event_contiontion(x, y, event, triggers, normal)
passable = passable_tile?(@x, @y, @direction)
w = (counter_tile? || !passable) ? 1.0 : bw
h = (counter_tile? || !passable) ? 1.0 : bh
return false unless event.trigger_in?(triggers)
return false unless event.event_priority?(normal)
return false unless passable || event.over_tile? || counter_tile?
return false unless event.collision?(x, y, w, h) || !jumping?
return false unless !event.in_front? || front_collision?(x, y, @direction)
return true
end
#--------------------------------------------------------------------------
# * New method: counter_tile?
#--------------------------------------------------------------------------
def counter_tile?
x = $game_map.check_x_with_direction(@x, @direction)
y = $game_map.check_y_with_direction(@y, @direction)
$game_map.counter?(x, y)
end
#--------------------------------------------------------------------------
# * New method: setup_vehicle
#--------------------------------------------------------------------------
def setup_vehicle
$game_map.vehicles.compact.each do |vehicle|
next unless vehicle.enter_vechicle?(@x, @y, @direction)
@vehicle_type = vehicle.type
break if vehicle
end
end
#--------------------------------------------------------------------------
# * New method: enter_vehicle
#--------------------------------------------------------------------------
def enter_vehicle
align_with(vehicle.x, vehicle.y) unless in_airship?
@vehicle_getting_on = true
force_move_forward unless in_airship?
@through = true
@followers.gather
end
#--------------------------------------------------------------------------
# * New method: clear_next_movement
#--------------------------------------------------------------------------
def clear_next_movement
@next_movement.clear
@followers.clear_move_list
@followers.clear_next_movement
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
(move_route_forcing || not_driving?) ? super : 1
end
#--------------------------------------------------------------------------
# * New method: not_driving?
#--------------------------------------------------------------------------
def not_driving?
vehicle && !vehicle.driving
end
#--------------------------------------------------------------------------
# * New method: move_straight
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
super
end
#--------------------------------------------------------------------------
# * New method: move_diagonal
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
super
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
@bw = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
@bh = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
end
end
#================================================= =============================
# ** Game_Follower
#------------------------------------------------------------------------------
# This class handles the followers. Followers are the actors of the party
# that follows the leader in a line. It's used within the Game_Followers class.
#================================================= =============================
class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Overwrite method: chase_preceding_character
#--------------------------------------------------------------------------
def chase_preceding_character
return if $imported[:ve_followers_control] && cant_follow_character
return if $imported[:ve_followers_options]
unless moving? || @move_list.size > 0
move_size = @preceding_character.next_movement.size
if move_size >= 8 || (move_size > 0 && gathering?)
update_chasing
elsif gathering? && !gathered?
move_toward_player
@move_list.clear if gathered?
end
end
end
#--------------------------------------------------------------------------
# * New method: update_chasing
#--------------------------------------------------------------------------
def update_chasing
next_move = @preceding_character.next_movement.shift
move_straight(next_move) if next_move.numeric?
move_diagonal(*next_move) if next_move.array?
end
#--------------------------------------------------------------------------
# * New method: gathered?
#--------------------------------------------------------------------------
def gathered?
pos?($game_player.x, $game_player.y)
end
#--------------------------------------------------------------------------
# * New method: move_straight
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
super
end
#--------------------------------------------------------------------------
# * New method: move_diagonal
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
super
end
#--------------------------------------------------------------------------
# * New method: movement_size
#--------------------------------------------------------------------------
def movement_size
gathering? ? 0 : 8
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
move_route_forcing ? super : 1
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
@bw = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
@bh = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
end
end
#================================================= =============================
# ** Game_Followers
#------------------------------------------------------------------------------
# This class handles the followers. It's a wrapper for the built-in class
# "Array." It's used within the Game_Player class.
#================================================= =============================
class Game_Followers
#--------------------------------------------------------------------------
# * New method: clear_next_movement
#--------------------------------------------------------------------------
def clear_next_movement
each {|follower| follower.next_movement.clear }
end
#--------------------------------------------------------------------------
# * New method: clear_move_list
#--------------------------------------------------------------------------
def clear_move_list
each {|follower| follower.move_list.clear }
end
#--------------------------------------------------------------------------
# * New method: gathered?
#--------------------------------------------------------------------------
def gathered?
@data.all? {|follower| follower.gathered? }
end
end
#================================================= =============================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#================================================= =============================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Overwrite method: collide_with_player_characters?
