CHRISTIANGAMEMAKER'S PROFILE

Greetings:

Hi Y'all. Hope everyone is having a creatively successful day.

You can all call me CGM if you'd like. This is not my first time joining a community such as this...it's my second. So, I'm excited and a little nervous to become a part of your community. If you'll have me.

A Little About Me:

Husband. I'm extremely, Happily, and Eternally Married. My wife's name is Brittany, I may blather on about her a lot. I may not. She pretty much Rocks My World, (not like that). She always plays the lead female roll in my games. She loves being involved in my creativeness and I love her for it. She is very particular about her character though. So, I have to be careful what I write for her to do and say.

Furr-Babies. I haven't had the pleasure of become a Father yet, so we've happily taken on the Love of 3 little furr-babies. Caleb Nathaniel is our youngest and biggest. A half shepherd, quarter wolf, quarter husky. He's a handful of joy and frustration. Madison Grace is our middle child in every way. She's her Momma's Daughter but she only wants Daddy's affection. Then, our oldest, Tina Louise. We call her Tiny because she is a Jack Russel Terrier. She's about 2 handfuls of fur.

Creator. I love to create. From writing songs, stories, to creating games. I've had about 10 years of experience in game writing and building, but it's been a passive part of my free time. So, I'm still wet behind the ears.

Gaming History:

I'm 35, so I was around when Final Fantasy came out on Nintendo and I've been hooked ever since. I played all the major RPG's that came out along the way. Final Fantasy, Lufia, Star Ocean, Secret of Mana, Secret of Evermore, Chrono Trigger, Zelda, Dragon Age, Fable, and so on. I have just recently stopped playing games, and I hope to put that new free time into making some of my own. I've never completed a game project and so, with the help of this community, I hope to do so.

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[RMVX ACE] Event Battle BGM Not Playing

Thanks for taking the time. Hope you can help.

I created an Event that runs a cutscene up to a Battle. During the event the BGM changes. At the end of the event, the Battle is Forced. The correct Battle begins.

However, the BGM is not right. In the Troop Settings, *see pic below, I have a conditional event set for TURN 0 for the BGM to change to the SAME music that is playing prior to the Battle. Same BGM, same Pitch, same Volume.

Every other aspect of the Troop Settings works: there's no End Battle Music and on the 5th turn the Dragon uses the specified attack.

Nevertheless, when the Battle begins the BGM does not change. It plays the default BGM. This happens in Test Battle & in a Test Run of the Game.

What am I not doing? lol...totally confused.

[Credits] Giving Credit to Resources from Non-English Websites

Good morning/afternoon/evening Everybody.

My question is simple.

I have found some fabulous Resources from a Website that is not in English. (I clicked on a lot of links at random.) I would like to be able to utilize them but in translating the page...N O T H I N G G E T S T R A N S L A T E D !...so annoying. I have the web address where I got them, but that is hardly a worthy accolade. So my simple question is...is there a solution i'm not thinking about? Is there something I can use to translate the site other than my browser (without learning the language)?

Edit: Another Question, if you don't mind.
If in the User Terms they put...XP ONLY...is that legit. Even if the Resources are ancient? It probably is, but I'd rather know for sure.

(Hope this is the right spot for this inquiry topic.)

[RMVX ACE] [SCRIPTING] Victor's Pixel Movement & FenixFyreX Stair Movement

This is a request concerning making two scripts compatible with each other.

The scripts are:

Victor's Pixel Movement

#==============================================================================
# ** Victor Engine - Pixel Movement
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2012.05.29 > First release
# v 1.01 - 2012.05.29 > Compatibility with Terrain States
# v 1.02 - 2012.07.03 > Compatibility with Basic Module 1.23
# v 1.03 - 2012.07.05 > Added 'over event' tag for objects over blocked tiles
# > Added Steps settings for events
# v 1.04 - 2012.07.24 > Compatibility with Moving Platform
# > Added <each step trigger> tag for events
# v 1.05 - 2012.07.30 > Fixed issue when characters moves toward the same spot
# v 1.06 - 2012.08.03 > Compatibility with Anti Lag
# v 1.07 - 2012.08.03 > Fixed collision with tile graphics events
# v 1.08 - 2012.08.18 > Fixed issue with Pixel Movement and Vehicles
# > Fixed issue with some notetags
# > Fixed issue with chasing events
# v 1.09 - 2013.01.07 > Fixed issue with vehicles passing through all tiles
# v 1.10 - 2013.01.24 > Fixed issue with diagonal movement and VE_DIAGONAL_FIX
#------------------------------------------------------------------------------
# This script allows to replace the tile based movement where the player
# walks a whole 32 pixel tile each step with one that he walks only 4 pixels.
# It also give a better collision system for events.
#------------------------------------------------------------------------------
# Compatibility
# Requires the script 'Victor Engine - Basic Module' v 1.25 or higher
# If used with 'Victor Engine - Animated Battle' place this bellow it.
# If used with 'Victor Engine - Follower Control' place this bellow it.
# If used with 'Victor Engine - Follower Options' place this bellow it.
#
# * Overwrite methods
# class Game_Actor < Game_Battler
# def turn_end_on_map
#
# class Game_Map
# def layered_tiles(x, y)
# def events_xy(x, y)
# def events_xy_nt(x, y)
# def x_with_direction(x, d, times = 1)
# def y_with_direction(y, d, times = 1)
# def round_x_with_direction(x, d)
# def round_y_with_direction
#
# class Game_CharacterBase
# def region_id
# def move_straight(d, turn_ok = true)
# def move_diagonal(horz, vert)
# def collide_with_events?(x, y)
# def collide_with_vehicles?(x, y)
#
# class Game_Player < Game_Character
# def check_event_trigger_there(triggers)
# def start_map_event(x, y, triggers, normal)
# def update_nonmoving(last_moving)
# def get_on_vehicle
# def increase_steps
#
# class Game_Follower < Game_Character
# def chase_preceding_character
#
# class Game_Event < Game_Character
# def collide_with_player_characters?(x, y)
#
# class Game_Vehicle < Game_Character
# def land_ok?(x, y, d)
#
# * Alias methods
# class Game_Actor < Game_Battler
# def check_floor_effect
#
# class Game_CharacterBase
# def init_public_members
# def update
#
# class Game_Event < Game_Character
# def start
#
# class Game_Player < Game_Character
# def get_off_vehicle
# def clear_transfer_info
# def update
#
# class Game_Event < Game_Character
# def start
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section bellow the Materials section. This script must also
# be bellow the script 'Victor Engine - Basic'
#
#------------------------------------------------------------------------------
# Event Comment boxes note tags:
# Tags to be used on events Comment boxes.
#
# <move steps: x>
# Setup the number of steps each "Move" command will execute. The default
# value is 8 (1 tile)
# x : number of steps
#
# <event size: x, y>
# Collision area size, in pixels for event collisions.
# x : collision area width
# y : collision area height
#
# <front collision>
# Events with this tag won't start if the the collision between events and
# the player occur between their edges.
#
# <no side collision fix>
# Events with this tag won't have the "slide" effect when the edges of the
# events collide with the player
#
# <over tile>
# Events with this tag will start even when placed over blocked tiles.
# By default, if the passage is blocked the event don't start.
#
# <each step trigger>
# By default, events with through or bellow character priority triggers
# only one time for each 8 steps above them. With this tag though, the
# event will trigger every step.
#
#------------------------------------------------------------------------------
# Additional instructions:
#
# All events and tiles have a "slide" effect when the player faces the edge
# of a tile or event. I added this function since it would be a pain to
# be in the exact position to go throug a narrow path.
# This can be disabled for events, but not for tiles.
#
# By default, event collision size is the same as the event bitmap box, no
# matter how the sprite is set inside of the box. If you want different
# collision size you must setup manually in the event with the tag
# <event size: x, y>
#
# Events over blocked tiles will not start properly unless the event have
# the tag <over tile>
#
#==============================================================================

