Удалено , тупанул кода нужно гораздо больше.
Удалено , тупанул кода нужно гораздо больше.
Добрый день :3
Зная, что я во всем этом не очень-то сильно (это еще мягко сказано)), стараюсь вообще воздержаться от добавления сторонних скриптов. Лучше не лезть мне во все это х)
Но тут не удержалась. И вроде все разжевано и понятно, ничего сложного и мудреного. Ан-нет, все же у меня ничерта не выходит :I
Ситуация такая: 4 скрипта.
Базик - который позволяет остальным трем работать.
Скрипт движения, прыжка и двигающихся платформ. Два последних непосредственно тесно связанны между собой и в купе позволяют персу падать в воду или со скалы, с соответствующими звуками и анимацией. Вот тут то у меня и загвоздка. С горем пополам разобралась с прыжком и заставила его работать (яй). А вот платформы и падение хоть убей. С тегом поверхности понятно и теперь персонаж, при попадании на тайл с водой падает.. в никуда! Исчезает и все. Хотя по плану должна быть анимация "бульк" (есть в стандартных спрайтах) и а) конец игры или б) респануться на клетку назад.
Спойлер Код двигающихся платформ:
Код:#============================================================================== # ** Victor Engine - Moving Platform #------------------------------------------------------------------------------ # Author : Victor Sant # # Aditional Credit : # - MGC (Original Concept) # # Version History: # v 1.00 - 2012.07.24 > First release # v 1.01 - 2012.07.25 > Fixed <cliff region: x> tag # v 1.02 - 2012.08.03 > Fixed issue with event passability # v 1.03 - 2012.08.18 > Fixed issue with Pixel Movement and Vehicles #------------------------------------------------------------------------------ # This script allows to setup a new mechanic for the map environment: moving # platforms that allows the player to go on them, these platform will carry # the player over. But different from and evented system, the player is free # to move while over these platforms. It's also possible to set certain # tiles to be "void" tiles and the player will fall if step on them. #------------------------------------------------------------------------------ # Compatibility # Requires the script 'Victor Engine - Basic Module' v 1.25 or higher # Requires the script 'Victor Engine - Pixel Movement' v 1.04 or higher # If used with 'Victor Engine - Terrain States' place this bellow it. # # * Overwrite methods # class Game_Player < Game_Character # def start_map_event(x, y, triggers, normal) # # * Alias methods # class Game_Map # def setup(map_id) # def refresh_tile_events # def update(main = false) # # class Game_CharacterBase # def update # def bush? # # class Game_Player < Game_Character # def update # def map_passable?(x, y, d) # def clear_transfer_info # def check_event_contiontion(*args) # def on_damage_floor? # def on_state_floor? # # class Game_Event < Game_Character # def init_public_members # def setup_page_settings # def update # def over_tile? # # class Game_Interpreter # def comment_call # # class Sprite_Character < Sprite_Base # def update_position # #------------------------------------------------------------------------------ # 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' # #------------------------------------------------------------------------------ # Comment calls note tags: # Tags to be used in events comment box, works like a script call. # # <return to safe position> # This call will make the player return to the last safe position # (I.E: outside of voids or platform) # # <clear all platform> # Reset position of all platforms # # <clear all fallen platform> # Reset position of all fallen platforms # # <clear platform: x> # Reset position of the platform id x # x : platform event id # # <clear fallen platform: x> # Reset position of the fallen platform id x # x : platform event id # # <reset all platform> # Reset position and turn off all self switches of all platforms # # <reset all fallen platform> # Reset position and turn off all self switches of all fallen platforms # # <reset platform: x> # Reset position and turn off all self switches of the platform id x # x : platform event id # # <reset fallen platform: x> # Reset position and turn off all self switches of the fallen platform id x # x : platform event id # #------------------------------------------------------------------------------ # Maps note tags: # Tags to be used on the Maps note box in the database # # <fall terrain: x> # Setup the terrain ID for void tiles on the map # x : terrain tag id # # <fall event id: x> # Setup the ID of the common event that will be triggered after a fall # x : common event ID # # <fall anim: x> # Animation displayed when the player falls # x : animation id # # <fall sound: 'file', volume, pitch> # Sound played when the player falls # 'file' : sound filename # volume : sound volume # pithc : sound pitch # # <region height x: y> # Setup the region height # x : region id # y : height (in pixels) # # <fall region terrain x: y> # Setup the terrain ID for void tiles on inside the region, this don't make # the whole region a fall terrain, just change the fall terrain inside # of the region # x : region id # y : terrain tag id # # <fall region event id x: y> # Setup the ID of the common event that will be triggered after a fall inside # the region set. # x : region id # y : common event ID # # <fall region anim x: y> # Setup the terrain ID for void tiles on the map # x : region id # x : animation id # # <fall region sound x: 'file', volume, pitch> # Reset position and self switches of all fallen platforms # x : region id # 'file' : sound filename # volume : sound volume # pithc : sound pitch # # <cliff region: x> # <cliff region: x, y> # "Cliffs" are blocked tiles that, when the player step on them, they will # fall until they reach a passable tile or for a set number of tiles. # x : region id # y : number of tiles to fall, opitional # # <cliff sound x: 'file', volume, pitch> # Sound played when the player falls from cliffs # x : region id # 'file' : sound filename # volume : sound volume # pithc : sound pitch # # <cliff event id x: y> # Setup the ID of the common event that will be triggered after a fall inside # the region set. # x : region id # y : common event ID # #------------------------------------------------------------------------------ # Comment boxes note tags: # Tags to be used on events Comment boxes. They're different from the # comment call, they're called always the even refresh. # # <platform> # Make the event a platform, have effect only on the page where this # tag was added # # <void> # use this tag to make "void platforms" they can't be stand above # # <follow platform i: +x, +y> <follow platform i: -x, +y> # <follow platform i: -x, -y> <follow platform i: +x, -y> # since sometimes events may go out of syncronism even if they have the # same movement, you can use this to make a plaform to copy the position # of another event, that way they will be syncronized always. # You can change the x/y offset so both events don't stay at the same tile. # i : event id # x : x offset # y : y offset # #------------------------------------------------------------------------------ # Move Route Script Calls: # These are commands to be used on the script box located on the # event move route settings. # # fall # this command will make the platform fall, a fallen platorfm is intangible # so the player cant go over it # # clear # this command will "clear" the fall state of the platform withou changing # the position or self switches # # reset # this command will "clear" the fall state of the platform, turn off # all self switches and reset the postion of that platform # #------------------------------------------------------------------------------ # Additional instructions: # # No matter what you setup on the event page settings, the following values # will be always set as follow: # - Platform priority is always bellow player # - Platform are always through # - Platform event trigger is always player touch # - Platform move frequency is always 5 (the max) # # The platform movement can be set with the Move Route options, all move # route commands works fine with the platforms. Most event commands # works fine with platform, althoug the only valid trigger for them is # player touch. # # Events with Priority "Bellow Player" will not be triggered while on # platforms. # # When using the cliff region, if the number of fall tiles isn't set, there # must be a passable tile bellow the cliff tile (no matter the discance), # or the game will freeze. # # IMPORTANT: This mechanic was developed for single player porpouse only. # It WILL NOT WORK WITH THE FOLLOWERS. Disable the followers visibility on # maps with platforms. I will not make this system works with followers, # simply don't ask anything about it. # # VERY IMPORTANT: when the player falls in a void, the script calls a common # event. You can do *anything* on this event (besides moving the player), # but there is one important thing you must add to it. # You should either use the comment call tag <return to safe position> OR # teleport the player to another map. If you don't do any of these two, the # player will be stuck in the void and freeze the game. # Feel free to add othe non-player movement comands, such as flashing screen # or dealing damage to the player, or whatever you want. # # Also DON'T ASK FOR DEMOS! This subject isn't open for discussion, I will not # make demos. PERIOD! # #============================================================================== #============================================================================== # ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #============================================================================== module Victor_Engine #-------------------------------------------------------------------------- # * Setup the Void terrain tag ID # Tiles with this tag will be marked as "void" and will make the # player fall. #-------------------------------------------------------------------------- VE_VOID_TERRAIN = 7 #-------------------------------------------------------------------------- # * Fall Common event # This is the common event called when the player falls in a void tile # if the map void common event isn't set. #-------------------------------------------------------------------------- VE_FALL_COMMON_EVENT_ID = 1 #-------------------------------------------------------------------------- # * 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_moving_platform] = 1.03 Victor_Engine.required(:ve_moving_platform, :ve_basic_module, 1.25, :above) Victor_Engine.required(:ve_moving_platform, :ve_pixel_movement, 1.04, :above) Victor_Engine.required(:ve_moving_platform, :ve_free_jump, 1.00, :bellow) #============================================================================== # ** 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 #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :platform_events #-------------------------------------------------------------------------- # * Alias method: setup #-------------------------------------------------------------------------- alias :setup_ve_moving_platform :setup def setup(map_id) setup_ve_moving_platform(map_id) setup_fall_ids end #-------------------------------------------------------------------------- # * Alias method: refresh_tile_events #-------------------------------------------------------------------------- alias :refresh_tile_events_ve_moving_platform :refresh_tile_events def refresh_tile_events refresh_tile_events_ve_moving_platform refresh_platform_events end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_moving_platform :update def update(main = false) update_ve_moving_platform(main) update_scroll_to_position if scroll_to_position? end #-------------------------------------------------------------------------- # * New method: platforms_xy #-------------------------------------------------------------------------- def platforms_xy(x, y) platform_events.select {|event| event.near_platform?(x, y) } end #-------------------------------------------------------------------------- # * New method: refresh_platform_events #-------------------------------------------------------------------------- def refresh_platform_events @platform_events = @events.values.select {|event| event.platform? } end #-------------------------------------------------------------------------- # * New method: all_terrain_tag #-------------------------------------------------------------------------- def all_terrain_tag(x, y) return [] unless valid?(x, y) layered_tiles(x, y).collect do |tile_id| next if tileset.flags[tile_id] & 0x10 != 0 tileset.flags[tile_id] >> 12 end end #-------------------------------------------------------------------------- # * New method: void_terrain? #-------------------------------------------------------------------------- def void_terrain?