Pages: 1 [2]  All

Author Topic: Masamune: Exploration: The Spirit Ship [RE-VAMPED]  (Read 2260 times)

0 Members and 1 Guest are viewing this topic.
valdred Male
***
Rep: +6/-16
Offline Offline
Level 54 (01%)
Re: Masamune: Exploration: The Spirit Ship [TRAILER ADDED]
« Reply #25 on: January 25, 2010, 11:00:30 AM »

  • what do you mean? doesn't it work?
    Quote
    I WOULD prefer something that works tbh
    don't be such an ungrateful ####  :mad:, i actually tried to help you out. if it doesn't work then tell us why so that we can help you fix it rather than just complaining...
    skaraflame
    **
    Rep: +0/-7
    Offline Offline
    Level 53 (57%)
    Dance with the enemy
    Re: Masamune: Exploration: The Spirit Ship [TRAILER ADDED]
    « Reply #26 on: January 26, 2010, 04:10:15 AM »

  • lol sorry
    just nothing happened, I tried it out on another project and simply nothing happened
    valdred Male
    ***
    Rep: +6/-16
    Offline Offline
    Level 54 (01%)
    Re: Masamune: Exploration: The Spirit Ship [TRAILER ADDED]
    « Reply #27 on: January 26, 2010, 08:56:38 AM »

  • Spoiler for Hiden:
    Code: [Select]
    # train_actor
    =begin

    Caterpillar walking script

    Copyright © 2005 fukuyama

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA

    http://www.gnu.org/licenses/lgpl.html
    http://www.opensource.gr.jp/lesser/lgpl.ja.html

    =end

    # Config.rb
    #==============================================================================
    # ? Train_Actor::Config
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    # ?Switch setup for transparent status
    # When true, switch control is used
    # TRANSPARENT_SWITCH = true
    TRANSPARENT_SWITCH = false

    # ?Switch number for transparent status
    # When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
    TRANSPARENT_SWITCHES_INDEX = 1

    # ?Maximum number of actors
    # There will be support for a large number of people in a party in the future...
    TRAIN_ACTOR_SIZE_MAX = 4

    # Constants
    DOWN_LEFT = 1
    DOWN_RIGHT = 3
    UP_LEFT = 7
    UP_RIGHT = 9
    JUMP = 5

    end

    # rgss

    # Spriteset_Map_Module.rb
    #==============================================================================
    # ? Spriteset_Map_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Spriteset_Map_Module
    def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
    end
    def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
    for character in characters.reverse
    @character_sprites.unshift(
    Sprite_Character.new(@viewport1, character)
    )
    end
    @setup_actor_character_sprites_flag = true
    end
    end
    end

    end

    class Spriteset_Map
    include Train_Actor::Spriteset_Map_Module
    end

    # Scene_Map_Module.rb
    #==============================================================================
    # ? Scene_Map_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Scene_Map_Module
    def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
    end
    end