#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#==============================================================================

module Victor_Engine
#--------------------------------------------------------------------------
# * Player collision area
# Different from events, player collision don't rely on the graphic size
# Player collision area can be of 2 types:
# - 32 x 32 box if VE_PLAYER_BIG_COLLISION = true
# - 24 x 24 box if VE_PLAYER_BIG_COLLISION = false
#--------------------------------------------------------------------------
VE_PLAYER_BIG_COLLISION = true
#--------------------------------------------------------------------------
# * required
# This method checks for the existance of the basic module and other
# VE scripts required for this script to work, don't edit this
#--------------------------------------------------------------------------
def self.required(name, req, version, type = nil)
if !$imported
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 = 1.10
Victor_Engine.required(:ve_pixel_movement, :ve_basic_module, 1.25, :above)
Victor_Engine.required(:ve_pixel_movement, :ve_map_battle, 1.00, :bellow)
Victor_Engine.required(:ve_pixel_movement, :ve_diagonal_move, 1.00, :bellow)

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Overwrite method: turn_end_on_map
#--------------------------------------------------------------------------
def turn_end_on_map
if $game_player.steps % (steps_for_turn * 8) == 0
on_turn_end
perform_map_damage_effect if @result.hp_damage > 0
end
end
#--------------------------------------------------------------------------
# * Alias method: init_public_members
#--------------------------------------------------------------------------
alias :check_floor_effect_ve_pixel_movement :check_floor_effect
def check_floor_effect
return if check_damage_floor
check_floor_effect_ve_pixel_movement
end
#--------------------------------------------------------------------------
# * New method: check_damage_floor
#--------------------------------------------------------------------------
def check_damage_floor
$game_player.damage_floor % 8 != 0
end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# * Overwrite method: layered_tiles
#--------------------------------------------------------------------------
def layered_tiles(x, y)
x2 = (x - 0.5).ceil
y2 = (y - 0.125).ceil
.collect {|z| tile_id(x2, y2, z) }
end
#--------------------------------------------------------------------------
# * Overwrite method: events_xy
#--------------------------------------------------------------------------
def events_xy(x, y)
event_list.select {|event| event.near?(x, y) }
end
#--------------------------------------------------------------------------
# * Overwrite method: events_xy_nt
#--------------------------------------------------------------------------
def events_xy_nt(x, y)
event_list.select {|event| event.near_nt?(x, y) }
end
#--------------------------------------------------------------------------
# * Overwrite method: x_with_direction
#--------------------------------------------------------------------------
def x_with_direction(x, d, times = 1)
x + (d == 6 ? times * 0.125 : d == 4 ? -times * 0.125 : 0)
end
#--------------------------------------------------------------------------
# * Overwrite method: y_with_direction
#--------------------------------------------------------------------------
def y_with_direction(y, d, times = 1)
y + (d == 2 ? times * 0.125 : d == 8 ? -times * 0.125 : 0)
end
#--------------------------------------------------------------------------
# * Overwrite method: round_x_with_direction
#--------------------------------------------------------------------------
def round_x_with_direction(x, d)
round_x(x + (d == 6 ? 0.125 : d == 4 ? -0.125 : 0))
end
#--------------------------------------------------------------------------
# * Overwrite method: round_y_with_direction
#--------------------------------------------------------------------------
def round_y_with_direction(y, d)
round_y(y + (d == 2 ? 0.125 : d == 8 ? -0.125 : 0))
end
#--------------------------------------------------------------------------
# * New method: check_x_with_direction
#--------------------------------------------------------------------------
def check_x_with_direction(x, d)
round_x(x + (d == 6 ? 1 : d == 4 ? -1 : 0))
end
#--------------------------------------------------------------------------
# * New method: check_y_with_direction
#--------------------------------------------------------------------------
def check_y_with_direction(y, d)
round_y(y + (d == 2 ? 1 : d == 8 ? -1 : 0))
end
end

#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
# This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#==============================================================================