(x, y) all_terrain_tag(x, y).include?(void_terrain_tag) end #-------------------------------------------------------------------------- # * New method: bridge_terrain? #-------------------------------------------------------------------------- def bridge_terrain?(x, y) id = layered_tiles(x, y)[0] tag = tileset.flags[id] >> 12 pass = tileset.flags[id] & 0x10 != 0 !pass && tag != void_terrain_tag end #-------------------------------------------------------------------------- # * New method: cliff_terrain? #-------------------------------------------------------------------------- def cliff_terrain?(x, y) @region_cliffs[region_id((x - 0.5).ceil, (y - 0.125).ceil)] end #-------------------------------------------------------------------------- # * New method: setup_fall_ids #-------------------------------------------------------------------------- def setup_fall_ids setup_fall_terrain_tag setup_fall_event_id setup_region_heights setup_region_cliffs setup_cliff_event_id end #-------------------------------------------------------------------------- # * New method: setup_fall_terrain_tag #-------------------------------------------------------------------------- def setup_fall_terrain_tag @void_terrains = {} regexp1 = /<FALL TERRAIN: (\d+)>/im regexp2 = /<FALL REGION TERRAIN (\d+): (\d+)>/im @fall_terrain = note =~ regexp1 ? $1.to_i : VE_VOID_TERRAIN note.scan(regexp2) { @void_terrains[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: setup_fall_event_id #-------------------------------------------------------------------------- def setup_fall_event_id @fall_event_ids = {} regexp1 = /<FALL EVENT ID: (\d+)>/im regexp2 = /<FALL REGION EVENT ID (\d+): (\d+)>/im @fall_event_id = note =~ regexp1 ? $1.to_i : VE_FALL_COMMON_EVENT_ID note.scan(regexp2) { @fall_event_ids[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: setup_region_heights #-------------------------------------------------------------------------- def setup_region_heights @region_height = {} regexp = /<REGION HEIGHT (\d+): (\d+)>/im note.scan(regexp) { @region_height[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: setup_region_cliffs #-------------------------------------------------------------------------- def setup_region_cliffs @region_cliffs = {} regexp = /<CLIFF REGION: (\d+)(?:, *(\d+))?>/im note.scan(regexp) { @region_cliffs[$1.to_i] = $2 ? $2.to_i : 0 } end #-------------------------------------------------------------------------- # * New method: setup_cliff_event_id #-------------------------------------------------------------------------- def setup_cliff_event_id @cliff_event_ids = {} regexp = /<CLIFF EVENT ID (\d+): (\d+)>/im note.scan(regexp) { @cliff_event_ids[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: void_terrain_tag #-------------------------------------------------------------------------- def void_terrain_tag result ||= @void_terrains[$game_player.region_id] result ||= @fall_terrain result end #-------------------------------------------------------------------------- # * New method: fall_event_id #-------------------------------------------------------------------------- def fall_event_id result ||= @fall_event_ids[$game_player.region_id] result ||= @fall_event_id result end #-------------------------------------------------------------------------- # * New method: region_height #-------------------------------------------------------------------------- def region_height result ||= @region_height[$game_player.region_id] result ||= 0 result end #-------------------------------------------------------------------------- # * New method: region_height #-------------------------------------------------------------------------- def region_cliff cliff_terrain?($game_player.x, $game_player.y) end #-------------------------------------------------------------------------- # * New method: fall_event_id #-------------------------------------------------------------------------- def cliff_event_id @cliff_event_ids[$game_player.region_id] end #-------------------------------------------------------------------------- # * New method: clear_fallen_platforms #-------------------------------------------------------------------------- def clear_fallen_platforms @platform_events.each {|platform| platform.clear if platform.fall? } end #-------------------------------------------------------------------------- # * New method: reset_fallen_platforms #-------------------------------------------------------------------------- def reset_fallen_platforms @platform_events.each {|platform| platform.reset if platform.fall? } end #-------------------------------------------------------------------------- # * New method: clear_fallen_platforms #-------------------------------------------------------------------------- def clear_all_platforms @platform_events.each {|platform| platform.clear } end #-------------------------------------------------------------------------- # * New method: reset_fallen_platforms #-------------------------------------------------------------------------- def reset_all_platforms @platform_events.each {|platform| platform.reset } end #-------------------------------------------------------------------------- # * New method: fall_sound #-------------------------------------------------------------------------- def fall_sound value = " *,? *(\d+)? *,? *(\d+)?" regexp = "FALL REGION SOUND #{$game_player.region_id}" if note =~ /<#{regexp}: #{get_filename}#{value}>/im RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play elsif note =~ /<FALL SOUND: #{get_filename}#{value}>/im RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play end end #-------------------------------------------------------------------------- # * New method: cliff_sound #-------------------------------------------------------------------------- def cliff_sound value = " *,? *(\d+)? *,? *(\d+)?" regexp = "CLIFF SOUND #{$game_player.region_id}" if note =~ /<#{regexp}: #{get_filename}#{value}>/im RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play end end #-------------------------------------------------------------------------- # * New method: fall_anim #-------------------------------------------------------------------------- def fall_anim regexp = "FALL REGION ANIM #{$game_player.region_id}" return $1.to_i if note =~ /<#{regexp}: (\d+)>/im return $1.to_i if note =~ /<FALL ANIM: (\d+)>/im return 0 end #-------------------------------------------------------------------------- # * New method: fall_anim #-------------------------------------------------------------------------- def scroll_to_position(x, y) x = [0, [x, width - screen_tile_x].min].max unless loop_horizontal? y = [0, [y, height - screen_tile_y].min].max unless loop_vertical? @id_x = @display_x @id_y = @display_y @fd_x = (x + width) % width @fd_y = (y + height) % height @scroll_to_position = true end #-------------------------------------------------------------------------- # * New method: update_scroll_to_position #-------------------------------------------------------------------------- def update_scroll_to_position return if scrolling? start_scroll(2, 1, 5) if @id_y < @fd_y && @display_y < @fd_y start_scroll(4, 1, 5) if @id_x > @fd_x && @display_x > @fd_x start_scroll(6, 1, 5) if @id_x < @fd_x && @display_x < @fd_x start_scroll(8, 1, 5) if @id_y > @fd_y && @display_y > @fd_y @scroll_to_position = scrolling? end #-------------------------------------------------------------------------- # * New method: scroll_to_position? #-------------------------------------------------------------------------- def scroll_to_position? @scroll_to_position 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_reader :safe_x attr_reader :safe_y #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_moving_platform :update def update update_platform if player? update_ve_moving_platform fix_character_position if player? && !on_platform? end #-------------------------------------------------------------------------- # * Definição de gramado #-------------------------------------------------------------------------- alias :bush_ve_moving_platform? :bush? def bush? bush_ve_moving_platform? && !on_platform? end #-------------------------------------------------------------------------- # * New method: platform? #-------------------------------------------------------------------------- def platform? return false end #-------------------------------------------------------------------------- # * New method: void? #-------------------------------------------------------------------------- def void? return false end #-------------------------------------------------------------------------- # * New method: falling? #-------------------------------------------------------------------------- def falling? return false end #-------------------------------------------------------------------------- # * New method: fall? #-------------------------------------------------------------------------- def fall? return false end #-------------------------------------------------------------------------- # * New method: platform #-------------------------------------------------------------------------- def on_platform? return false end #-------------------------------------------------------------------------- # * New method: platform #-------------------------------------------------------------------------- def platform (@platform && @platform.platform?) ? @platform : nil end #-------------------------------------------------------------------------- # * New method: position_adjust #-------------------------------------------------------------------------- def position_adjust return 0 end #-------------------------------------------------------------------------- # * New method: void_tile? #-------------------------------------------------------------------------- def void_tile?(x, y) return false if player? && vehicle 4.times.all? do |i| d = 10 - (i + 1) * 2 x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) is_void_tile?(x1, y1) end end #-------------------------------------------------------------------------- # * New method: bridge_tile? #-------------------------------------------------------------------------- def bridge_tile?(x, y) 4.times.any? do |i| d = 10 - (i + 1) * 2 x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) is_bridge_tile?(x1, y1) end end #-------------------------------------------------------------------------- # * New method: cliff_tile? #-------------------------------------------------------------------------- def cliff_tile?(x, y) return false if cliff_fall? || (player? && vehicle) 4.times.all? do |i| d = 10 - (i + 1) * 2 x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) is_cliff_tile?(x1, y1) end end #-------------------------------------------------------------------------- # * New method: is_void_tile? #-------------------------------------------------------------------------- def is_void_tile?(x, y) return true unless $game_map.valid?(x, y) $game_map.void_terrain?(x, y) && $game_map.void_terrain?(x + 0.125, y) end #-------------------------------------------------------------------------- # * New method: is_bridge_tile? #-------------------------------------------------------------------------- def is_bridge_tile?(x, y) return true unless $game_map.valid?(x, y) $game_map.bridge_terrain?(x, y) && $game_map.bridge_terrain?(x + 0.125, y) end #-------------------------------------------------------------------------- # * New method: is_cliff_tile? #-------------------------------------------------------------------------- def is_cliff_tile?(x, y) return true unless $game_map.valid?(x, y) $game_map.cliff_terrain?(x, y) && $game_map.cliff_terrain?(x + 0.125, y) end #-------------------------------------------------------------------------- # * New method: cliff_fall? #-------------------------------------------------------------------------- def cliff_fall? return false 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 #-------------------------------------------------------------------------- # * 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| next if event.platform? event.start if check_event_contiontion(x, y, event, triggers, normal) end $game_map.platforms_xy(x, y).each do |event| event.start if check_platoform_contiondion(x, y, event, triggers, normal) end end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_gp_ve_moving_platform :update def update safe_position return if update_fall return if update_cliff return if update_blink return if blinking? update_gp_ve_moving_platform start_cliff if cliff? && !falling? start_fall if fall? && !cliff_fall? end #-------------------------------------------------------------------------- # * Alias method: map_passable? #-------------------------------------------------------------------------- alias :map_passable_ve_moving_platform? :map_passable? def map_passable?