    end

    class Scene_Map
    include Train_Actor::Scene_Map_Module
    end

    # Game_Party_Module.rb
    #==============================================================================
    # ? Game_Party_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Party_Module
    attr_reader :characters
    def actors_dead?
    for actor in actors
    if actor.dead?
    return true
    end
    end
    return false
    end
    def update_party_order
    if not actors_dead?
    return actors
    end
    alive_actors = []
    dead_actors = []
    for actor in actors
    if actor.dead?
    dead_actors.push actor
    else
    alive_actors.push actor
    end
    end
    return alive_actors + dead_actors
    end
    def setup_actor_character_sprites
    if @characters.nil?
    @characters = []
    for i in 1 ... TRAIN_ACTOR_SIZE_MAX
    @characters.push(Game_Party_Actor.new)
    end
    end
    setup_actors = update_party_order
    for i in 1 ... TRAIN_ACTOR_SIZE_MAX
    @characters[i - 1].setup(setup_actors[i])
    end
    if $scene.class.method_defined?('setup_actor_character_sprites')
    $scene.setup_actor_character_sprites(@characters)
    end
    end
    def update_party_actors
    update_party_order
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
    if TRANSPARENT_SWITCH
    transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
    end
    end
    for character in @characters
    character.transparent = transparent
    character.move_speed = $game_player.move_speed
    character.step_anime = $game_player.step_anime
    character.update
    end
    end
    def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
    character.moveto( x, y )
    end
    if @move_list == nil
    @move_list = []
    end
    move_list_setup
    end
    def move_party_actors
    if @move_list == nil
    @move_list = []
    move_list_setup
    end
    @move_list.each_index do |i|
    if @characters[i] != nil
    case @move_list[i].type
    when Input::DOWN
    @characters[i].move_down(@move_list[i].args[0])
    when Input::LEFT
    @characters[i].move_left(@move_list[i].args[0])
    when Input::RIGHT
    @characters[i].move_right(@move_list[i].args[0])
    when Input::UP
    @characters[i].move_up(@move_list[i].args[0])
    when DOWN_LEFT
    @characters[i].move_lower_left
    when DOWN_RIGHT
    @characters[i].move_lower_right
    when UP_LEFT
    @characters[i].move_upper_left
    when UP_RIGHT
    @characters[i].move_upper_right
    when JUMP
    @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
    end
    end
    end
    end
    class Move_List_Element
    def initialize(type,args)
    @type = type
    @args = args
    end
    def type() return @type end
    def args() return @args end
    end
    def move_list_setup
    for i in 0 .. TRAIN_ACTOR_SIZE_MAX
    @move_list[i] = nil
    end
    end
    def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
    end
    def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
    end
    def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
    end
    def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
    end
    def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
    end
    def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
    end
    def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
    end
    def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
    end
    def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
    end
    def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
    end
    end

    end

    class Game_Party
    include Train_Actor::Game_Party_Module
    end

    # Game_Player_Module.rb
    #==============================================================================
    # ? Game_Player_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Player_Module
    attr_reader :move_speed
    attr_reader :step_anime

    def update_party_actors
    $game_party.update_party_actors
    $game_party.actors.each do |actor|
    if actor.dead?
    next
    end
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    break
    end
    end
    def update
    update_party_actors
    super
    end
    def moveto( x, y )
    $game_party.moveto_party_actors( x, y )
    super( x, y )
    end
    def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
    $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
    $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
    $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
    $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_lower_left
    # When possible to move from down?left or from left?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    $game_party.move_lower_left_party_actors
    end
    super
    end
    def move_lower_right
    # When possible to move from down?right or from right?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    $game_party.move_lower_right_party_actors
    end
    super
    end
    def move_upper_left
    # When possible to move from up?left or from left?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    $game_party.move_upper_left_party_actors
    end
    super
    end
    def move_upper_right
    # When possible to move from up?right or from right?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    $game_party.move_upper_right_party_actors
    end
    super
    end
    def jump(x_plus, y_plus)
    # New coordinates are calculated
    new_x = @x + x_plus
    new_y = @y + y_plus
    # When addition values are (0,0), it is possible to jump to the destination
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
    $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
    end
    end

    end

    class Game_Player
    include Train_Actor::Game_Player_Module
    end

    # Game_Event_Module.rb
    #==============================================================================
    # ? Game_Event_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Event_Module
    #--------------------------------------------------------------------------
    # ? Judgement determined
    # x : X coordinates
    # y : Y coordinates
    # d : Direction (0,2,4,6,8) ? 0 = Checks if all directions are not able to be passed (for a jump)
    # return : Passing is impossible (false), possible (true)
    #--------------------------------------------------------------------------
    def passable?(x, y, d)
    result = super(x, y, d)
    if result
    # New coordinates are searched for
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # Loops for actor in train
    for actor in $game_party.characters
    # When displayed
    if not actor.character_name.empty?
    # When actor's coordinates correspond to the destination
    if actor.x == new_x and actor.y == new_y
    # When event
    if self != $game_player
    # Passing is impossible
    return false
    end
    end
    end
    end
    end
    return result
    end
    end