class Game_CharacterBase
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :next_movement
attr_accessor :side_collision
attr_accessor :damage_floor
attr_accessor :move_list
attr_accessor :steps
#--------------------------------------------------------------------------
# * Overwrite method: region_id
#--------------------------------------------------------------------------
def region_id
$game_map.region_id((@x - 0.5).ceil, (@y - 0.125).ceil)
end
#--------------------------------------------------------------------------
# * Overwrite method: collide_with_events?
#--------------------------------------------------------------------------
def collide_with_events?(x, y)
$game_map.events_xy_nt(x, y).any? do |event|
event.collision_condition?(x, y, bw, bh, event?, @id, @side_collision)
end
end
#--------------------------------------------------------------------------
# * Overwrite method: collide_with_vehicles?
#--------------------------------------------------------------------------
def collide_with_vehicles?(x, y)
$game_map.vehicles.compact.any? do |vehicle|
next if vehicle.map_id != $game_map.map_id
vehicle.collision_condition?(x, y, bw, bh, self)
end
end
#--------------------------------------------------------------------------
# * Overwrite method: move_straight
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
@move_list += [{d: , turn: turn_ok}] * step_times
end
#--------------------------------------------------------------------------
# * Overwrite method: move_straight
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
@move_list += [{d: , turn: true}] * step_times
end
#--------------------------------------------------------------------------
# * Alias method: init_public_members
#--------------------------------------------------------------------------
alias :init_public_members_ve_pixel_movement :init_public_members
def init_public_members
init_public_members_ve_pixel_movement
@move_list =
@next_movement =
@over_event = 0
@damage_floor = 0
@steps = 0
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_pixel_movement :update
def update
update_move_straight
update_move_diagonal
update_ve_pixel_movement
end
#--------------------------------------------------------------------------
# * New method: update_move_straight
#--------------------------------------------------------------------------
def update_move_straight
return if moving? || @move_list.empty?
return if @move_list.first.size > 1
@move_value = @move_list.shift
d = @move_value.first
if passable?(@x, @y, d)
move_straight_pixel(d)
elsif @move_value
@move_list.clear
check_event_trigger_move(d)
else
@move_list.clear
end
end
#--------------------------------------------------------------------------
# * New method: move_straight_pixel
#--------------------------------------------------------------------------
def move_straight_pixel(d)
@diagonal_move = false
setup_movement(d, d)
@real_x = $game_map.x_with_direction(@x, reverse_dir(d))
@real_y = $game_map.y_with_direction(@y, reverse_dir(d))
@moved = player?
end
#--------------------------------------------------------------------------
# * Overwrite method: update_move_diagonal
#--------------------------------------------------------------------------
def update_move_diagonal
return if moving? || @move_list.empty?
return if @move_list.first.size < 2
@move_value = @move_list.shift
horz = @move_value.first
vert = @move_value.last
move_diagonal_pixel(horz, vert) if diagonal_passable?(x, y, horz, vert)
end
#--------------------------------------------------------------------------
# * New method: move_diagonal_pixel
#--------------------------------------------------------------------------
def move_diagonal_pixel(horz, vert)
@diagonal_move = true
setup_movement(horz, vert)
@real_x = $game_map.x_with_direction(@x, reverse_dir(horz))
@real_y = $game_map.y_with_direction(@y, reverse_dir(vert))
@moved = player?
end
#--------------------------------------------------------------------------
# * New method: character_collision?
#--------------------------------------------------------------------------
def character_collision?(x, y, d)
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
@through || debug_through? || !collide_with_characters?(x2, y2)
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
return 8
end
#--------------------------------------------------------------------------
# * New method: near_nt?
#--------------------------------------------------------------------------
def near_nt?(x, y)
near?(x, y) && !@through
end
#--------------------------------------------------------------------------
# * New method: near?
#--------------------------------------------------------------------------
def near?(x, y)
w = step_over? ? .max : .max
h = step_over? ? .max : .max
@real_x > x - w && @real_x < x + w && @real_y > y - h && @real_y < y + h
end
#--------------------------------------------------------------------------
# * New method: setup_movement
#--------------------------------------------------------------------------
def setup_movement(horz, vert)
@x = $game_map.round_x_with_direction(@x, horz)
@y = $game_map.round_y_with_direction(@y, vert)
add_next_movement(horz == vert ? horz : )
set_direction(horz) if @direction == reverse_dir(horz) || horz == vert
set_direction(vert) if @direction == reverse_dir(vert) && horz != vert
follower_control_move_update(horz, vert)
increase_steps
end
#--------------------------------------------------------------------------
# * New method: check_event_trigger_move
#--------------------------------------------------------------------------
def check_event_trigger_move(d)
set_direction(d)
check_event_trigger_touch_front
end
#--------------------------------------------------------------------------
# * New method: collision_condition?
#--------------------------------------------------------------------------
def collision_condition?(x, y, bw, bh, event, event_id, side)
return false if event && self.id == event_id
return false unless collision?(x, y, bw, bh)
return false unless normal_priority? || event
return false if side && !side_collision?
return true
end
#--------------------------------------------------------------------------
# * New method: follower_control_move_update
#--------------------------------------------------------------------------
def follower_control_move_update(horz, vert)
return unless $imported
return unless player? || follower?
add_move_update(horz == vert ? : )
end
#--------------------------------------------------------------------------
# * New method: passable?
#--------------------------------------------------------------------------
def passable?(x, y, d)
x = fix_position(x)
y = fix_position(y)
passable1 = passable_tile?(x, y, d)
passable2 = character_collision?(x, y, d)
fix_movement(x, y, d) if player? && !passable1 && passable2
fix_collision(x, y, d) if player? && !passable2 && passable1
passable1 && passable2
end
#--------------------------------------------------------------------------
# * New method: passable_tile?
#--------------------------------------------------------------------------
def passable_tile?(x, y, d)
result = true
result = passable_down?(x, y) if d == 2
result = passable_left?(x, y) if d == 4
result = passable_right?(x, y) if d == 6
result = passable_up?(x, y) if d == 8
result
end
#--------------------------------------------------------------------------
# * New method: locked_tile?
#--------------------------------------------------------------------------
def locked_tile?(x, y, d = 0)
list = -
list.all? {|d| !map_passable?(x, y, d) }
end
#--------------------------------------------------------------------------
# * New method: locked_move?
#--------------------------------------------------------------------------
def locked_move?(x, y)
!passable_down?(x, y) && !passable_left?(x, y)
!passable_right?(x, y) && !passable_up?(x, y)
end
#--------------------------------------------------------------------------
# * New method: passable_down?
#--------------------------------------------------------------------------
def passable_down?(x, y)
passable_normal?(x.ceil, y.to_i, 2, 4, x.ceil?) &&
passable_normal?(x.to_i, y.to_i, 2, 6, x.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_left?
#--------------------------------------------------------------------------
def passable_left?(x, y)
passable_normal?(x.ceil, y.ceil, 4, 8, y.ceil?) &&
passable_normal?(x.ceil, y.to_i, 4, 2, y.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_right?
#--------------------------------------------------------------------------
def passable_right?(x, y)
passable_normal?(x.to_i, y.ceil, 6, 8, y.ceil?) &&
passable_normal?(x.to_i, y.to_i, 6, 2, y.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_up?
#--------------------------------------------------------------------------
def passable_up?(x, y)
passable_normal?(x.ceil, y.ceil, 8, 4, x.ceil?) &&
passable_normal?(x.to_i, y.ceil, 8, 6, x.ceil?)
end
#--------------------------------------------------------------------------
# * New method: passable_normal?
#--------------------------------------------------------------------------
def passable_normal?(x, y, d, d2, ceil = false)
x1 = $game_map.round_x(x)
y1 = $game_map.round_y(y)
x2 = $game_map.check_x_with_direction(x1, d)
y2 = $game_map.check_y_with_direction(y1, d)
x3 = $game_map.round_x_with_direction(x1, d)
y3 = $game_map.round_y_with_direction(y1, d)
return false unless $game_map.valid?(x3, y3)
return true if @through || debug_through?
return false unless map_passable?(x2, y2, d2) || !ceil
return false unless move_passable1?(x1, y1, x2, y2, d)
return false unless move_passable2?(x1, y1, x2, y2, d)
return true
end
#--------------------------------------------------------------------------
# * New method: move_passable1?
#--------------------------------------------------------------------------
def move_passable1?(x1, y1, x2, y2, d)
map_passable?(x1, y1, d) || map_passable?(x2, y2, d)
