Improved & Special Move Commands
Version 1.0
by Woratana
Release Date: 20/03/2008
Introduction
This script will edit old move commands and add new move commands.
http://www.rpgrevolution.com/forums/?showt...792#entry130388 (http://www.rpgrevolution.com/forums/?showtopic=10792#entry130388)
+[Improved & Special Move Commands]+ - RPG RPG Revolution Forums
It script will be good for minigame, ABS (for enemy's move route), or any system to do with move thing~ :)
Features
Version 1.0
- Here's the edited and new commands list~
Translated by OceanBlue
Sicherer Sprung: es wird nicht gesprungen, wenn der Zielpunkt außerhalb des Bildschirms oder ein nicht passierbares tile ist. (Der alte Sprung überprüft dies vor dem Sprung nicht.)
Verbesserte zufällige Bewegung: Bei zufälliger Bewegung wird die Richtung gefunden, die nicht geblockt wird. (Alte Bewegung: Ein Schritt in eine geblockte Richtung wird einfach übersprungen.)
Verbesserte Charakter-Kollisions-Abfrage: Events, die auf "Same as Characters" stehen, können nun über "Below characters"-events gehen.
Um neue Move-Commands zu verwenden, gehst du auf "Set mover route" und dann "script". Und dann eben:
? MOVE TOWARD POSITION X/Y (=In Richtung X/Y-Koordinate Bewegen)
move_toward_pos(x,y)
? MOVE AWAY FROM POSITION X/Y (=Von X/Y-Koordinate Wegbewegen)
move_away_from_pos(x,y)
? MOVE TOWARD EVENT ID (=In Richtung Event-ID bewegen)
move_toward_event(id)
? MOVE AWAY FROM EVENT ID (=Von Event-ID wegbewegen)
move_away_from_event(id)
? TURN TOWARD POSITION X/Y (=In Richtung X/Y drehen)
turn_toward_pos(x,y)
? TURN AWAY FROM POSITION X/Y (Von X/Y wegdrehen)
turn_away_from_pos(x,y)
? TURN TOWARD EVENT ID (Zu Event-ID drehen)
turn_toward_event(id)
? TURN AWAY FROM EVENT ID (Von Event-ID wegdrehen)
turn_away_from_event(id)
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
+ COMMANDS LIST +
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
################################
? IMPROVED MOVE COMMANDS ?
? SAFE JUMP:
Don't Jump if its destination is OUT OF THE SCREEN (or) NOT PASSABLE.
(Old jump will not check before jump)
? IMPROVED RANDOM MOVE
Find the movable direction before move.
(Old random move will just skip to move in that frame, if its destination is not passable.)
? IMPROVED COLLIDE_WITH_CHARACTERS CHECK
'Same as Characters' events are able to walk on other 'Below Characters' events.
? Note: If you don't want one of this improved command, just delete its part.
(I put all of their command name above their script part)
################################
################################
? SPECIAL(NEW) MOVE COMMANDS ?
++[HOW TO USE]++
? Open 'Move Route' window, (or event command 'Set Move Route')
Click 'Script...' and type the move command you want...
? MOVE TOWARD POSITION X/Y
move_toward_pos(x,y)
? MOVE AWAY FROM POSITION X/Y
move_away_from_pos(x,y)
? MOVE TOWARD EVENT ID
move_toward_event(id)
? MOVE AWAY FROM EVENT ID
move_away_from_event(id)
? TURN TOWARD POSITION X/Y
turn_toward_pos(x,y)
? TURN AWAY FROM POSITION X/Y
turn_away_from_pos(x,y)
? TURN TOWARD EVENT ID
turn_toward_event(id)
? TURN AWAY FROM EVENT ID
turn_away_from_event(id)
################################
Script
Place it above main
#===============================================================
# ? [VX] ? Improved & Special Move Commands ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Released on: 20/03/2008
# ? Version: 1.0
#--------------------------------------------------------------
=begin
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
+ COMMANDS LIST +
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
################################
? IMPROVED MOVE COMMANDS ?
? SAFE JUMP:
Don't Jump if its destination is OUT OF THE SCREEN (or) NOT PASSABLE.
(Old jump will not check before jump)
? IMPROVED RANDOM MOVE
Find the movable direction before move.
(Old random move will just skip to move in that frame, if its destination is not passable.)
? IMPROVED COLLIDE_WITH_CHARACTERS CHECK
'Same as Characters' events are able to walk on other 'Below Characters' events.
? Note: If you don't want one of this improved command, just delete its part.
(I put all of their command name above their script part)
################################
################################
? SPECIAL(NEW) MOVE COMMANDS ?
++[HOW TO USE]++
? Open 'Move Route' window, (or event command 'Set Move Route')
Click 'Script...' and type the move command you want...