    end

    class Game_Event
    include Train_Actor::Game_Event_Module
    end

    # Game_Party_Actor.rb
    #==============================================================================
    # ? Game_Party_Actor
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    class Game_Party_Actor < Game_Character
    attr_writer :move_speed
    attr_writer :step_anime

    def initialize
    super()
    @through = true
    end
    def setup(actor)
    # The file name and hue of the character are set
    if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    else
    @character_name = ""
    @character_hue = 0
    end
    # Opacity and blending method are initialized
    @opacity = 255
    @blend_type = 0
    end
    def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
    return $game_player.screen_z(height) - 1
    end
    super(height)
    end
    #--------------------------------------------------------------------------
    # ? Move down
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_down(turn_enabled = true)
    # Face down
    if turn_enabled
    turn_down
    end
    # When possible to pass
    if passable?(@x, @y, Input::DOWN)
    # Face down
    turn_down
    # Update coordinates
    @y += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move left
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_left(turn_enabled = true)
    # Face left
    if turn_enabled
    turn_left
    end
    # When possible to pass
    if passable?(@x, @y, Input::LEFT)
    # Face left
    turn_left
    # Update coordinates
    @x -= 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move right
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_right(turn_enabled = true)
    # Face right
    if turn_enabled
    turn_right
    end
    # When possible to pass
    if passable?(@x, @y, Input::RIGHT)
    # Face right
    turn_right
    # Update coordinates
    @x += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move up
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_up(turn_enabled = true)
    # Face up
    if turn_enabled
    turn_up
    end
    # When possible to pass
    if passable?(@x, @y, Input::UP)
    # Face up
    turn_up
    # Update coordinates
    @y -= 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move lower left
    #--------------------------------------------------------------------------
    def move_lower_left
    # When no direction fixation
    unless @direction_fix
    # Turn left when facing right, turn down when facing up
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    # When possible to move from down?left or from left?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    # Update coordinates
    @x -= 1
    @y += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move lower right
    #--------------------------------------------------------------------------
    def move_lower_right
    # When no direction fixation
    unless @direction_fix
    # Turn right when facing left, turn down when facing up
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    # When possible to move from down?right or from right?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    # Update coordinates
    @x += 1
    @y += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? move upper left
    #--------------------------------------------------------------------------
    def move_upper_left
    # When no direction fixation
    unless @direction_fix
    # Turn left when facing right, turn up when facing down
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    # When possible to move from up?left or from left?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    # Update coordinates
    @x -= 1
    @y -= 1
    end
    end
    #--------------------------------------------------------------------------
    # ? move upper right
    #--------------------------------------------------------------------------
    def move_upper_right
    # When no direction fixation
    unless @direction_fix
    # Turn right when facing left, turn up when facing down
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    # When possible to move from up?right or from right?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    # Update coordinates
    @x += 1
    @y -= 1
    end
    end
    end

    end

    i read trough the script and figured out how it works.
    whenever the first switch is "on", so is the caterpilar. ok?

    i posted the script earlier too, but in that one, it is switch number 20 that is used.
    skaraflame
    **
    Rep: +0/-7
    Offline Offline
    Level 53 (57%)
    Dance with the enemy
    Re: Masamune: Exploration: The Spirit Ship [TRAILER ADDED]
    « Reply #28 on: January 26, 2010, 12:52:02 PM »

  • Spoiler for Hiden:
    Code: [Select]
    # train_actor
    =begin

    Caterpillar walking script

    Copyright © 2005 fukuyama

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA

    http://www.gnu.org/licenses/lgpl.html
    http://www.opensource.gr.jp/lesser/lgpl.ja.html

    =end

    # Config.rb
    #==============================================================================
    # ? Train_Actor::Config
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    # ?Switch setup for transparent status
    # When true, switch control is used
    # TRANSPARENT_SWITCH = true
    TRANSPARENT_SWITCH = false