end
#--------------------------------------------------------------------------
# * New method: move_passable?
#--------------------------------------------------------------------------
def move_passable2?(x1, y1, x2, y2, d)
map_passable?(x2, y2, reverse_dir(d)) && (map_passable?(x1, y1, d) ||
locked_tile?(x1, y1))
end
#--------------------------------------------------------------------------
# * New method: fix_movement
#--------------------------------------------------------------------------
def fix_movement(x, y, d)
return if (@diagonal && @diagonal != 0) || @diagonal_move
fix_movement_horiz(x, y, d) if (d == 2 || d == 8) && x.ceil?
fix_movement_vert(x, y, d) if (d == 4 || d == 6) && y.ceil?
end
#--------------------------------------------------------------------------
# * New method: fix_movement_horiz
#--------------------------------------------------------------------------
def fix_movement_horiz(x, y, d)
adjust = x - x.to_i
fix_move_straight(4) if fix_movement_left?(x, y, d) && adjust < 0.5
fix_move_straight(6) if fix_movement_right?(x, y, d) && adjust > 0.5
end
#--------------------------------------------------------------------------
# * New method: fix_movement_ver
#--------------------------------------------------------------------------
def fix_movement_vert(x, y, d)
adjust = y - y.to_i
fix_move_straight(2) if fix_movement_down?(x, y, d) && adjust > 0.5
fix_move_straight(8) if fix_movement_up?(x, y, d) && adjust < 0.5
end
#--------------------------------------------------------------------------
# * New method: fix_movement_down?
#--------------------------------------------------------------------------
def fix_movement_down?(x, y, d)
passable_normal?(x.to_i, y.ceil, d, 0, false) && movement_fix?(x, y, 2)
end
#--------------------------------------------------------------------------
# * New method: fix_movement_left?
#--------------------------------------------------------------------------
def fix_movement_left?(x, y, d)
passable_normal?(x.to_i, y.to_i, d, 0, false) && movement_fix?(x, y, 4)
end
#--------------------------------------------------------------------------
# * New method: fix_movement_right?
#--------------------------------------------------------------------------
def fix_movement_right?(x, y, d)
passable_normal?(x.ceil, y.to_i, d, 0, false) && movement_fix?(x, y, 6)
end
#--------------------------------------------------------------------------
# * New method: fix_movement_up?
#--------------------------------------------------------------------------
def fix_movement_up?(x, y, d)
passable_normal?(x.to_i, y.to_i, d, 0, false) && movement_fix?(x, y, 8)
end
#--------------------------------------------------------------------------
# * New method: movement_fix?
#--------------------------------------------------------------------------
def movement_fix?(x, y, d)
passable_tile?(x, y, d) && character_collision?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_collision
#--------------------------------------------------------------------------
def fix_collision(x, y, d)
return if (@diagonal && @diagonal != 0) || @diagonal_move
@side_collision = true
fix_collision_horiz(x, y, d) if (d == 2 || d == 8)
fix_collision_vert(x, y, d) if (d == 4 || d == 6)
@side_collision = false
end
#--------------------------------------------------------------------------
# * New method: fix_collision_horiz
#--------------------------------------------------------------------------
def fix_collision_horiz(x, y, d)
fix_move_straight(4) if fix_collision_left?(x, y, d)
fix_move_straight(6) if fix_collision_right?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_vert
#--------------------------------------------------------------------------
def fix_collision_vert(x, y, d)
fix_move_straight(2) if fix_collision_down?(x, y, d)
fix_move_straight(8) if fix_collision_up?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_down?
#--------------------------------------------------------------------------
def fix_collision_down?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 2)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_left?
#--------------------------------------------------------------------------
def fix_collision_left?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 4)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_right?
#--------------------------------------------------------------------------
def fix_collision_right?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 6)
end
#--------------------------------------------------------------------------
# * New method: fix_collision_up?
#--------------------------------------------------------------------------
def fix_collision_up?(x, y, d)
!character_collision?(x, y, d) && collision_fix?(x, y, d, 8)
end
#--------------------------------------------------------------------------
# * New method: collision_fix?
#--------------------------------------------------------------------------
def collision_fix?(x, y, d, d2)
side_collision_fix?(x, y, d, d2, 2) && side_fix?(x, y, d2)
end
#--------------------------------------------------------------------------
# * New method: side_collision_fix?
#--------------------------------------------------------------------------
def side_collision_fix?(x, y, d, d2, t)
t.times.any? do |i|
x2, y2 = x, y
y2 += (t - i) * 0.125 if d2 == 2
x2 -= (t - i) * 0.125 if d2 == 4
x2 += (t - i) * 0.125 if d2 == 6
y2 -= (t - i) * 0.125 if d2 == 8
character_collision?(x2, y2, d)
end
end
#--------------------------------------------------------------------------
# * New method: side_fix?
#--------------------------------------------------------------------------
def side_fix?(x, y, d)
passable_tile?(x, y, d) && character_collision?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: fix_move_straight
#--------------------------------------------------------------------------
def fix_move_straight(d)
return if moving?
@x = $game_map.round_x_with_direction(@x, d)
@y = $game_map.round_y_with_direction(@y, d)
follower_control_move_update(d, d)
add_next_movement(d)
increase_steps
@moved = player?
end
#--------------------------------------------------------------------------
# * New method: add_next_movement
#--------------------------------------------------------------------------
def add_next_movement(d)
return unless follower? || player?
return if $imported# && follower_control_block
@next_movement.push(d)
end
#--------------------------------------------------------------------------
# * New method: follower_control_block
#--------------------------------------------------------------------------
def follower_control_block
return true if follower? && origin_position
return true if $game_player.followers.gathering_origin?
return false
end
#--------------------------------------------------------------------------
# * New method: front_collision?
#--------------------------------------------------------------------------
def front_collision?(x, y, d)
return false if (@diagonal && @diagonal != 0) || @diagonal_move
result = !front_collision_horiz(x, y, d) if (d == 2 || d == 8)
result = !front_collision_vert(x, y, d) if (d == 4 || d == 6)
result
end
#--------------------------------------------------------------------------
# * New method: front_collision_horiz
#--------------------------------------------------------------------------
def front_collision_horiz(x, y, d)
side_collision_fix?(x, y, d, 4, 4) || side_collision_fix?(x, y, d, 6, 4)
end
#--------------------------------------------------------------------------
# * New method: front_collision_vert
#--------------------------------------------------------------------------
def front_collision_vert(x, y, d)
side_collision_fix?(x, y, d, 2, 4) || side_collision_fix?(x, y, d, 8, 4)
end
#--------------------------------------------------------------------------
# * New method: step_over?
#--------------------------------------------------------------------------
def step_over?
@through
end
#--------------------------------------------------------------------------
# * New method: bw
#--------------------------------------------------------------------------
def bw
setup_bitmap_dimension unless @bw && character_name == @character_name_wh
@bw
end
#--------------------------------------------------------------------------
# * New method: bh
#--------------------------------------------------------------------------
def bh
setup_bitmap_dimension unless @bh && character_name == @character_name_wh
@bh
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
@character_name_wh = character_name
bitmap = Cache.character(character_name).clone
sign = @character_name[/^./]
if character_name != "" && @tile_id == 0 && sign && sign.include?('$')
@bw = bitmap.width / 32.0 / frames
@bh = bitmap.height / 32.0 / 4
elsif character_name != "" && @tile_id == 0
@bw = bitmap.width / 32.0 / (frames * 4)
@bh = bitmap.height / 32.0 / 8
else
@bw = 1.0
@bh = 1.0
end
bitmap.dispose
end
#--------------------------------------------------------------------------
# * New method: collision?
#--------------------------------------------------------------------------
def collision?(x, y, w, h)
ax1, ay1, ax2, ay2 = setup_rect(x, y, w, h)
bx1, by1, bx2, by2 = setup_rect(@x, @y, bw, bh)
ax2 > bx1 && ax1 < bx2 && ay2 > by1 && ay1 < by2
end
#--------------------------------------------------------------------------
# * New method: over?
#--------------------------------------------------------------------------
def over?(x, y)
ax1, ay1, ax2, ay2 = setup_rect(x, y - 0.125, 0, 0)
bx1, by1, bx2, by2 = setup_rect(@real_x, @real_y, bw, bh - 0.125)
ax2 >= bx1 && ax1 <= bx2 && ay2 >= by1 && ay1 <= by2
end
#--------------------------------------------------------------------------
# * New method: setup_rect
#--------------------------------------------------------------------------
def setup_rect(x, y, w, h)
x1 = x - w / 2.0
y1 = y - h
x2 = x1 + w
y2 = y1 + h