? MOVE TOWARD POSITION X/Y
move_toward_pos(x,y)
? MOVE AWAY FROM POSITION X/Y
move_away_from_pos(x,y)
? MOVE TOWARD EVENT ID
move_toward_event(id)
? MOVE AWAY FROM EVENT ID
move_away_from_event(id)
? TURN TOWARD POSITION X/Y
turn_toward_pos(x,y)
? TURN AWAY FROM POSITION X/Y
turn_away_from_pos(x,y)
? TURN TOWARD EVENT ID
turn_toward_event(id)
? TURN AWAY FROM EVENT ID
turn_away_from_event(id)
################################
=end
class Game_Character
##################################################################
# IMPROVED MOVE COMMANDS
##################################################################
#-------------------------------------------------------------
# SAFE JUMP
#-------------------------------------------------------------
def jump(x_plus, y_plus)
if x_plus.abs > y_plus.abs # ??????????
x_plus < 0 ? turn_left : turn_right
elsif x_plus.abs > y_plus.abs # ??????????
y_plus < 0 ? turn_up : turn_down
end
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y)
@x += x_plus
@y += y_plus
distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
@jump_peak = 10 + distance - @move_speed
@jump_count = @jump_peak * 2
@stop_count = 0
straighten
end
end
#-------------------------------------------------------------
# IMPROVED RANDOM MOVE
#-------------------------------------------------------------
def move_random
safe = false
checked = []
while safe == false
break if checked.include?(0) and checked.include?(1) and
checked.include?(2) and checked.include?(3)
case rand(4)
when 0; return if checked.include?(0); checked.push 0
if passable?(@x, @y + 1)
safe = true; move_down(false)
end
when 1; return if checked.include?(1); checked.push 1
if passable?(@x - 1, @y)
safe = true; move_left(false)
end
when 2; return if checked.include?(2); checked.push 2
if passable?(@x + 1, @y)
safe = true; move_right(false)
end
when 3; return if checked.include?(3); checked.push 3
if passable?(@x - 1, @y)
safe = true; move_up(false)
end
end
end
end
#----------------------------------------------------------------------
# IMPROVED COLLIDE_WITH_CHARACTERS CHECK
#----------------------------------------------------------------------
def collide_with_characters?(x, y)
for event in $game_map.events_xy(x, y) # Matches event position
unless event.through # Passage OFF?
return true if event.priority_type == 1 # Target is normal char
end
end
if @priority_type == 1 # Self is normal char
return true if $game_player.pos_nt?(x, y) # Matches player position
return true if $game_map.boat.pos_nt?(x, y) # Matches boat position
return true if $game_map.ship.pos_nt?(x, y) # Matches ship position
end
return false
end
##################################################################
# SPECIAL(NEW) MOVE COMMANDS
##################################################################
#--------------------------------------------------------------------------
# * Move toward Position
#--------------------------------------------------------------------------
def move_toward_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx != 0 or sy != 0
if sx.abs > sy.abs # Horizontal distance is longer
sx > 0 ? move_left : move_right # Prioritize left-right
if @move_failed and sy != 0
sy > 0 ? move_up : move_down
end
else # Vertical distance is longer
sy > 0 ? move_up : move_down # Prioritize up-down
if @move_failed and sx != 0
sx > 0 ? move_left : move_right
end
end
end
end
#--------------------------------------------------------------------------
# * Move away from Position
#--------------------------------------------------------------------------
def move_away_from_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx != 0 or sy != 0
if sx.abs > sy.abs # Horizontal distance is longer
sx > 0 ? move_right : move_left # Prioritize left-right
if @move_failed and sy != 0
sy > 0 ? move_down : move_up
end
else # Vertical distance is longer
sy > 0 ? move_down : move_up # Prioritize up-down
if @move_failed and sx != 0
sx > 0 ? move_right : move_left
end
end
end
end
#--------------------------------------------------------------------------
# * Move toward Event
#--------------------------------------------------------------------------
def move_toward_event(id)
move_toward_pos($game_map.events[id].x,$game_map.events[id].y)
end
#--------------------------------------------------------------------------
# * Move away from Event
#--------------------------------------------------------------------------
def move_away_from_event(id)
move_away_from_pos($game_map.events[id].x,$game_map.events[id].y)
end
#--------------------------------------------------------------------------
# * Turn toward Position
#--------------------------------------------------------------------------
def turn_toward_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx.abs > sy.abs # Horizontal distance is longer
sx > 0 ? turn_left : turn_right
elsif sx.abs < sy.abs # Vertical distance is longer
sy > 0 ? turn_up : turn_down
end
end
#--------------------------------------------------------------------------
# * Turn away from Position
#--------------------------------------------------------------------------
def turn_away_from_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx.abs > sy.abs # Horizontal distance is longer
sx > 0 ? turn_right : turn_left
elsif sx.abs < sy.abs # Vertical distance is longer
sy > 0 ? turn_down : turn_up
end
end
#--------------------------------------------------------------------------
# * Turn toward Event
#--------------------------------------------------------------------------
def turn_toward_event(id)
turn_toward_pos($game_map.events[id].x,$game_map.events[id].y)
end
#--------------------------------------------------------------------------
# * Turn away from Event
#--------------------------------------------------------------------------
def turn_away_from_event(id)
turn_away_from_pos($game_map.events[id].x,$game_map.events[id].y)
end
#--------------------------------------------------------------------------
# * Calculate X Distance From Event
#--------------------------------------------------------------------------
def distance_x_from_pos(x)
sx = @x - x
if $game_map.loop_horizontal? # When looping horizontally
if sx.abs > $game_map.width / 2 # Larger than half the map width?
sx -= $game_map.width # Subtract map width
end
end
return sx
end
#--------------------------------------------------------------------------
# * Calculate Y Distance From Event
#--------------------------------------------------------------------------
def distance_y_from_pos(y)
sy = @y - y
if $game_map.loop_vertical? # When looping vertically
if sy.abs > $game_map.height / 2 # Larger than half the map height?
sy -= $game_map.height # Subtract map height
end
end
return sy
end
end
Instruction
You just need to place the script above main, for edited old commands.
For special/new commands,
? Open 'Move Route' window, (or event command 'Set Move Route')
Click 'Script...' and type the move command you want...
Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.
Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.