    # ?Switch number for transparent status
    # When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
    TRANSPARENT_SWITCHES_INDEX = 1

    # ?Maximum number of actors
    # There will be support for a large number of people in a party in the future...
    TRAIN_ACTOR_SIZE_MAX = 4

    # Constants
    DOWN_LEFT = 1
    DOWN_RIGHT = 3
    UP_LEFT = 7
    UP_RIGHT = 9
    JUMP = 5

    end

    # rgss

    # Spriteset_Map_Module.rb
    #==============================================================================
    # ? Spriteset_Map_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Spriteset_Map_Module
    def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
    end
    def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
    for character in characters.reverse
    @character_sprites.unshift(
    Sprite_Character.new(@viewport1, character)
    )
    end
    @setup_actor_character_sprites_flag = true
    end
    end
    end

    end

    class Spriteset_Map
    include Train_Actor::Spriteset_Map_Module
    end

    # Scene_Map_Module.rb
    #==============================================================================
    # ? Scene_Map_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Scene_Map_Module
    def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
    end
    end

    end

    class Scene_Map
    include Train_Actor::Scene_Map_Module
    end

    # Game_Party_Module.rb
    #==============================================================================
    # ? Game_Party_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Party_Module
    attr_reader :characters
    def actors_dead?
    for actor in actors
    if actor.dead?
    return true
    end
    end
    return false
    end
    def update_party_order
    if not actors_dead?
    return actors
    end
    alive_actors = []
    dead_actors = []
    for actor in actors
    if actor.dead?
    dead_actors.push actor
    else
    alive_actors.push actor
    end
    end
    return alive_actors + dead_actors
    end
    def setup_actor_character_sprites
    if @characters.nil?
    @characters = []
    for i in 1 ... TRAIN_ACTOR_SIZE_MAX
    @characters.push(Game_Party_Actor.new)
    end
    end
    setup_actors = update_party_order
    for i in 1 ... TRAIN_ACTOR_SIZE_MAX
    @characters[i - 1].setup(setup_actors[i])
    end
    if $scene.class.method_defined?('setup_actor_character_sprites')
    $scene.setup_actor_character_sprites(@characters)
    end
    end
    def update_party_actors
    update_party_order
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
    if TRANSPARENT_SWITCH
    transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
    end
    end
    for character in @characters
    character.transparent = transparent
    character.move_speed = $game_player.move_speed
    character.step_anime = $game_player.step_anime
    character.update
    end
    end
    def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
    character.moveto( x, y )
    end
    if @move_list == nil
    @move_list = []
    end
    move_list_setup
    end
    def move_party_actors
    if @move_list == nil
    @move_list = []
    move_list_setup
    end
    @move_list.each_index do |i|
    if @characters[i] != nil
    case @move_list[i].type
    when Input::DOWN
    @characters[i].move_down(@move_list[i].args[0])
    when Input::LEFT
    @characters[i].move_left(@move_list[i].args[0])
    when Input::RIGHT
    @characters[i].move_right(@move_list[i].args[0])
    when Input::UP
    @characters[i].move_up(@move_list[i].args[0])
    when DOWN_LEFT
    @characters[i].move_lower_left
    when DOWN_RIGHT
    @characters[i].move_lower_right
    when UP_LEFT
    @characters[i].move_upper_left
    when UP_RIGHT
    @characters[i].move_upper_right
    when JUMP
    @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
    end
    end
    end
    end
    class Move_List_Element
    def initialize(type,args)
    @type = type
    @args = args
    end
    def type() return @type end
    def args() return @args end
    end
    def move_list_setup
    for i in 0 .. TRAIN_ACTOR_SIZE_MAX
    @move_list[i] = nil
    end
    end
    def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
    end
    def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
    end
    def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
    end
    def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
    end
    def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
    end
    def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
    end
    def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
    end
    def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
    end
    def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
    end
    def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
    end
    end