end
#--------------------------------------------------------------------------
# * New method: align_with
#--------------------------------------------------------------------------
def align_with(x, y)
d = @direction
@x = $game_map.round_x_with_direction(x, 0) if d == 2 || d == 8
@y = $game_map.round_y_with_direction(y, 0) if d == 6 || d == 4
dx = (d == 2 || d == 8) ? (@x - @real_x) / 0.125 : 0
dy = (d == 4 || d == 6) ? (@y - @real_y) / 0.125 : 0
set_direction(dx > 0 ? 6 : dx < 0 ? 4 : dy > 0 ? 2 : dy < 0 ? 8 : d)
@real_x = $game_map.x_with_direction(@x, reverse_dir(@direction), dx.abs)
@real_y = $game_map.y_with_direction(@y, reverse_dir(@direction), dy.abs)
update_for_align while moving?
@direction = d
end
#--------------------------------------------------------------------------
# * New method: update_for_align
#--------------------------------------------------------------------------
def update_for_align
SceneManager.scene.update_basic
SceneManager.scene.spriteset.update
$game_map.update(true)
$game_timer.update
update_animation
update_move
end
#--------------------------------------------------------------------------
# * New method: fix_position
#--------------------------------------------------------------------------
def fix_position(n)
(n * 64 / 8).round / 8.0
end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :over_event
attr_accessor :land_test
#--------------------------------------------------------------------------
# * Overwrite method: check_event_trigger_there
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
x2 = $game_map.round_x_with_direction(@x, @direction)
y2 = $game_map.round_y_with_direction(@y, @direction)
start_map_event(x2, y2, triggers, true)
return if $game_map.any_event_starting?
return unless counter_tile?
x3 = $game_map.check_x_with_direction(x2, @direction)
y3 = $game_map.check_y_with_direction(y2, @direction)
start_map_event(x3, y3, triggers, true)
end
#--------------------------------------------------------------------------
# * Overwrite method: start_map_event
#--------------------------------------------------------------------------
def start_map_event(x, y, triggers, normal)
return if $game_map.interpreter.running?
$game_map.events_xy(x, y).each do |event|
event.start if check_event_contiontion(x, y, event, triggers, normal)
end
end
#--------------------------------------------------------------------------
# * Overwrite method: update_nonmoving
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
moved = @moved
@moved = false
if last_moving || moved
$game_party.on_player_walk
return if check_touch_event
end
if movable? && Input.trigger?(:C)
return if get_on_off_vehicle
return if check_action_event
end
@over_event -= 1 if @over_event > 0 && (last_moving || moved)
update_encounter if last_moving || moved
end
#--------------------------------------------------------------------------
# * Overwrite method: get_on_vehicle
#--------------------------------------------------------------------------
def get_on_vehicle
setup_vehicle
enter_vehicle if vehicle
@vehicle_getting_on
end
#--------------------------------------------------------------------------
# * Overwrite method: increase_steps
#--------------------------------------------------------------------------
def increase_steps
super
if normal_walk?
@steps += 1
$game_player.damage_floor = 0 unless on_damage_floor?
$game_player.damage_floor += 1
$game_party.increase_steps if @steps % 8 == 0
end
end
#--------------------------------------------------------------------------
# * Alias method: clear_transfer_info
#--------------------------------------------------------------------------
alias :clear_transfer_info_ve_pixel_movement :clear_transfer_info
def clear_transfer_info
clear_transfer_info_ve_pixel_movement
clear_next_movement
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_gp_pixel_movement :update
def update
@followers.move unless $imported
update_ve_gp_pixel_movement
end
#--------------------------------------------------------------------------
# * Alias method: move_by_input
#--------------------------------------------------------------------------
alias :move_by_input_ve_gp_pixel_movement :move_by_input
def move_by_input
return unless @move_list.empty?
move_by_input_ve_gp_pixel_movement
end
#--------------------------------------------------------------------------
# * Alias method: move_by_input
#--------------------------------------------------------------------------
alias :update_vehicle_get_on_ve_gp_pixel_movement :update_vehicle_get_on
def update_vehicle_get_on
return unless @move_list.empty?
@followers.gather unless @followers.gathered?
@through = false if @followers.gathered?
clear_next_movement if @followers.gathered?
update_vehicle_get_on_ve_gp_pixel_movement if @followers.gathered?
end
#--------------------------------------------------------------------------
# * Alias method: update_vehicle_get_off
#--------------------------------------------------------------------------
alias :update_vehicle_get_off_ve_gp_pixel_movement :update_vehicle_get_off
def update_vehicle_get_off
return unless @move_list.empty?
@followers.gather unless @followers.gathered?
clear_next_movement if @followers.gathered?
@through = false if !@followers.gathering? && vehicle.altitude == 0
update_vehicle_get_off_ve_gp_pixel_movement if @followers.gathered?
end
#--------------------------------------------------------------------------
# * Alias method: get_off_vehicle
#--------------------------------------------------------------------------
alias :get_off_vehicle_ve_gp_pixel_movement :get_off_vehicle
def get_off_vehicle
result = get_off_vehicle_ve_gp_pixel_movement
clear_vehicle_off if result
result
end
#--------------------------------------------------------------------------
# * New method: clear_vehicle_off
#--------------------------------------------------------------------------
def clear_vehicle_off
@through = true
clear_next_movement
@followers.synchronize(@x, @y, @direction)
end
#--------------------------------------------------------------------------
# * New method: check_event_contiontion
#--------------------------------------------------------------------------
def check_event_contiontion(x, y, event, triggers, normal)
passable = passable_tile?(@x, @y, @direction)
w = (counter_tile? || !passable) ? 1.0 : bw
h = (counter_tile? || !passable) ? 1.0 : bh
return false unless event.trigger_in?(triggers)
return false unless event.event_priority?(normal)
return false unless passable || event.over_tile? || counter_tile?
return false unless event.collision?(x, y, w, h) || !jumping?
return false unless !event.in_front? || front_collision?(x, y, @direction)
return true
end
#--------------------------------------------------------------------------
# * New method: counter_tile?
#--------------------------------------------------------------------------
def counter_tile?
x = $game_map.check_x_with_direction(@x, @direction)
y = $game_map.check_y_with_direction(@y, @direction)
$game_map.counter?(x, y)
end
#--------------------------------------------------------------------------
# * New method: setup_vehicle
#--------------------------------------------------------------------------
def setup_vehicle
$game_map.vehicles.compact.each do |vehicle|
next unless vehicle.enter_vechicle?(@x, @y, @direction)
@vehicle_type = vehicle.type
break if vehicle
end
end
#--------------------------------------------------------------------------
# * New method: enter_vehicle
#--------------------------------------------------------------------------
def enter_vehicle
align_with(vehicle.x, vehicle.y) unless in_airship?
@vehicle_getting_on = true
force_move_forward unless in_airship?
@through = true
@followers.gather
end
#--------------------------------------------------------------------------
# * New method: clear_next_movement
#--------------------------------------------------------------------------
def clear_next_movement
@next_movement.clear
@followers.clear_move_list
@followers.clear_next_movement
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
(move_route_forcing || not_driving?) ? super : 1
end
#--------------------------------------------------------------------------
# * New method: not_driving?
#--------------------------------------------------------------------------
def not_driving?
vehicle && !vehicle.driving
end
#--------------------------------------------------------------------------
# * New method: move_straight
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
super
end
#--------------------------------------------------------------------------
# * New method: move_diagonal
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
super
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
@bw = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
@bh = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
end
end