(x, y, d) result = map_passable_ve_moving_platform?(x, y, d) result = true if void_tile?(x, y) || cliff_tile?(x, y) result end #-------------------------------------------------------------------------- # * Alias method: clear_transfer_info #-------------------------------------------------------------------------- alias :clear_transfer_info_ve_moving_platform :clear_transfer_info def clear_transfer_info clear_transfer_info_ve_moving_platform @fall_height = 0 @cliff_height = 0 @region_height = 0 @fall_blink = 0 @opacity = @fall_opacity if @fall_opacity @fall_opacity = nil @blinking = false @falling = false @start_blink = false end #-------------------------------------------------------------------------- # * Alias method: check_event_contiontion #-------------------------------------------------------------------------- alias :check_event_contiontion_ve_moving_platform :check_event_contiontion def check_event_contiontion(*args) return false if args[2].platform? return check_event_contiontion_ve_moving_platform(*args) end #-------------------------------------------------------------------------- # * Alias method: on_damage_floor? #-------------------------------------------------------------------------- alias :on_damage_floor_ve_moving_platform? :on_damage_floor? def on_damage_floor? on_damage_floor_ve_moving_platform? && !on_platform? end #-------------------------------------------------------------------------- # * Alias method: on_state_floor? #-------------------------------------------------------------------------- alias :on_state_floor_ve_moving_platform? :on_state_floor? if $imported[:ve_terrain_states] def on_state_floor? on_state_floor_ve_moving_platform? && !on_platform? end #-------------------------------------------------------------------------- # * New method: update_platform #-------------------------------------------------------------------------- def update_platform @platform = set_platform unless platform? update_platform_move if is_on_platform? && !falling? end #-------------------------------------------------------------------------- # * New method: on_platform? #-------------------------------------------------------------------------- def is_on_platform? @on_platform = platform && platform.over?(@real_x, @real_y) @on_platform end #-------------------------------------------------------------------------- # * New method: passable? #-------------------------------------------------------------------------- def passable?(x, y, d) x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) passable = passable_platform?(x1, y1, d) passable = super unless passable passable end #-------------------------------------------------------------------------- # * New method: update_platform_move #-------------------------------------------------------------------------- def update_platform_move super check_touch_event end #-------------------------------------------------------------------------- # * New method: passable_platform? #-------------------------------------------------------------------------- def passable_platform?(x, y, d) ( on_platform? && on_platform_collision?(x, y, d)) || (!on_platform? && off_platform_collision?(x, y, d)) end #-------------------------------------------------------------------------- # * New method: over_next_platform? #-------------------------------------------------------------------------- def over_next_platform? on_platform_collision?(@x, @y, @direction) end #-------------------------------------------------------------------------- # * New method: on_platform_collision? #-------------------------------------------------------------------------- def on_platform_collision?(x, y, d) over_platform?(x, y, d) && !collide_with_non_platform?(x, y, d) end #-------------------------------------------------------------------------- # * New method: off_platform_collision? #-------------------------------------------------------------------------- def off_platform_collision?(x, y, d) platform_collision?(x, y, d) && !collide_with_non_platform?(x, y, d) end #-------------------------------------------------------------------------- # * New method: safe_position #-------------------------------------------------------------------------- def safe_position return if !safe_tile? || on_platform? || falling? || blinking? @safe_d = @direction @safe_c = @final_direction @safe_x = @x @safe_y = @y @region_height = $game_map.region_height unless is_void_tile?(@x, @y) end #-------------------------------------------------------------------------- # * New method: safe_tile? #-------------------------------------------------------------------------- def safe_tile? !void_tile?(@x, @y) || bridge_tile?(@x, @y) end #-------------------------------------------------------------------------- # * New method: on_platform? #-------------------------------------------------------------------------- def on_platform? @on_platform end #-------------------------------------------------------------------------- # * New method: falling? #-------------------------------------------------------------------------- def falling? @falling end #-------------------------------------------------------------------------- # * New method: blinking? #-------------------------------------------------------------------------- def blinking? @blinking end #-------------------------------------------------------------------------- # * New method: cliff_fall? #-------------------------------------------------------------------------- def cliff_fall? @cliff_fall end #-------------------------------------------------------------------------- # * New method: fall? #-------------------------------------------------------------------------- def fall? fall_tile? && !no_custom_movement? && !over_next_platform? end #-------------------------------------------------------------------------- # * New method: cliff? #-------------------------------------------------------------------------- def cliff? cliff_fall_tile? && !no_custom_movement? && !over_next_platform? end #-------------------------------------------------------------------------- # * New method: fall_tile? #-------------------------------------------------------------------------- def fall_tile? void_tile?(@x, @y) && !bridge_tile?(@real_x, @real_y) end #-------------------------------------------------------------------------- # * New method: cliff? #-------------------------------------------------------------------------- def cliff_fall_tile? cliff_tile?(@x, @y) end #-------------------------------------------------------------------------- # * New method: no_custom_movement? #-------------------------------------------------------------------------- def no_custom_movement? jumping? || on_platform? || falling? || blinking? end #-------------------------------------------------------------------------- # * New method: start_fall #-------------------------------------------------------------------------- def start_fall @platform = nil @falling = true @fall_opacity = @opacity end #-------------------------------------------------------------------------- # * New method: update_fall #-------------------------------------------------------------------------- def update_fall return unless falling? result = falling? @fall_height += 4 + (@fall_height / 20.0) fall_effects if @fall_height - @region_height > 0 && !@fall_effect @opacity = 240 - (@fall_height - @region_height) * 5 end_fall if @fall_height - @region_height >= 48 result end #-------------------------------------------------------------------------- # * New method: fall_effects #-------------------------------------------------------------------------- def fall_effects $game_map.fall_sound @animation_id = $game_map.fall_anim @fall_effect = true end #-------------------------------------------------------------------------- # * New method: end_fall #-------------------------------------------------------------------------- def end_fall @fall_height = 0 @fall_effect = false @falling = false @blinking = true $game_temp.reserve_common_event($game_map.fall_event_id) end #-------------------------------------------------------------------------- # * New method: start_blink #-------------------------------------------------------------------------- def start_blink @opacity = @fall_opacity if @fall_opacity && !$game_party.all_dead? @fall_opacity = nil @falling = false @start_blink = true @fall_blink = 0 @jump_peak = 0 @jump_count = 0 @direction = @safe_d @real_x = @x = @safe_x @real_y = @y = @safe_y $game_map.scroll_to_position(@x - center_x, @y - center_y) @current_direction = @final_direction = @safe_c straighten end #-------------------------------------------------------------------------- # * New method: update_blink #-------------------------------------------------------------------------- def update_blink return unless @start_blink result = @start_blink @fall_blink += 1 @transparent = @fall_blink % 10 > 5 end_blink if @fall_blink >= 60 result end #-------------------------------------------------------------------------- # * New method: end_blink #-------------------------------------------------------------------------- def end_blink @transparent = false @fall_blink = 0 @blinking = false @start_blink = false end #-------------------------------------------------------------------------- # * New method: end_blink #-------------------------------------------------------------------------- def start_cliff y = @y y += $game_map.region_cliff @cliff_fall = true if $game_map.region_cliff == 0 begin y += 1.0 end while !cliff_fall_position?(@x, y) end $game_map.cliff_sound @cliff_event = $game_map.cliff_event_id @cliff_height = (y.to_i - @y) * 32 @cliff_top = @cliff_height @real_y = @y = y.to_i end #-------------------------------------------------------------------------- # * New method: cliff_fall_position? #-------------------------------------------------------------------------- def cliff_fall_position?(x, y) return false if locked_move?(x, y) return false if cliff_tile?(x, y) return false if !passable_down?(x, y - 1) return true end #-------------------------------------------------------------------------- # * New method: update_cliff #-------------------------------------------------------------------------- def update_cliff return unless cliff_fall? result = cliff_fall? @cliff_height -= 4 + ((@cliff_top - @cliff_height) / 20.0) end_cliff if @cliff_height <= 0 result end #-------------------------------------------------------------------------- # * New method: end_fall #-------------------------------------------------------------------------- def end_cliff @real_y = @y = @y.to_i @cliff_height = 0 @cliff_fall = false $game_temp.reserve_common_event(@cliff_event) if @cliff_event $game_map.scroll_to_position(@x - center_x, @y - center_y) end #-------------------------------------------------------------------------- # * New method: position_adjust #-------------------------------------------------------------------------- def position_adjust super - @fall_height + @cliff_height end #-------------------------------------------------------------------------- # * New method: platform_list #-------------------------------------------------------------------------- def platform_list ([platform] + $game_map.platforms_xy(@real_x, @real_y)).compact end #-------------------------------------------------------------------------- # * New method: set_platform #-------------------------------------------------------------------------- def set_platform platform_list.select {|platform| platform.over?(@real_x, @real_y) }.first end #-------------------------------------------------------------------------- # * New method: over_platform? #-------------------------------------------------------------------------- def over_platform?(x, y, d) x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) return false unless $game_map.valid?(x1, y1) return true if @through || debug_through? platform_list.any? {|platform| platform.over?(x1, y1) } end #-------------------------------------------------------------------------- # * New method: platform_collision? #-------------------------------------------------------------------------- def platform_collision?(x, y, d) over_platform?(x - 0.375, y, d) || over_platform?(x, y + 0.125, d) || over_platform?(x + 0.375, y, d) || over_platform?(x, y - 0.75, d) end #-------------------------------------------------------------------------- # * New method: update_platform_move #-------------------------------------------------------------------------- def update_platform_move return if collide_with_non_platform?