    end

    class Game_Party
    include Train_Actor::Game_Party_Module
    end

    # Game_Player_Module.rb
    #==============================================================================
    # ? Game_Player_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Player_Module
    attr_reader :move_speed
    attr_reader :step_anime

    def update_party_actors
    $game_party.update_party_actors
    $game_party.actors.each do |actor|
    if actor.dead?
    next
    end
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    break
    end
    end
    def update
    update_party_actors
    super
    end
    def moveto( x, y )
    $game_party.moveto_party_actors( x, y )
    super( x, y )
    end
    def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
    $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
    $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
    $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
    $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_lower_left
    # When possible to move from down?left or from left?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    $game_party.move_lower_left_party_actors
    end
    super
    end
    def move_lower_right
    # When possible to move from down?right or from right?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    $game_party.move_lower_right_party_actors
    end
    super
    end
    def move_upper_left
    # When possible to move from up?left or from left?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    $game_party.move_upper_left_party_actors
    end
    super
    end
    def move_upper_right
    # When possible to move from up?right or from right?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    $game_party.move_upper_right_party_actors
    end
    super
    end
    def jump(x_plus, y_plus)
    # New coordinates are calculated
    new_x = @x + x_plus
    new_y = @y + y_plus
    # When addition values are (0,0), it is possible to jump to the destination
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
    $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
    end
    end

    end

    class Game_Player
    include Train_Actor::Game_Player_Module
    end

    # Game_Event_Module.rb
    #==============================================================================
    # ? Game_Event_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Event_Module
    #--------------------------------------------------------------------------
    # ? Judgement determined
    # x : X coordinates
    # y : Y coordinates
    # d : Direction (0,2,4,6,8) ? 0 = Checks if all directions are not able to be passed (for a jump)
    # return : Passing is impossible (false), possible (true)
    #--------------------------------------------------------------------------
    def passable?(x, y, d)
    result = super(x, y, d)
    if result
    # New coordinates are searched for
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # Loops for actor in train
    for actor in $game_party.characters
    # When displayed
    if not actor.character_name.empty?
    # When actor's coordinates correspond to the destination
    if actor.x == new_x and actor.y == new_y
    # When event
    if self != $game_player
    # Passing is impossible
    return false
    end
    end
    end
    end
    end
    return result
    end
    end

    end

    class Game_Event
    include Train_Actor::Game_Event_Module
    end

    # Game_Party_Actor.rb
    #==============================================================================
    # ? Game_Party_Actor
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    class Game_Party_Actor < Game_Character
    attr_writer :move_speed
    attr_writer :step_anime

