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Тема: Помощь с скриптами (RGSS)

  1. #901
    Познающий Аватар для Alerent
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    07.03.2013
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    Ад, 6 круг
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    По умолчанию

    Удалено , тупанул кода нужно гораздо больше.

  2. #902
    Местный Аватар для Alicer
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    По умолчанию

    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 」∠)_

  3. #903
    Бывалый Аватар для Гость
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    21.01.2013
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    Репутация: 10 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Alicer Посмотреть сообщение
    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 ^^
    А Виктор уже убрал баг из скрипта движения, что нельзя было ходить по мосту через реку?

  4. #904
    Местный Аватар для Alicer
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    Цитата Сообщение от Гость Посмотреть сообщение
    А Виктор уже убрал баг из скрипта движения, что нельзя было ходить по мосту через реку?
    Ммм. Похоже, что да, раз по мосту ходит.
    Stitch sew cut pull
    Stitch sew cut and pull
    Stitch sew I tried
    Stitch sew you're alive


    ★Пабличек с картинками ( ˙꒳​˙ ) ★

    Hi Stranger ∠( ᐛ 」∠)_

  5. #905
    Познающий Аватар для Kolhe
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    Alicer, дабы не тратить время, пожалуйста выложи демку с этими скриптами и своими настройками.


  6. #906
    Местный Аватар для Alicer
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    ^^'' 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 」∠)_

  7. #907
    Познающий Аватар для Kolhe
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    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.


  8. #908
    Местный Аватар для Alicer
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    .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 」∠)_

  9. #909
    Супер-модератор Аватар для dirge
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    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.

  10. #910
    Местный Аватар для Alicer
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    Цитата Сообщение от dirge Посмотреть сообщение
    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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