(@real_x, @real_y, 0) d = platform.distance_per_frame dx = @real_x - platform.real_x dy = @real_y - platform.real_y px = platform.x py = platform.y rx = @real_x ry = @real_y @real_y = [@real_y + d, py + dy].min if py + dy > ry @y = [@y + d, py + dy].min if py + dy > ry @real_x = [@real_x - d, px + dx].max if px + dx < rx @x = [@x - d, px + dx].max if px + dx < rx @real_x = [@real_x + d, px + dx].min if px + dx > rx @x = [@x + d, px + dx].min if px + dx > rx @real_y = [@real_y - d, py + dy].max if py + dy < ry @y = [@y - d, py + dy].max if py + dy < ry fix_character_position unless moved_platform?(dx, dy, px, py, rx, ry) check_event_trigger_touch(@x, @y) end #-------------------------------------------------------------------------- # * New method: moved_platform #-------------------------------------------------------------------------- def moved_platform?(dx, dy, px, py, rx, ry) py + dy > ry || py + dy > ry || px + dx < rx || px + dx < rx || px + dx > rx || px + dx > rx || py + dy < ry || py + dy < ry end #-------------------------------------------------------------------------- # * New method: fix_character_position #-------------------------------------------------------------------------- def fix_character_position @x = fix_position(@x) @y = fix_position(@y) end #-------------------------------------------------------------------------- # * New method: collide_with_non_platform? #-------------------------------------------------------------------------- def collide_with_non_platform?(x, y, d) x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) list = $game_map.events_xy_nt(x1, y1) - $game_map.platform_events value = [x1, y1, bw, bh, event?, @id, @side_collision] list.any? do |event| event.collision_condition?(*value) unless event == self end end #-------------------------------------------------------------------------- # * New method: check_platoform_contiondion #-------------------------------------------------------------------------- def check_platoform_contiondion(x, y, event, triggers, normal) return false unless event.over?(x, y) && !fall? return false if jumping? return false unless event.trigger_in?(triggers) return false unless event.event_priority?(normal) return false unless event.over_tile? || counter_tile? return false unless !event.in_front? || front_collision?(x, y, @direction) return true 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 #-------------------------------------------------------------------------- # * Alias method: init_public_members #-------------------------------------------------------------------------- alias :init_public_members_ve_moving_platform :init_public_members def init_public_members init_public_members_ve_moving_platform @fall_height = 0 end #-------------------------------------------------------------------------- # * Alias method: setup_page_settings #-------------------------------------------------------------------------- alias :setup_page_settings_ve_moving_platform :setup_page_settings def setup_page_settings setup_page_settings_ve_moving_platform @is_platform = note =~ /\<PLATFORM>/i ? true : false @is_void = note =~ /\<VOID>/i ? true : false setup_platform_settings if platform? setup_platform_follow if platform? @fall_height = 0 end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ge_ve_moving_platform :update def update return if update_fall setup_platform_settings if platform? update_ge_ve_moving_platform update_platform_follow if @follow_event_id end #-------------------------------------------------------------------------- # * Alias method: over_tile? #-------------------------------------------------------------------------- alias :over_tile_ve_moving_platform? :over_tile? def over_tile? platform? || over_tile_ve_moving_platform? end #-------------------------------------------------------------------------- # * New method: map_passable? #-------------------------------------------------------------------------- def map_passable?(x, y, d) result = super result = false if void_tile?(x, y) && !bridge_tile?(x, y) result = false if cliff_tile?(x, y) result end #-------------------------------------------------------------------------- # * New method: near? #-------------------------------------------------------------------------- def near_platform?(x, y) @real_x > x - 2 && @real_x < x + 2 && @real_y > y - 2 && @real_y < y + 2 end #-------------------------------------------------------------------------- # * New method: setup_platform_settings #-------------------------------------------------------------------------- def setup_platform_settings @through = true @move_frequency = 5 @priority_type = 0 @trigger = 1 end #-------------------------------------------------------------------------- # * New method: setup_platform_follow #-------------------------------------------------------------------------- def setup_platform_follow regexp = /<FOLLOW PLATFORM (\d+): ([+-]?\d+), *([+-]?\d+)>/i @follow_event_id = note =~ regexp ? $1.to_i : nil @follow_offset_x = note =~ regexp ? $2.to_i : nil @follow_offset_y = note =~ regexp ? $3.to_i : nil end #-------------------------------------------------------------------------- # * New method: update_platform_follow #-------------------------------------------------------------------------- def update_platform_follow event = $game_map.events[@follow_event_id] return unless event @real_x = event.real_x + @follow_offset_x @real_y = event.real_y + @follow_offset_y @x = event.x + @follow_offset_x @y = event.y + @follow_offset_y end #-------------------------------------------------------------------------- # * New method: over? #-------------------------------------------------------------------------- def over?(x, y) super && !void? end #-------------------------------------------------------------------------- # * New method: platform? #-------------------------------------------------------------------------- def platform? @is_platform end #-------------------------------------------------------------------------- # * New method: void? #-------------------------------------------------------------------------- def void? @is_void || fall? || !find_proper_page end #-------------------------------------------------------------------------- # * New method: fall? #-------------------------------------------------------------------------- def fall? @fall || falling? end #-------------------------------------------------------------------------- # * New method: falling? #-------------------------------------------------------------------------- def falling? @falling end #-------------------------------------------------------------------------- # * New method: clear_fall #-------------------------------------------------------------------------- def clear_fall(reset) @opacity = @fall_opacity if @fall_opacity @move_route.repeat = true if @fall_repeat reset_platform_switches if reset moveto($game_map.map_events[@id].x, $game_map.map_events[@id].y) if reset @fall = false refresh end #-------------------------------------------------------------------------- # * New method: reset_platform_switches #-------------------------------------------------------------------------- def reset_platform_switches ["A","B","C","D"].each {|i| $game_self_switches[[@map_id, @id, i]] = false } end #-------------------------------------------------------------------------- # * New method: position_adjust #-------------------------------------------------------------------------- def position_adjust super - @fall_height end #-------------------------------------------------------------------------- # * New method: update_fall #-------------------------------------------------------------------------- def update_fall return unless falling? result = falling? @fall_height += 4 + (@fall_height / 20.0) @opacity = 240 - @fall_height * 5 end_fall if @fall_height >= 48 result end #-------------------------------------------------------------------------- # * New method: fall #-------------------------------------------------------------------------- def fall @jump_count = 0 @fall_repeat = @move_route.repeat @fall = true @falling = true @fall_opacity = @opacity @move_route.repeat = false end #-------------------------------------------------------------------------- # * New method: end_fall #-------------------------------------------------------------------------- def end_fall @fall_height = 0 @falling = false end #-------------------------------------------------------------------------- # * New method: clear #-------------------------------------------------------------------------- def clear clear_fall(false) end #-------------------------------------------------------------------------- # * New method: clear #-------------------------------------------------------------------------- def reset clear_fall(true) end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_moving_platform :comment_call def comment_call call_clear_platform call_reset_platform call_clear_all_platform call_reset_all_platform call_return_to_safe_position comment_call_ve_moving_platform end #-------------------------------------------------------------------------- # * New method: call_return_to_safe_position #-------------------------------------------------------------------------- def call_return_to_safe_position $game_player.start_blink if note =~ /<RETURN TO SAFE POSITION>/i end #-------------------------------------------------------------------------- # * New method: call_clear_platform #-------------------------------------------------------------------------- def call_clear_platform note.scan(/<CLEAR (FALLEN )?PLATFORM: (\d+)>/i) do platform = $game_map.platform_events[$2.to_i] return unless platform platform.clear if !$1 || platform.fall? end end #-------------------------------------------------------------------------- # * New method: call_reset_platform #-------------------------------------------------------------------------- def call_reset_platform note.scan(/<RESET (FALLEN )?PLATFORM: (\d+)>/i) do platform = $game_map.platform_events[$2.to_i] return unless platform platform.reset if !$1 || platform.fall? end end #-------------------------------------------------------------------------- # * New method: call_clear_all_fallen_platform #-------------------------------------------------------------------------- def call_clear_all_platform $game_map.clear_all_platforms if note =~ /<CLEAR ALL PLATFORM>/i $game_map.clear_fallen_platforms if note =~ /<CLEAR ALL FALLEN PLATFORM>/i end #-------------------------------------------------------------------------- # * New method: call_reset_all_fallen_platform #-------------------------------------------------------------------------- def call_reset_all_platform $game_map.reset_all_platforms if note =~ /<RESET ALL PLATFORM>/i $game_map.reset_fallen_platforms if note =~ /<RESET ALL FALLEN PLATFORM>/i end end #============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # This sprite is used to display characters. It observes a instance of the # Game_Character class and automatically changes sprite conditions. #============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * Alias method: update_position #-------------------------------------------------------------------------- alias :update_position_ve_moving_platform :update_position def update_position update_position_ve_moving_platform self.oy = @ch + @character.position_adjust if @ch self.z = 0 if @character.falling? && @character.player? self.z = 1 if bellow_character? end #-------------------------------------------------------------------------- # * Alias method: update_position #-------------------------------------------------------------------------- def bellow_character? return false unless @character.player? return false unless $game_player.falling? && $game_player.direction == 2 @character.y <= $game_player.y + 1 end end
Надеюсь, мне удалось объяснить проблему ^^
Stitch sew cut pull
Stitch sew cut and pull
Stitch sew I tried
Stitch sew you're alive
★Пабличек с картинками ( ˙꒳˙ ) ★
Hi Stranger ∠( ᐛ 」∠)_
А Виктор уже убрал баг из скрипта движения, что нельзя было ходить по мосту через реку?Добрый день :3
Зная, что я во всем этом не очень-то сильно (это еще мягко сказано)), стараюсь вообще воздержаться от добавления сторонних скриптов. Лучше не лезть мне во все это х)
Но тут не удержалась. И вроде все разжевано и понятно, ничего сложного и мудреного. Ан-нет, все же у меня ничерта не выходит :I
Ситуация такая: 4 скрипта.
Базик - который позволяет остальным трем работать.
Скрипт движения, прыжка и двигающихся платформ. Два последних непосредственно тесно связанны между собой и в купе позволяют персу падать в воду или со скалы, с соответствующими звуками и анимацией. Вот тут то у меня и загвоздка. С горем пополам разобралась с прыжком и заставила его работать (яй). А вот платформы и падение хоть убей. С тегом поверхности понятно и теперь персонаж, при попадании на тайл с водой падает.. в никуда! Исчезает и все. Хотя по плану должна быть анимация "бульк" (есть в стандартных спрайтах) и а) конец игры или б) респануться на клетку назад.