#==============================================================================
# ** Game_Follower
#------------------------------------------------------------------------------
# This class handles the followers. Followers are the actors of the party
# that follows the leader in a line. It's used within the Game_Followers class.
#==============================================================================

class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Overwrite method: chase_preceding_character
#--------------------------------------------------------------------------
def chase_preceding_character
return if $imported && cant_follow_character
return if $imported
unless moving? || @move_list.size > 0
move_size = @preceding_character.next_movement.size
if move_size >= 8 || (move_size > 0 && gathering?)
update_chasing
elsif gathering? && !gathered?
move_toward_player
@move_list.clear if gathered?
end
end
end
#--------------------------------------------------------------------------
# * New method: update_chasing
#--------------------------------------------------------------------------
def update_chasing
next_move = @preceding_character.next_movement.shift
move_straight(next_move) if next_move.numeric?
move_diagonal(*next_move) if next_move.array?
end
#--------------------------------------------------------------------------
# * New method: gathered?
#--------------------------------------------------------------------------
def gathered?
pos?($game_player.x, $game_player.y)
end
#--------------------------------------------------------------------------
# * New method: move_straight
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
super
end
#--------------------------------------------------------------------------
# * New method: move_diagonal
#--------------------------------------------------------------------------
def move_diagonal(horz, vert)
super
end
#--------------------------------------------------------------------------
# * New method: movement_size
#--------------------------------------------------------------------------
def movement_size
gathering? ? 0 : 8
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
move_route_forcing ? super : 1
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
@bw = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
@bh = VE_PLAYER_BIG_COLLISION ? 1.0 : 0.75
end
end

#==============================================================================
# ** Game_Followers
#------------------------------------------------------------------------------
# This class handles the followers. It's a wrapper for the built-in class
# "Array." It's used within the Game_Player class.
#==============================================================================