#--------------------------------------------------------------------------
def collide_with_player_characters?(x, y)
normal_priority? && player_collision?(x, y)
end
#--------------------------------------------------------------------------
# * Alias method: start
#--------------------------------------------------------------------------
alias :start_ve_pixel_movement :start
def start
start_ve_pixel_movement
$game_player.over_event = 8 if step_over? && !step_trigger?
end
#--------------------------------------------------------------------------
# * Alias method: setup_page_settings
#--------------------------------------------------------------------------
alias :setup_page_settings_ve_pixel_movement :setup_page_settings
def setup_page_settings
setup_page_settings_ve_pixel_movement
@move_steps = note =~ /<MOVE STEPS: (\d+)>/i ? $1.to_i : nil
@step_trigger = note =~ /<EACH STEP TRIGGER>/i ? true : false
@in_front = note =~ /<FRONT COLLISION>/i ? true : false
@over_tile = note =~ /<OVER TILE>/i ? true : false
@side_fix = note =~ /<NO SIDE COLLISION FIX>/i ? false : true
end
#--------------------------------------------------------------------------
# * New method: player_collision?
#--------------------------------------------------------------------------
def player_collision?(x, y)
$game_map.actors.any? {|actor| actor.collision?(x, y, bh, bw)}
end
#--------------------------------------------------------------------------
# * New method: event_priority?
#--------------------------------------------------------------------------
def event_priority?(normal)
(normal_priority? == normal || (@through && !normal)) &&
(normal_priority? || @trigger == 0 || $game_player.over_event == 0)
end
#--------------------------------------------------------------------------
# * New method: check_event_trigger_touch
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return if $game_map.interpreter.running?
if @trigger == 2 && $game_player.collision?(x, y, bh, bw)
start if !jumping? && normal_priority?
end
end
#--------------------------------------------------------------------------
# * New method: step_over?
#--------------------------------------------------------------------------
def step_over?
super || (@character_name == "" && @tile_id == 0) || @priority_type == 0
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
@move_steps ? @move_steps : super
end
#--------------------------------------------------------------------------
# * New method: step_trigger?
#--------------------------------------------------------------------------
def step_trigger?
@step_trigger
end
#--------------------------------------------------------------------------
# * New method: in_front?
#--------------------------------------------------------------------------
def in_front?
@in_front
end
#--------------------------------------------------------------------------
# * New method: over_tile?
#--------------------------------------------------------------------------
def over_tile?
@over_tile
end
#--------------------------------------------------------------------------
# * New method: side_collision?
#--------------------------------------------------------------------------
def side_collision?
@side_fix
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
regexp = /<EVENT SIZE: (\d+), (\d+)>/i
note =~ regexp ? setup_custom_dimension($1.to_i, $2.to_i) : super
end
#--------------------------------------------------------------------------
# * New method: setup_custom_dimension
#--------------------------------------------------------------------------
def setup_custom_dimension(x, y)
x1 = (x / 8).to_i
y1 = (y / 8).to_i
@bw = x1 / 4.0
@bh = y1 / 4.0
end
end
#================================================= =============================
# ** Game_Vehicle
#------------------------------------------------------------------------------
# This class handles vehicles. It's used within the Game_Map class. If there
# are no vehicles on the current map, the coordinates is set to (-1,-1).
#================================================= =============================
class Game_Vehicle < Game_Character
#--------------------------------------------------------------------------
# * Overwrite method: land_ok?
#--------------------------------------------------------------------------
def land_ok?(x, y, d)
@type == :airship ? airship_landable?(x, y) : check_landable?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: land_test
#--------------------------------------------------------------------------
def land_test
@land_test
end
#--------------------------------------------------------------------------
# * New method: step_over?
#--------------------------------------------------------------------------
def step_over?
above? || super
end
#--------------------------------------------------------------------------
# * New method: check_landable?
#--------------------------------------------------------------------------
def check_landable?(x, y, d)
x2 = $game_map.check_x_with_direction(x, d)
y2 = $game_map.check_y_with_direction(y, d)
@land_test = true
result = passable?(x2, y2, d)
@land_test = false
result
end
#--------------------------------------------------------------------------
# * New method: airship_landable?
#--------------------------------------------------------------------------
def airship_landable?(x, y)
[2, 4, 6, 8].any? {|d| passable?(x, y, d) }
end
#--------------------------------------------------------------------------
# * New method: passable_normal?
#--------------------------------------------------------------------------
def passable_normal?(x, y, d ,d2, ceil = false)
@land_test ? landable_normal?(x, y, d ,d2, ceil) : super(x, y, d ,d2, ceil)
end
#--------------------------------------------------------------------------
# * New method: landable_normal?
#--------------------------------------------------------------------------
def landable_normal?(x, y, d ,d2, ceil)
x1 = $game_map.round_x(x)
y1 = $game_map.round_y(y)
return false unless $game_map.valid?(x1, y1)
return true if @through || debug_through?
return false unless map_passable?(x1, y1, d)
return false unless map_passable?(x1, y1, d2) || !ceil
return false unless map_passable?(x1, y1, reverse_dir(d))
return true
end
#--------------------------------------------------------------------------
# * New method: enter_vechicle?
#--------------------------------------------------------------------------
def enter_vechicle?(x, y, d)
return false if @map_id != $game_map.map_id
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
x3 = $game_map.check_x_with_direction(@x, reverse_dir(d))
y3 = $game_map.check_y_with_direction(@y, reverse_dir(d))
( above? && collision?(x, y - 0.125, bw * 0.75, bh * 0.75)) ||
(!above? && collision?(x2, y2, bw, bh) && map_passable?(x3, y3, d))
end
#--------------------------------------------------------------------------
# * New method: collision_condition?
#--------------------------------------------------------------------------
def collision_condition?(x, y, bw, bh, player)
return false if step_over?
return false if player.player? && self == player.vehicle
return false if !collision?(x, y, bw, bh)
return true
end
end
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