Спойлер Код двигающихся платформ:
Код:#============================================================================== # ** Victor Engine - Moving Platform #------------------------------------------------------------------------------ # Author : Victor Sant # # Aditional Credit : # - MGC (Original Concept) # # Version History: # v 1.00 - 2012.07.24 > First release # v 1.01 - 2012.07.25 > Fixed <cliff region: x> tag # v 1.02 - 2012.08.03 > Fixed issue with event passability # v 1.03 - 2012.08.18 > Fixed issue with Pixel Movement and Vehicles #------------------------------------------------------------------------------ # This script allows to setup a new mechanic for the map environment: moving # platforms that allows the player to go on them, these platform will carry # the player over. But different from and evented system, the player is free # to move while over these platforms. It's also possible to set certain # tiles to be "void" tiles and the player will fall if step on them. #------------------------------------------------------------------------------ # Compatibility # Requires the script 'Victor Engine - Basic Module' v 1.25 or higher # Requires the script 'Victor Engine - Pixel Movement' v 1.04 or higher # If used with 'Victor Engine - Terrain States' place this bellow it. # # * Overwrite methods # class Game_Player < Game_Character # def start_map_event(x, y, triggers, normal) # # * Alias methods # class Game_Map # def setup(map_id) # def refresh_tile_events # def update(main = false) # # class Game_CharacterBase # def update # def bush? # # class Game_Player < Game_Character # def update # def map_passable?(x, y, d) # def clear_transfer_info # def check_event_contiontion(*args) # def on_damage_floor? # def on_state_floor? # # class Game_Event < Game_Character # def init_public_members # def setup_page_settings # def update # def over_tile? # # class Game_Interpreter # def comment_call # # class Sprite_Character < Sprite_Base # def update_position # #------------------------------------------------------------------------------ # 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' # #------------------------------------------------------------------------------ # Comment calls note tags: # Tags to be used in events comment box, works like a script call. # # <return to safe position> # This call will make the player return to the last safe position # (I.E: outside of voids or platform) # # <clear all platform> # Reset position of all platforms # # <clear all fallen platform> # Reset position of all fallen platforms # # <clear platform: x> # Reset position of the platform id x # x : platform event id # # <clear fallen platform: x> # Reset position of the fallen platform id x # x : platform event id # # <reset all platform> # Reset position and turn off all self switches of all platforms # # <reset all fallen platform> # Reset position and turn off all self switches of all fallen platforms # # <reset platform: x> # Reset position and turn off all self switches of the platform id x # x : platform event id # # <reset fallen platform: x> # Reset position and turn off all self switches of the fallen platform id x # x : platform event id # #------------------------------------------------------------------------------ # Maps note tags: # Tags to be used on the Maps note box in the database # # <fall terrain: x> # Setup the terrain ID for void tiles on the map # x : terrain tag id # # <fall event id: x> # Setup the ID of the common event that will be triggered after a fall # x : common event ID # # <fall anim: x> # Animation displayed when the player falls # x : animation id # # <fall sound: 'file', volume, pitch> # Sound played when the player falls # 'file' : sound filename # volume : sound volume # pithc : sound pitch # # <region height x: y> # Setup the region height # x : region id # y : height (in pixels) # # <fall region terrain x: y> # Setup the terrain ID for void tiles on inside the region, this don't make # the whole region a fall terrain, just change the fall terrain inside # of the region # x : region id # y : terrain tag id # # <fall region event id x: y> # Setup the ID of the common event that will be triggered after a fall inside # the region set. # x : region id # y : common event ID # # <fall region anim x: y> # Setup the terrain ID for void tiles on the map # x : region id # x : animation id # # <fall region sound x: 'file', volume, pitch> # Reset position and self switches of all fallen platforms # x : region id # 'file' : sound filename # volume : sound volume # pithc : sound pitch # # <cliff region: x> # <cliff region: x, y> # "Cliffs" are blocked tiles that, when the player step on them, they will # fall until they reach a passable tile or for a set number of tiles. # x : region id # y : number of tiles to fall, opitional # # <cliff sound x: 'file', volume, pitch> # Sound played when the player falls from cliffs # x : region id # 'file' : sound filename # volume : sound volume # pithc : sound pitch # # <cliff event id x: y> # Setup the ID of the common event that will be triggered after a fall inside # the region set. # x : region id # y : common event ID # #------------------------------------------------------------------------------ # Comment boxes note tags: # Tags to be used on events Comment boxes. They're different from the # comment call, they're called always the even refresh. # # <platform> # Make the event a platform, have effect only on the page where this # tag was added # # <void> # use this tag to make "void platforms" they can't be stand above # # <follow platform i: +x, +y> <follow platform i: -x, +y> # <follow platform i: -x, -y> <follow platform i: +x, -y> # since sometimes events may go out of syncronism even if they have the # same movement, you can use this to make a plaform to copy the position # of another event, that way they will be syncronized always. # You can change the x/y offset so both events don't stay at the same tile. # i : event id # x : x offset # y : y offset # #------------------------------------------------------------------------------ # Move Route Script Calls: # These are commands to be used on the script box located on the # event move route settings. # # fall # this command will make the platform fall, a fallen platorfm is intangible # so the player cant go over it # # clear # this command will "clear" the fall state of the platform withou changing # the position or self switches # # reset # this command will "clear" the fall state of the platform, turn off # all self switches and reset the postion of that platform # #------------------------------------------------------------------------------ # Additional instructions: # # No matter what you setup on the event page settings, the following values # will be always set as follow: # - Platform priority is always bellow player # - Platform are always through # - Platform event trigger is always player touch # - Platform move frequency is always 5 (the max) # # The platform movement can be set with the Move Route options, all move # route commands works fine with the platforms. Most event commands # works fine with platform, althoug the only valid trigger for them is # player touch. # # Events with Priority "Bellow Player" will not be triggered while on # platforms. # # When using the cliff region, if the number of fall tiles isn't set, there # must be a passable tile bellow the cliff tile (no matter the discance), # or the game will freeze. # # IMPORTANT: This mechanic was developed for single player porpouse only. # It WILL NOT WORK WITH THE FOLLOWERS. Disable the followers visibility on # maps with platforms. I will not make this system works with followers, # simply don't ask anything about it. # # VERY IMPORTANT: when the player falls in a void, the script calls a common # event. You can do *anything* on this event (besides moving the player), # but there is one important thing you must add to it. # You should either use the comment call tag <return to safe position> OR # teleport the player to another map. If you don't do any of these two, the # player will be stuck in the void and freeze the game. # Feel free to add othe non-player movement comands, such as flashing screen # or dealing damage to the player, or whatever you want. # # Also DON'T ASK FOR DEMOS! This subject isn't open for discussion, I will not # make demos. PERIOD! # #============================================================================== #============================================================================== # ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #============================================================================== module Victor_Engine #-------------------------------------------------------------------------- # * Setup the Void terrain tag ID # Tiles with this tag will be marked as "void" and will make the # player fall. #-------------------------------------------------------------------------- VE_VOID_TERRAIN = 7 #-------------------------------------------------------------------------- # * Fall Common event # This is the common event called when the player falls in a void tile # if the map void common event isn't set. #-------------------------------------------------------------------------- VE_FALL_COMMON_EVENT_ID = 1 #-------------------------------------------------------------------------- # * 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_moving_platform] = 1.03 Victor_Engine.required(:ve_moving_platform, :ve_basic_module, 1.25, :above) Victor_Engine.required(:ve_moving_platform, :ve_pixel_movement, 1.04, :above) Victor_Engine.required(:ve_moving_platform, :ve_free_jump, 1.00, :bellow) #============================================================================== # ** 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 #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :platform_events #-------------------------------------------------------------------------- # * Alias method: setup #-------------------------------------------------------------------------- alias :setup_ve_moving_platform :setup def setup(map_id) setup_ve_moving_platform(map_id) setup_fall_ids end #-------------------------------------------------------------------------- # * Alias method: refresh_tile_events #-------------------------------------------------------------------------- alias :refresh_tile_events_ve_moving_platform :refresh_tile_events def refresh_tile_events refresh_tile_events_ve_moving_platform refresh_platform_events end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_moving_platform :update def update(main = false) update_ve_moving_platform(main) update_scroll_to_position if scroll_to_position? end #-------------------------------------------------------------------------- # * New method: platforms_xy #-------------------------------------------------------------------------- def platforms_xy(x, y) platform_events.select {|event| event.near_platform?(x, y) } end #-------------------------------------------------------------------------- # * New method: refresh_platform_events #-------------------------------------------------------------------------- def refresh_platform_events @platform_events = @events.values.select {|event| event.platform? } end #-------------------------------------------------------------------------- # * New method: all_terrain_tag #-------------------------------------------------------------------------- def all_terrain_tag(x, y) return [] unless valid?(x, y) layered_tiles(x, y).collect do |tile_id| next if tileset.flags[tile_id] & 0x10 != 0 tileset.flags[tile_id] >> 12 end end #-------------------------------------------------------------------------- # * New method: void_terrain? #-------------------------------------------------------------------------- def void_terrain?(x, y) all_terrain_tag(x, y).include?(void_terrain_tag) end #-------------------------------------------------------------------------- # * New method: bridge_terrain? #-------------------------------------------------------------------------- def bridge_terrain?(x, y) id = layered_tiles(x, y)[0] tag = tileset.flags[id] >> 12 pass = tileset.flags[id] & 0x10 != 0 !pass && tag != void_terrain_tag end #-------------------------------------------------------------------------- # * New method: cliff_terrain? #-------------------------------------------------------------------------- def cliff_terrain?