    def initialize
    super()
    @through = true
    end
    def setup(actor)
    # The file name and hue of the character are set
    if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    else
    @character_name = ""
    @character_hue = 0
    end
    # Opacity and blending method are initialized
    @opacity = 255
    @blend_type = 0
    end
    def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
    return $game_player.screen_z(height) - 1
    end
    super(height)
    end
    #--------------------------------------------------------------------------
    # ? Move down
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_down(turn_enabled = true)
    # Face down
    if turn_enabled
    turn_down
    end
    # When possible to pass
    if passable?(@x, @y, Input::DOWN)
    # Face down
    turn_down
    # Update coordinates
    @y += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move left
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_left(turn_enabled = true)
    # Face left
    if turn_enabled
    turn_left
    end
    # When possible to pass
    if passable?(@x, @y, Input::LEFT)
    # Face left
    turn_left
    # Update coordinates
    @x -= 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move right
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_right(turn_enabled = true)
    # Face right
    if turn_enabled
    turn_right
    end
    # When possible to pass
    if passable?(@x, @y, Input::RIGHT)
    # Face right
    turn_right
    # Update coordinates
    @x += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move up
    # turn_enabled : Flag that permits direction change on the spot
    #--------------------------------------------------------------------------
    def move_up(turn_enabled = true)
    # Face up
    if turn_enabled
    turn_up
    end
    # When possible to pass
    if passable?(@x, @y, Input::UP)
    # Face up
    turn_up
    # Update coordinates
    @y -= 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move lower left
    #--------------------------------------------------------------------------
    def move_lower_left
    # When no direction fixation
    unless @direction_fix
    # Turn left when facing right, turn down when facing up
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    # When possible to move from down?left or from left?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    # Update coordinates
    @x -= 1
    @y += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? Move lower right
    #--------------------------------------------------------------------------
    def move_lower_right
    # When no direction fixation
    unless @direction_fix
    # Turn right when facing left, turn down when facing up
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    # When possible to move from down?right or from right?down
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    # Update coordinates
    @x += 1
    @y += 1
    end
    end
    #--------------------------------------------------------------------------
    # ? move upper left
    #--------------------------------------------------------------------------
    def move_upper_left
    # When no direction fixation
    unless @direction_fix
    # Turn left when facing right, turn up when facing down
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    # When possible to move from up?left or from left?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    # Update coordinates
    @x -= 1
    @y -= 1
    end
    end
    #--------------------------------------------------------------------------
    # ? move upper right
    #--------------------------------------------------------------------------
    def move_upper_right
    # When no direction fixation
    unless @direction_fix
    # Turn right when facing left, turn up when facing down
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    # When possible to move from up?right or from right?up
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    # Update coordinates
    @x += 1
    @y -= 1
    end
    end
    end

    end

    I read trough the script and figured out how it works.
    whenever the first switch is "on", so is the caterpilar. ok?

    I posted the script earlier too, but in that one, it is switch number 20 that is used.
    Right k cheers
    I'll test it


    btw guys news update, the developement is on hold since I have a new laptop
    once I get Masamune on there then I'll fix the game and post the demo
    NAMKCOR Female
    *
    !!!
    Rep: +915/-239
    Offline Offline
    Level 77 (96%)
    ???
    Re: Masamune: Exploration: The Spirit Ship [TRAILER ADDED]
    « Reply #29 on: January 26, 2010, 01:20:59 PM »

  • I WOULD prefer something that worked though tbh valdred

    then go to Chaos Project and download Tons of Addons, Blizzard made a Caterpillar system among other things.  It's one of the most useful compilations you'll find out there.

    Also from the trailer I can't say I'm very intrigued, it seems kinda cut and dry and that big run-one explanation on the ship felt not only anticlimactic but rushed.  I'd look into storytelling a bit.  The story also could use a bit of work but I suppose it could work if executed properly.  Maybe. 

    Also Samurai (and all Japanese nouns) don't have a separate singular/plural form.  One Samurai, Two Samurai, Seven Samurai, there's no 's' at the end.

    skaraflame
    **
    Rep: +0/-7
    Offline Offline
    Level 53 (57%)
    Dance with the enemy
    Re: Masamune: Exploration: The Spirit Ship [TRAILER ADDED]
    « Reply #30 on: January 27, 2010, 04:59:31 AM »

  • I WOULD prefer something that worked though tbh valdred

    then go to Chaos Project and download Tons of Addons, Blizzard made a Caterpillar system among other things.  It's one of the most useful compilations you'll find out there.

    Also from the trailer I can't say I'm very intrigued, it seems kinda cut and dry and that big run-one explanation on the ship felt not only anticlimactic but rushed.  I'd look into storytelling a bit.  The story also could use a bit of work but I suppose it could work if executed properly.  Maybe. 

    Also Samurai (and all Japanese nouns) don't have a separate singular/plural form.  One Samurai, Two Samurai, Seven Samurai, there's no 's' at the end.
    kk Cheers
    I'll make the story take a bit longer to tell
    Pages: 1 [2]  All
     

    hi

    RMRK.net Theme Super Ultra Mega Beta

    Follow RMRK on Twitter Ask RMRK Questions on Formspring Get RMRK Updates via Windows Live

    Page created in 0.212 seconds with 19 queries.