class Game_Followers
#--------------------------------------------------------------------------
# * New method: clear_next_movement
#--------------------------------------------------------------------------
def clear_next_movement
each {|follower| follower.next_movement.clear }
end
#--------------------------------------------------------------------------
# * New method: clear_move_list
#--------------------------------------------------------------------------
def clear_move_list
each {|follower| follower.move_list.clear }
end
#--------------------------------------------------------------------------
# * New method: gathered?
#--------------------------------------------------------------------------
def gathered?
@data.all? {|follower| follower.gathered? }
end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Overwrite method: collide_with_player_characters?
#--------------------------------------------------------------------------
def collide_with_player_characters?(x, y)
normal_priority? && player_collision?(x, y)
end
#--------------------------------------------------------------------------
# * Alias method: start
#--------------------------------------------------------------------------
alias :start_ve_pixel_movement :start
def start
start_ve_pixel_movement
$game_player.over_event = 8 if step_over? && !step_trigger?
end
#--------------------------------------------------------------------------
# * Alias method: setup_page_settings
#--------------------------------------------------------------------------
alias :setup_page_settings_ve_pixel_movement :setup_page_settings
def setup_page_settings
setup_page_settings_ve_pixel_movement
@move_steps = note =~ /<MOVE STEPS: (\d+)>/i ? $1.to_i : nil
@step_trigger = note =~ /<EACH STEP TRIGGER>/i ? true : false
@in_front = note =~ /<FRONT COLLISION>/i ? true : false
@over_tile = note =~ /<OVER TILE>/i ? true : false
@side_fix = note =~ /<NO SIDE COLLISION FIX>/i ? false : true
end
#--------------------------------------------------------------------------
# * New method: player_collision?
#--------------------------------------------------------------------------
def player_collision?(x, y)
$game_map.actors.any? {|actor| actor.collision?(x, y, bh, bw)}
end
#--------------------------------------------------------------------------
# * New method: event_priority?
#--------------------------------------------------------------------------
def event_priority?(normal)
(normal_priority? == normal || (@through && !normal)) &&
(normal_priority? || @trigger == 0 || $game_player.over_event == 0)
end
#--------------------------------------------------------------------------
# * New method: check_event_trigger_touch
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return if $game_map.interpreter.running?
if @trigger == 2 && $game_player.collision?(x, y, bh, bw)
start if !jumping? && normal_priority?
end
end
#--------------------------------------------------------------------------
# * New method: step_over?
#--------------------------------------------------------------------------
def step_over?
super || (@character_name == "" && @tile_id == 0) || @priority_type == 0
end
#--------------------------------------------------------------------------
# * New method: step_times
#--------------------------------------------------------------------------
def step_times
@move_steps ? @move_steps : super
end
#--------------------------------------------------------------------------
# * New method: step_trigger?
#--------------------------------------------------------------------------
def step_trigger?
@step_trigger
end
#--------------------------------------------------------------------------
# * New method: in_front?
#--------------------------------------------------------------------------
def in_front?
@in_front
end
#--------------------------------------------------------------------------
# * New method: over_tile?
#--------------------------------------------------------------------------
def over_tile?
@over_tile
end
#--------------------------------------------------------------------------
# * New method: side_collision?
#--------------------------------------------------------------------------
def side_collision?
@side_fix
end
#--------------------------------------------------------------------------
# * New method: setup_bitmap_dimension
#--------------------------------------------------------------------------
def setup_bitmap_dimension
regexp = /<EVENT SIZE: (\d+), (\d+)>/i
note =~ regexp ? setup_custom_dimension($1.to_i, $2.to_i) : super
end
#--------------------------------------------------------------------------
# * New method: setup_custom_dimension
#--------------------------------------------------------------------------
def setup_custom_dimension(x, y)
x1 = (x / 8).to_i
y1 = (y / 8).to_i
@bw = x1 / 4.0
@bh = y1 / 4.0
end
end

#==============================================================================
# ** Game_Vehicle
#------------------------------------------------------------------------------
# This class handles vehicles. It's used within the Game_Map class. If there
# are no vehicles on the current map, the coordinates is set to (-1,-1).
#==============================================================================

class Game_Vehicle < Game_Character
#--------------------------------------------------------------------------
# * Overwrite method: land_ok?
#--------------------------------------------------------------------------
def land_ok?(x, y, d)
@type == :airship ? airship_landable?(x, y) : check_landable?(x, y, d)
end
#--------------------------------------------------------------------------
# * New method: land_test
#--------------------------------------------------------------------------
def land_test
@land_test
end
#--------------------------------------------------------------------------
# * New method: step_over?
#--------------------------------------------------------------------------
def step_over?
above? || super
end
#--------------------------------------------------------------------------
# * New method: check_landable?
#--------------------------------------------------------------------------
def check_landable?(x, y, d)
x2 = $game_map.check_x_with_direction(x, d)
y2 = $game_map.check_y_with_direction(y, d)
@land_test = true
result = passable?(x2, y2, d)
@land_test = false
result
end
#--------------------------------------------------------------------------
# * New method: airship_landable?
#--------------------------------------------------------------------------
def airship_landable?(x, y)
.any? {|d| passable?(x, y, d) }
end
#--------------------------------------------------------------------------
# * New method: passable_normal?
#--------------------------------------------------------------------------
def passable_normal?(x, y, d ,d2, ceil = false)
@land_test ? landable_normal?(x, y, d ,d2, ceil) : super(x, y, d ,d2, ceil)
end
#--------------------------------------------------------------------------
# * New method: landable_normal?
#--------------------------------------------------------------------------
def landable_normal?(x, y, d ,d2, ceil)
x1 = $game_map.round_x(x)
y1 = $game_map.round_y(y)
return false unless $game_map.valid?(x1, y1)
return true if @through || debug_through?
return false unless map_passable?(x1, y1, d)
return false unless map_passable?(x1, y1, d2) || !ceil
return false unless map_passable?(x1, y1, reverse_dir(d))
return true
end
#--------------------------------------------------------------------------
# * New method: enter_vechicle?
#--------------------------------------------------------------------------
def enter_vechicle?(x, y, d)
return false if @map_id != $game_map.map_id
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
x3 = $game_map.check_x_with_direction(@x, reverse_dir(d))
y3 = $game_map.check_y_with_direction(@y, reverse_dir(d))
( above? && collision?(x, y - 0.125, bw * 0.75, bh * 0.75)) ||
(!above? && collision?(x2, y2, bw, bh) && map_passable?(x3, y3, d))
end
#--------------------------------------------------------------------------
# * New method: collision_condition?
#--------------------------------------------------------------------------
def collision_condition?(x, y, bw, bh, player)
return false if step_over?
return false if player.player? && self == player.vehicle
return false if !collision?(x, y, bw, bh)
return true
end
end


FenixFyreX's Stair Movement v.1.1
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#
# Stairs Movement v 1.1
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#
#
# FenixFyreX
#
# Final Fantasy VI had stairs that the player actually walked up. Their direction
# became two way on these stairs, left or right. This script replicates that
# feature.
#
#Introduction
#This script allows movement on a diagonal line to emulate scaling staircases.
#
#Features
#- Easily designate a staircase via a region
#- Change the speed at which steps are taken to match the pace of moving up/down the staircase
#- Alter the y coordinate offset of the character sprite to match the tileset staircase center
#
#Screenshots
#Not really applicable as you'd need to see it in action. Just put it in your project, set up a staircase, and try it out.
#
#How to Use
#1> Install the script below the default scripts and above Main.
#2> Edit the script config to change the staircase region id to your liking.
#
#Credit and Thanks
#- FenixFyreX
#
#http://forums.rpgmakerweb.com/index.php?/topic/9216-stairs-movement/
#
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#

StairsRegionID = 10 # The region ID to use for designating staircases
StairsOffset = 4 # The height of one tileset staircase plank (about 4px)
CharAnimSpeed = 2 # The speed at which a sprite cycles through frames