(x, y) @region_cliffs[region_id((x - 0.5).ceil, (y - 0.125).ceil)] end #-------------------------------------------------------------------------- # * New method: setup_fall_ids #-------------------------------------------------------------------------- def setup_fall_ids setup_fall_terrain_tag setup_fall_event_id setup_region_heights setup_region_cliffs setup_cliff_event_id end #-------------------------------------------------------------------------- # * New method: setup_fall_terrain_tag #-------------------------------------------------------------------------- def setup_fall_terrain_tag @void_terrains = {} regexp1 = /<FALL TERRAIN: (\d+)>/im regexp2 = /<FALL REGION TERRAIN (\d+): (\d+)>/im @fall_terrain = note =~ regexp1 ? $1.to_i : VE_VOID_TERRAIN note.scan(regexp2) { @void_terrains[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: setup_fall_event_id #-------------------------------------------------------------------------- def setup_fall_event_id @fall_event_ids = {} regexp1 = /<FALL EVENT ID: (\d+)>/im regexp2 = /<FALL REGION EVENT ID (\d+): (\d+)>/im @fall_event_id = note =~ regexp1 ? $1.to_i : VE_FALL_COMMON_EVENT_ID note.scan(regexp2) { @fall_event_ids[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: setup_region_heights #-------------------------------------------------------------------------- def setup_region_heights @region_height = {} regexp = /<REGION HEIGHT (\d+): (\d+)>/im note.scan(regexp) { @region_height[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: setup_region_cliffs #-------------------------------------------------------------------------- def setup_region_cliffs @region_cliffs = {} regexp = /<CLIFF REGION: (\d+)(?:, *(\d+))?>/im note.scan(regexp) { @region_cliffs[$1.to_i] = $2 ? $2.to_i : 0 } end #-------------------------------------------------------------------------- # * New method: setup_cliff_event_id #-------------------------------------------------------------------------- def setup_cliff_event_id @cliff_event_ids = {} regexp = /<CLIFF EVENT ID (\d+): (\d+)>/im note.scan(regexp) { @cliff_event_ids[$1.to_i] = $2.to_i } end #-------------------------------------------------------------------------- # * New method: void_terrain_tag #-------------------------------------------------------------------------- def void_terrain_tag result ||= @void_terrains[$game_player.region_id] result ||= @fall_terrain result end #-------------------------------------------------------------------------- # * New method: fall_event_id #-------------------------------------------------------------------------- def fall_event_id result ||= @fall_event_ids[$game_player.region_id] result ||= @fall_event_id result end #-------------------------------------------------------------------------- # * New method: region_height #-------------------------------------------------------------------------- def region_height result ||= @region_height[$game_player.region_id] result ||= 0 result end #-------------------------------------------------------------------------- # * New method: region_height #-------------------------------------------------------------------------- def region_cliff cliff_terrain?($game_player.x, $game_player.y) end #-------------------------------------------------------------------------- # * New method: fall_event_id #-------------------------------------------------------------------------- def cliff_event_id @cliff_event_ids[$game_player.region_id] end #-------------------------------------------------------------------------- # * New method: clear_fallen_platforms #-------------------------------------------------------------------------- def clear_fallen_platforms @platform_events.each {|platform| platform.clear if platform.fall? } end #-------------------------------------------------------------------------- # * New method: reset_fallen_platforms #-------------------------------------------------------------------------- def reset_fallen_platforms @platform_events.each {|platform| platform.reset if platform.fall? } end #-------------------------------------------------------------------------- # * New method: clear_fallen_platforms #-------------------------------------------------------------------------- def clear_all_platforms @platform_events.each {|platform| platform.clear } end #-------------------------------------------------------------------------- # * New method: reset_fallen_platforms #-------------------------------------------------------------------------- def reset_all_platforms @platform_events.each {|platform| platform.reset } end #-------------------------------------------------------------------------- # * New method: fall_sound #-------------------------------------------------------------------------- def fall_sound value = " *,? *(\d+)? *,? *(\d+)?" regexp = "FALL REGION SOUND #{$game_player.region_id}" if note =~ /<#{regexp}: #{get_filename}#{value}>/im RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play elsif note =~ /<FALL SOUND: #{get_filename}#{value}>/im RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play end end #-------------------------------------------------------------------------- # * New method: cliff_sound #-------------------------------------------------------------------------- def cliff_sound value = " *,? *(\d+)? *,? *(\d+)?" regexp = "CLIFF SOUND #{$game_player.region_id}" if note =~ /<#{regexp}: #{get_filename}#{value}>/im RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play end end #-------------------------------------------------------------------------- # * New method: fall_anim #-------------------------------------------------------------------------- def fall_anim regexp = "FALL REGION ANIM #{$game_player.region_id}" return $1.to_i if note =~ /<#{regexp}: (\d+)>/im return $1.to_i if note =~ /<FALL ANIM: (\d+)>/im return 0 end #-------------------------------------------------------------------------- # * New method: fall_anim #-------------------------------------------------------------------------- def scroll_to_position(x, y) x = [0, [x, width - screen_tile_x].min].max unless loop_horizontal? y = [0, [y, height - screen_tile_y].min].max unless loop_vertical? @id_x = @display_x @id_y = @display_y @fd_x = (x + width) % width @fd_y = (y + height) % height @scroll_to_position = true end #-------------------------------------------------------------------------- # * New method: update_scroll_to_position #-------------------------------------------------------------------------- def update_scroll_to_position return if scrolling? start_scroll(2, 1, 5) if @id_y < @fd_y && @display_y < @fd_y start_scroll(4, 1, 5) if @id_x > @fd_x && @display_x > @fd_x start_scroll(6, 1, 5) if @id_x < @fd_x && @display_x < @fd_x start_scroll(8, 1, 5) if @id_y > @fd_y && @display_y > @fd_y @scroll_to_position = scrolling? end #-------------------------------------------------------------------------- # * New method: scroll_to_position? #-------------------------------------------------------------------------- def scroll_to_position? @scroll_to_position 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_reader :safe_x attr_reader :safe_y #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_moving_platform :update def update update_platform if player? update_ve_moving_platform fix_character_position if player? && !on_platform? end #-------------------------------------------------------------------------- # * Definição de gramado #-------------------------------------------------------------------------- alias :bush_ve_moving_platform? :bush? def bush? bush_ve_moving_platform? && !on_platform? end #-------------------------------------------------------------------------- # * New method: platform? #-------------------------------------------------------------------------- def platform? return false end #-------------------------------------------------------------------------- # * New method: void? #-------------------------------------------------------------------------- def void? return false end #-------------------------------------------------------------------------- # * New method: falling? #-------------------------------------------------------------------------- def falling? return false end #-------------------------------------------------------------------------- # * New method: fall? #-------------------------------------------------------------------------- def fall? return false end #-------------------------------------------------------------------------- # * New method: platform #-------------------------------------------------------------------------- def on_platform? return false end #-------------------------------------------------------------------------- # * New method: platform #-------------------------------------------------------------------------- def platform (@platform && @platform.platform?) ? @platform : nil end #-------------------------------------------------------------------------- # * New method: position_adjust #-------------------------------------------------------------------------- def position_adjust return 0 end #-------------------------------------------------------------------------- # * New method: void_tile? #-------------------------------------------------------------------------- def void_tile?(x, y) return false if player? && vehicle 4.times.all? do |i| d = 10 - (i + 1) * 2 x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) is_void_tile?(x1, y1) end end #-------------------------------------------------------------------------- # * New method: bridge_tile? #-------------------------------------------------------------------------- def bridge_tile?(x, y) 4.times.any? do |i| d = 10 - (i + 1) * 2 x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) is_bridge_tile?(x1, y1) end end #-------------------------------------------------------------------------- # * New method: cliff_tile? #-------------------------------------------------------------------------- def cliff_tile?(x, y) return false if cliff_fall? || (player? && vehicle) 4.times.all? do |i| d = 10 - (i + 1) * 2 x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) is_cliff_tile?(x1, y1) end end #-------------------------------------------------------------------------- # * New method: is_void_tile? #-------------------------------------------------------------------------- def is_void_tile?(x, y) return true unless $game_map.valid?(x, y) $game_map.void_terrain?(x, y) && $game_map.void_terrain?(x + 0.125, y) end #-------------------------------------------------------------------------- # * New method: is_bridge_tile? #-------------------------------------------------------------------------- def is_bridge_tile?(x, y) return true unless $game_map.valid?(x, y) $game_map.bridge_terrain?(x, y) && $game_map.bridge_terrain?(x + 0.125, y) end #-------------------------------------------------------------------------- # * New method: is_cliff_tile? #-------------------------------------------------------------------------- def is_cliff_tile?(x, y) return true unless $game_map.valid?(x, y) $game_map.cliff_terrain?(x, y) && $game_map.cliff_terrain?(x + 0.125, y) end #-------------------------------------------------------------------------- # * New method: cliff_fall? #-------------------------------------------------------------------------- def cliff_fall? return false 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 #-------------------------------------------------------------------------- # * 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| next if event.platform? event.start if check_event_contiontion(x, y, event, triggers, normal) end $game_map.platforms_xy(x, y).each do |event| event.start if check_platoform_contiondion(x, y, event, triggers, normal) end end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_gp_ve_moving_platform :update def update safe_position return if update_fall return if update_cliff return if update_blink return if blinking? update_gp_ve_moving_platform start_cliff if cliff? && !falling? start_fall if fall? && !cliff_fall? end #-------------------------------------------------------------------------- # * Alias method: map_passable? #-------------------------------------------------------------------------- alias :map_passable_ve_moving_platform? :map_passable? def map_passable?(x, y, d) result = map_passable_ve_moving_platform?(x, y, d) result = true if void_tile?(x, y) || cliff_tile?(x, y) result end #-------------------------------------------------------------------------- # * Alias method: clear_transfer_info #-------------------------------------------------------------------------- alias :clear_transfer_info_ve_moving_platform :clear_transfer_info def clear_transfer_info clear_transfer_info_ve_moving_platform @fall_height = 0 @cliff_height = 0 @region_height = 0 @fall_blink = 0 @opacity = @fall_opacity if @fall_opacity @fall_opacity = nil @blinking = false @falling = false @start_blink = false end #-------------------------------------------------------------------------- # * Alias method: check_event_contiontion #-------------------------------------------------------------------------- alias :check_event_contiontion_ve_moving_platform :check_event_contiontion def check_event_contiontion(*args) return false if args[2].platform? return check_event_contiontion_ve_moving_platform(*args) end #-------------------------------------------------------------------------- # * Alias method: on_damage_floor? #-------------------------------------------------------------------------- alias :on_damage_floor_ve_moving_platform? :on_damage_floor? def on_damage_floor? on_damage_floor_ve_moving_platform? && !on_platform? end #-------------------------------------------------------------------------- # * Alias method: on_state_floor? #-------------------------------------------------------------------------- alias :on_state_floor_ve_moving_platform? :on_state_floor? if $imported[:ve_terrain_states] def on_state_floor? on_state_floor_ve_moving_platform? && !on_platform? end #-------------------------------------------------------------------------- # * New method: update_platform #-------------------------------------------------------------------------- def update_platform @platform = set_platform unless platform? update_platform_move if is_on_platform? && !falling? end #-------------------------------------------------------------------------- # * New method: on_platform? #-------------------------------------------------------------------------- def is_on_platform? @on_platform = platform && platform.over?(@real_x, @real_y) @on_platform end #-------------------------------------------------------------------------- # * New method: passable? #-------------------------------------------------------------------------- def passable?(x, y, d) x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) passable = passable_platform?(x1, y1, d) passable = super unless passable passable end #-------------------------------------------------------------------------- # * New method: update_platform_move #-------------------------------------------------------------------------- def update_platform_move super check_touch_event end #-------------------------------------------------------------------------- # * New method: passable_platform? #-------------------------------------------------------------------------- def passable_platform?(x, y, d) ( on_platform? && on_platform_collision?(x, y, d)) || (!on_platform? && off_platform_collision?(x, y, d)) end #-------------------------------------------------------------------------- # * New method: over_next_platform? #-------------------------------------------------------------------------- def over_next_platform? on_platform_collision?(@x, @y, @direction) end #-------------------------------------------------------------------------- # * New method: on_platform_collision? #-------------------------------------------------------------------------- def on_platform_collision?(x, y, d) over_platform?(x, y, d) && !collide_with_non_platform?(x, y, d) end #-------------------------------------------------------------------------- # * New method: off_platform_collision? #-------------------------------------------------------------------------- def off_platform_collision?(x, y, d) platform_collision?(x, y, d) && !collide_with_non_platform?(x, y, d) end #-------------------------------------------------------------------------- # * New method: safe_position #-------------------------------------------------------------------------- def safe_position return if !safe_tile? || on_platform? || falling? || blinking? @safe_d = @direction @safe_c = @final_direction @safe_x = @x @safe_y = @y @region_height = $game_map.region_height unless is_void_tile?(@x, @y) end #-------------------------------------------------------------------------- # * New method: safe_tile? #-------------------------------------------------------------------------- def safe_tile? !void_tile?(@x, @y) || bridge_tile?(@x, @y) end #-------------------------------------------------------------------------- # * New method: on_platform? #-------------------------------------------------------------------------- def on_platform? @on_platform end #-------------------------------------------------------------------------- # * New method: falling? #-------------------------------------------------------------------------- def falling? @falling end #-------------------------------------------------------------------------- # * New method: blinking? #-------------------------------------------------------------------------- def blinking? @blinking end #-------------------------------------------------------------------------- # * New method: cliff_fall? #-------------------------------------------------------------------------- def cliff_fall? @cliff_fall end #-------------------------------------------------------------------------- # * New method: fall? #-------------------------------------------------------------------------- def fall? fall_tile? && !no_custom_movement? && !over_next_platform? end #-------------------------------------------------------------------------- # * New method: cliff? #-------------------------------------------------------------------------- def cliff? cliff_fall_tile? && !no_custom_movement? && !over_next_platform? end #-------------------------------------------------------------------------- # * New method: fall_tile? #-------------------------------------------------------------------------- def fall_tile? void_tile?(@x, @y) && !bridge_tile?(@real_x, @real_y) end #-------------------------------------------------------------------------- # * New method: cliff? #-------------------------------------------------------------------------- def cliff_fall_tile? cliff_tile?(@x, @y) end #-------------------------------------------------------------------------- # * New method: no_custom_movement? #-------------------------------------------------------------------------- def no_custom_movement? jumping? || on_platform? || falling? || blinking? end #-------------------------------------------------------------------------- # * New method: start_fall #-------------------------------------------------------------------------- def start_fall @platform = nil @falling = true @fall_opacity = @opacity end #-------------------------------------------------------------------------- # * New method: update_fall #-------------------------------------------------------------------------- def update_fall return unless falling? result = falling? @fall_height += 4 + (@fall_height / 20.0) fall_effects if @fall_height - @region_height > 0 && !@fall_effect @opacity = 240 - (@fall_height - @region_height) * 5 end_fall if @fall_height - @region_height >= 48 result end #-------------------------------------------------------------------------- # * New method: fall_effects #-------------------------------------------------------------------------- def fall_effects $game_map.fall_sound @animation_id = $game_map.fall_anim @fall_effect = true end #-------------------------------------------------------------------------- # * New method: end_fall #-------------------------------------------------------------------------- def end_fall @fall_height = 0 @fall_effect = false @falling = false @blinking = true $game_temp.reserve_common_event($game_map.fall_event_id) end #-------------------------------------------------------------------------- # * New method: start_blink #-------------------------------------------------------------------------- def start_blink @opacity = @fall_opacity if @fall_opacity && !$game_party.all_dead? @fall_opacity = nil @falling = false @start_blink = true @fall_blink = 0 @jump_peak = 0 @jump_count = 0 @direction = @safe_d @real_x = @x = @safe_x @real_y = @y = @safe_y $game_map.scroll_to_position(@x - center_x, @y - center_y) @current_direction = @final_direction = @safe_c straighten end #-------------------------------------------------------------------------- # * New method: update_blink #-------------------------------------------------------------------------- def update_blink return unless @start_blink result = @start_blink @fall_blink += 1 @transparent = @fall_blink % 10 > 5 end_blink if @fall_blink >= 60 result end #-------------------------------------------------------------------------- # * New method: end_blink #-------------------------------------------------------------------------- def end_blink @transparent = false @fall_blink = 0 @blinking = false @start_blink = false end #-------------------------------------------------------------------------- # * New method: end_blink #-------------------------------------------------------------------------- def start_cliff y = @y y += $game_map.region_cliff @cliff_fall = true if $game_map.region_cliff == 0 begin y += 1.0 end while !cliff_fall_position?(@x, y) end $game_map.cliff_sound @cliff_event = $game_map.cliff_event_id @cliff_height = (y.to_i - @y) * 32 @cliff_top = @cliff_height @real_y = @y = y.to_i end #-------------------------------------------------------------------------- # * New method: cliff_fall_position? #-------------------------------------------------------------------------- def cliff_fall_position?(x, y) return false if locked_move?(x, y) return false if cliff_tile?(x, y) return false if !passable_down?(x, y - 1) return true end #-------------------------------------------------------------------------- # * New method: update_cliff #-------------------------------------------------------------------------- def update_cliff return unless cliff_fall? result = cliff_fall? @cliff_height -= 4 + ((@cliff_top - @cliff_height) / 20.0) end_cliff if @cliff_height <= 0 result end #-------------------------------------------------------------------------- # * New method: end_fall #-------------------------------------------------------------------------- def end_cliff @real_y = @y = @y.to_i @cliff_height = 0 @cliff_fall = false $game_temp.reserve_common_event(@cliff_event) if @cliff_event $game_map.scroll_to_position(@x - center_x, @y - center_y) end #-------------------------------------------------------------------------- # * New method: position_adjust #-------------------------------------------------------------------------- def position_adjust super - @fall_height + @cliff_height end #-------------------------------------------------------------------------- # * New method: platform_list #-------------------------------------------------------------------------- def platform_list ([platform] + $game_map.platforms_xy(@real_x, @real_y)).compact end #-------------------------------------------------------------------------- # * New method: set_platform #-------------------------------------------------------------------------- def set_platform platform_list.select {|platform| platform.over?(@real_x, @real_y) }.first end #-------------------------------------------------------------------------- # * New method: over_platform? #-------------------------------------------------------------------------- def over_platform?(x, y, d) x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) return false unless $game_map.valid?(x1, y1) return true if @through || debug_through? platform_list.any? {|platform| platform.over?(x1, y1) } end #-------------------------------------------------------------------------- # * New method: platform_collision? #-------------------------------------------------------------------------- def platform_collision?(x, y, d) over_platform?(x - 0.375, y, d) || over_platform?(x, y + 0.125, d) || over_platform?(x + 0.375, y, d) || over_platform?(x, y - 0.75, d) end #-------------------------------------------------------------------------- # * New method: update_platform_move #-------------------------------------------------------------------------- def update_platform_move return if collide_with_non_platform?(@real_x, @real_y, 0) d = platform.distance_per_frame dx = @real_x - platform.real_x dy = @real_y - platform.real_y px = platform.x py = platform.y rx = @real_x ry = @real_y @real_y = [@real_y + d, py + dy].min if py + dy > ry @y = [@y + d, py + dy].min if py + dy > ry @real_x = [@real_x - d, px + dx].max if px + dx < rx @x = [@x - d, px + dx].max if px + dx < rx @real_x = [@real_x + d, px + dx].min if px + dx > rx @x = [@x + d, px + dx].min if px + dx > rx @real_y = [@real_y - d, py + dy].max if py + dy < ry @y = [@y - d, py + dy].max if py + dy < ry fix_character_position unless moved_platform?(dx, dy, px, py, rx, ry) check_event_trigger_touch(@x, @y) end #-------------------------------------------------------------------------- # * New method: moved_platform #-------------------------------------------------------------------------- def moved_platform?