#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#
# End of Config. Do not edit below.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#

class Game_Map
def stairs?(x,y)
region_id(x,y) == StairsRegionID
end
end

class Game_CharacterBase

# give other coders access to checking stairs status
attr_reader :on_stairs, :stairs_d
alias on_stairs? on_stairs

# check whether character is on stairs
def check_stairs
@on_stairs = stairs?(0)
end

# Checks if there are any sets of stairs in the given direction
def stairs?(d)
return case d
when 0
$game_map.stairs?(@x,@y)
when 2
$game_map.stairs?(@x-1,@y+1) || $game_map.stairs?(@x+1,@y+1)
when 4
$game_map.stairs?(@x-1,@y-1) || $game_map.stairs?(@x-1,@y+1)
when 6
$game_map.stairs?(@x+1,@y-1) || $game_map.stairs?(@x+1,@y+1)
when 8
$game_map.stairs?(@x-1,@y-1) || $game_map.stairs?(@x+1,@y-1)
else
false
end
end

# Checks passability in the given direction for stairs
def stairs_passable?(x, y, d)
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
return false unless $game_map.valid?(x2, y2)
return true if @through || debug_through?
return false unless map_passable?(x, y, d)
return false if collide_with_characters?(x2, y2)
return true
end

# Moves the character in the given direction diagonally up or down stairs
def move_diag_stairs(d, horz, vert, turn_ok)
x,y = @x+horz,@y+vert
horz = [.index(horz)]
vert = [.index(vert)]
@move_succeed = stairs_passable?(x,y,d)
d = [[,,,].index()%2]
set_direction(d) if turn_ok
if @move_succeed
@x = $game_map.round_x_with_direction(@x, horz)
@y = $game_map.round_y_with_direction(@y, vert)
@real_x = $game_map.x_with_direction(@x, reverse_dir(horz))
@real_y = $game_map.y_with_direction(@y, reverse_dir(vert))
increase_steps
end
end

# Returns the stair vector for the given direction
def stair_vector(d)
x,y = 0,0
case d
when 4,6
x = [.index(d)]
y = $game_map.stairs?(@x+x,@y-1) ? -1 : 1
when 2,8
y = [.index(d)]
x = $game_map.stairs?(@x-1,@y+y) ? -1 : 1
end

end

# Checks whether or not the character is not getting on or off stairs
def midstairs?
@on_stairs && stairs?(reverse_dir(@direction))
end

# Alters original move method to put stairs into effect
alias move_straight_no_stairs move_straight
def move_straight(d, turn_ok = true)
if on_stairs? && stairs?(d)
@stairs_d = d
move_diag_stairs(d, *stair_vector(d), turn_ok)
else
d = @direction if @on_stairs && .include?(d)
move_straight_no_stairs(d, turn_ok)
end
check_stairs
end

alias move_diagonal_for_stairs move_diagonal
def move_diagonal(horz, vert)
if self.is_a?(Game_Follower) && @preceding_character.on_stairs?
check_stairs
if on_stairs? && stairs?(@preceding_character.stairs_d)
d = @preceding_character.stairs_d
move_diag_stairs(d, *stair_vector(d), true)
else
move_diagonal_for_stairs(horz, vert)
end
else
move_diagonal_for_stairs(horz, vert)
end
end

# Shift the y coordinate of the character's sprite to compensate for stairs
alias shift_y_for_stairs shift_y
def shift_y(*a,&bl)
shift_y_for_stairs(*a,&bl) + (midstairs? ? StairsOffset : 0)
end

# Update the sprite more to create pace-per-step effect on stairs
alias update_anime_count_for_stairs update_anime_count
def update_anime_count(*a,&bl)
ac = @anime_count
update_anime_count_for_stairs(*a,&bl)
@anime_count += CharAnimSpeed if midstairs?
end
end

class Game_Player < Game_Character
alias move_straight_for_stairs move_straight
def move_straight(*a,&bl)
@followers.move if stairs_passable?(@x,@y,a) if on_stairs?
move_straight_for_stairs(*a,&bl)
end
end

#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#
# End of Script
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#


I would like to be able to use both of these scripts together. Sadly, they are incompatible.

With both scripts in game, the game will start and will play/work without glitch, until you come to a flight of stairs. Fenix's script makes it so that a region flag can be used to cause the Stair Movement Script to kick in and create the diagonal movement automatically. While pressing left, the character will automatically walk Northwest or Southwest depending on which way the region flags are lined up. With both scripts in game, the character, when coming in contact with the stair tile, will stop as though hitting a wall. By wiggling (pressing up, left, up, left, up, left, etc) up the stairs the character will pass through, but very glitchy.

Victor has a diagonal movement script which looks great in the game, but when climbing the steps in this manner it loses the atmosphere and the smooth action that comes from Fenix's Stair script.

Would someone, please, take a look at these scripts and see if they can be made compatible? I'd be so appreciative.

Thank you for even taking the time to read my request.

Be Blessed

Well, Hi Y'all!

Greetings:

Hi Y'all. Hope everyone is having a creatively successful day. My User Name (as you can see) is ChristianGameMaker, but you can all call me CGM if you'd like. This is not my first time joining a community such as this...it's my second. So, I'm excited and a little nervous to become a part of your community. If you'll have me.

A Little About Me:

Husband. I'm extremely, Happily, and Eternally Married. My wife's name is Brittany, I may blather on about her a lot. I may not. She pretty much Rocks My World, (not like that). She always plays the lead female roll in my games. She loves being involved in my creativeness and I love her for it. She is very particular about her character though. So, I have to be careful what I write for her to do and say.

Furr-Babies. I haven't had the pleasure of become a Father yet, so we've happily taken on the Love of 3 little furr-babies. Caleb Nathaniel is our youngest and biggest. A half shepherd, quarter wolf, quarter husky. He's a handful of joy and frustration. Madison Grace is our middle child in every way. She's her Momma's Daughter but she only wants Daddy's affection. Then, our oldest, Tina Louise. We call her Tiny because she is a Jack Russel Terrier. She's about 2 handfuls of fur.

Creator. I love to create. From writing songs, stories, to creating games. I've had about 10 years of experience in game writing and building, but it's been a passive part of my free time. So, I'm still wet behind the ears.

Gaming History:

I'm 34, 35 in June, so I was around when Final Fantasy came out on Nintendo and I've been hooked ever since. I played all the major RPG's that came out along the way. Final Fantasy, Lufia, Star Ocean, Secret of Mana, Secret of Evermore, Chrono Trigger, Zelda, Dragon Age, Fable, and so on. I have just recently stopped playing games, and I hope to put that new free time into making some of my own. I've never completed a game project and so, with the help of this community, I hope to do so.

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