(dx, dy, px, py, rx, ry) py + dy > ry || py + dy > ry || px + dx < rx || px + dx < rx || px + dx > rx || px + dx > rx || py + dy < ry || py + dy < ry end #-------------------------------------------------------------------------- # * New method: fix_character_position #-------------------------------------------------------------------------- def fix_character_position @x = fix_position(@x) @y = fix_position(@y) end #-------------------------------------------------------------------------- # * New method: collide_with_non_platform? #-------------------------------------------------------------------------- def collide_with_non_platform?(x, y, d) x1 = $game_map.round_x_with_direction(x, d) y1 = $game_map.round_y_with_direction(y, d) list = $game_map.events_xy_nt(x1, y1) - $game_map.platform_events value = [x1, y1, bw, bh, event?, @id, @side_collision] list.any? do |event| event.collision_condition?(*value) unless event == self end end #-------------------------------------------------------------------------- # * New method: check_platoform_contiondion #-------------------------------------------------------------------------- def check_platoform_contiondion(x, y, event, triggers, normal) return false unless event.over?(x, y) && !fall? return false if jumping? return false unless event.trigger_in?(triggers) return false unless event.event_priority?(normal) return false unless event.over_tile? || counter_tile? return false unless !event.in_front? || front_collision?(x, y, @direction) return true 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 #-------------------------------------------------------------------------- # * Alias method: init_public_members #-------------------------------------------------------------------------- alias :init_public_members_ve_moving_platform :init_public_members def init_public_members init_public_members_ve_moving_platform @fall_height = 0 end #-------------------------------------------------------------------------- # * Alias method: setup_page_settings #-------------------------------------------------------------------------- alias :setup_page_settings_ve_moving_platform :setup_page_settings def setup_page_settings setup_page_settings_ve_moving_platform @is_platform = note =~ /\<PLATFORM>/i ? true : false @is_void = note =~ /\<VOID>/i ? true : false setup_platform_settings if platform? setup_platform_follow if platform? @fall_height = 0 end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ge_ve_moving_platform :update def update return if update_fall setup_platform_settings if platform? update_ge_ve_moving_platform update_platform_follow if @follow_event_id end #-------------------------------------------------------------------------- # * Alias method: over_tile? #-------------------------------------------------------------------------- alias :over_tile_ve_moving_platform? :over_tile? def over_tile? platform? || over_tile_ve_moving_platform? end #-------------------------------------------------------------------------- # * New method: map_passable? #-------------------------------------------------------------------------- def map_passable?(x, y, d) result = super result = false if void_tile?(x, y) && !bridge_tile?(x, y) result = false if cliff_tile?(x, y) result end #-------------------------------------------------------------------------- # * New method: near? #-------------------------------------------------------------------------- def near_platform?(x, y) @real_x > x - 2 && @real_x < x + 2 && @real_y > y - 2 && @real_y < y + 2 end #-------------------------------------------------------------------------- # * New method: setup_platform_settings #-------------------------------------------------------------------------- def setup_platform_settings @through = true @move_frequency = 5 @priority_type = 0 @trigger = 1 end #-------------------------------------------------------------------------- # * New method: setup_platform_follow #-------------------------------------------------------------------------- def setup_platform_follow regexp = /<FOLLOW PLATFORM (\d+): ([+-]?\d+), *([+-]?\d+)>/i @follow_event_id = note =~ regexp ? $1.to_i : nil @follow_offset_x = note =~ regexp ? $2.to_i : nil @follow_offset_y = note =~ regexp ? $3.to_i : nil end #-------------------------------------------------------------------------- # * New method: update_platform_follow #-------------------------------------------------------------------------- def update_platform_follow event = $game_map.events[@follow_event_id] return unless event @real_x = event.real_x + @follow_offset_x @real_y = event.real_y + @follow_offset_y @x = event.x + @follow_offset_x @y = event.y + @follow_offset_y end #-------------------------------------------------------------------------- # * New method: over? #-------------------------------------------------------------------------- def over?(x, y) super && !void? end #-------------------------------------------------------------------------- # * New method: platform? #-------------------------------------------------------------------------- def platform? @is_platform end #-------------------------------------------------------------------------- # * New method: void? #-------------------------------------------------------------------------- def void? @is_void || fall? || !find_proper_page end #-------------------------------------------------------------------------- # * New method: fall? #-------------------------------------------------------------------------- def fall? @fall || falling? end #-------------------------------------------------------------------------- # * New method: falling? #-------------------------------------------------------------------------- def falling? @falling end #-------------------------------------------------------------------------- # * New method: clear_fall #-------------------------------------------------------------------------- def clear_fall(reset) @opacity = @fall_opacity if @fall_opacity @move_route.repeat = true if @fall_repeat reset_platform_switches if reset moveto($game_map.map_events[@id].x, $game_map.map_events[@id].y) if reset @fall = false refresh end #-------------------------------------------------------------------------- # * New method: reset_platform_switches #-------------------------------------------------------------------------- def reset_platform_switches ["A","B","C","D"].each {|i| $game_self_switches[[@map_id, @id, i]] = false } end #-------------------------------------------------------------------------- # * New method: position_adjust #-------------------------------------------------------------------------- def position_adjust super - @fall_height end #-------------------------------------------------------------------------- # * New method: update_fall #-------------------------------------------------------------------------- def update_fall return unless falling? result = falling? @fall_height += 4 + (@fall_height / 20.0) @opacity = 240 - @fall_height * 5 end_fall if @fall_height >= 48 result end #-------------------------------------------------------------------------- # * New method: fall #-------------------------------------------------------------------------- def fall @jump_count = 0 @fall_repeat = @move_route.repeat @fall = true @falling = true @fall_opacity = @opacity @move_route.repeat = false end #-------------------------------------------------------------------------- # * New method: end_fall #-------------------------------------------------------------------------- def end_fall @fall_height = 0 @falling = false end #-------------------------------------------------------------------------- # * New method: clear #-------------------------------------------------------------------------- def clear clear_fall(false) end #-------------------------------------------------------------------------- # * New method: clear #-------------------------------------------------------------------------- def reset clear_fall(true) end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_moving_platform :comment_call def comment_call call_clear_platform call_reset_platform call_clear_all_platform call_reset_all_platform call_return_to_safe_position comment_call_ve_moving_platform end #-------------------------------------------------------------------------- # * New method: call_return_to_safe_position #-------------------------------------------------------------------------- def call_return_to_safe_position $game_player.start_blink if note =~ /<RETURN TO SAFE POSITION>/i end #-------------------------------------------------------------------------- # * New method: call_clear_platform #-------------------------------------------------------------------------- def call_clear_platform note.scan(/<CLEAR (FALLEN )?PLATFORM: (\d+)>/i) do platform = $game_map.platform_events[$2.to_i] return unless platform platform.clear if !$1 || platform.fall? end end #-------------------------------------------------------------------------- # * New method: call_reset_platform #-------------------------------------------------------------------------- def call_reset_platform note.scan(/<RESET (FALLEN )?PLATFORM: (\d+)>/i) do platform = $game_map.platform_events[$2.to_i] return unless platform platform.reset if !$1 || platform.fall? end end #-------------------------------------------------------------------------- # * New method: call_clear_all_fallen_platform #-------------------------------------------------------------------------- def call_clear_all_platform $game_map.clear_all_platforms if note =~ /<CLEAR ALL PLATFORM>/i $game_map.clear_fallen_platforms if note =~ /<CLEAR ALL FALLEN PLATFORM>/i end #-------------------------------------------------------------------------- # * New method: call_reset_all_fallen_platform #-------------------------------------------------------------------------- def call_reset_all_platform $game_map.reset_all_platforms if note =~ /<RESET ALL PLATFORM>/i $game_map.reset_fallen_platforms if note =~ /<RESET ALL FALLEN PLATFORM>/i end end #============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # This sprite is used to display characters. It observes a instance of the # Game_Character class and automatically changes sprite conditions. #============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * Alias method: update_position #-------------------------------------------------------------------------- alias :update_position_ve_moving_platform :update_position def update_position update_position_ve_moving_platform self.oy = @ch + @character.position_adjust if @ch self.z = 0 if @character.falling? && @character.player? self.z = 1 if bellow_character? end #-------------------------------------------------------------------------- # * Alias method: update_position #-------------------------------------------------------------------------- def bellow_character? return false unless @character.player? return false unless $game_player.falling? && $game_player.direction == 2 @character.y <= $game_player.y + 1 end end
Надеюсь, мне удалось объяснить проблему ^^
Stitch sew cut pull
Stitch sew cut and pull
Stitch sew I tried
Stitch sew you're alive
★Пабличек с картинками ( ˙꒳˙ ) ★
Hi Stranger ∠( ᐛ 」∠)_
Alicer, дабы не тратить время, пожалуйста выложи демку с этими скриптами и своими настройками.
^^'' долго же оно на хостинг заливалось...
http://www.mediafire.com/?suw1e2b39a7lz5l
Stitch sew cut pull
Stitch sew cut and pull
Stitch sew I tried
Stitch sew you're alive
★Пабличек с картинками ( ˙꒳˙ ) ★
Hi Stranger ∠( ᐛ 」∠)_
188.01 MB?! Ты всю графику туда зафигачила чтоли? Я всю ночь это качать буду, у меня интернет медленный тут. Мне чисто нужны скрипты и твои настройки к ним. Можно было бы даже в отдельный проект это засунуть.
.дубль два х)
http://www.mediafire.com/?suw1e2b39a7lz5l
тупанула немного, пардон.
Stitch sew cut pull
Stitch sew cut and pull
Stitch sew I tried
Stitch sew you're alive
★Пабличек с картинками ( ˙꒳˙ ) ★
Hi Stranger ∠( ᐛ 」∠)_
Насчет падения. ты забыла поставить ивент который будет вызываться после падения. Поставь тег <fall event id: x> в примечание карты, где "х" это id общего события, а в само событие поставь <return to safe position> в комментарии.
Ну.. я была не так далека от истины xD Огромнейшее спасибо.
И еще, Id события - это порядковый номер? Так? И надо ли (и если да, то как) указывать где именно будет находиться точка safe position (куда перс будет возвращаться)?
Stitch sew cut pull
Stitch sew cut and pull
Stitch sew I tried
Stitch sew you're alive
★Пабличек с картинками ( ˙꒳˙ ) ★
Hi Stranger ∠( ᐛ 」∠)_
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