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Falcao Throw and hits events V 1.0 RMVX

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**
Rep:
Level 83
Hi

This script allow you throw any event on map just by equip any weapon like a bow also you can create event target to hit it

Features

- Allow you to throw events on map
- When you throw an event you can hit other event target then START
- Allow you create wepons like bow, boomerang or any tool you want
- Eeasy to use


Instructions

Place the script above main. Then put the following words in the
 events command comments.

 * Tool commands

 WEAPON X     instead X put the weapon ID that represents the object
                     If weapon X is equiped you able to throw the event

 ITEM X       Opcional. Instead X put the Item ID that the weapons will
                   spend. (Perfect to crate Bows) only work with WEAPON X

 MULTIHIT    Opcional. The event object HIT a target more than one time
                    Perfect to create tools like boomerangs etc.

 * Target comands

 START        This comment make any event start when it is touched by
                   The event Object


You can create a lot of tools using this great utility


Credits

By Falcao


Demo

http://www.4shared.com/file/142433428/252b7ec4/Throw_and_hit_events.html



I recomend you to dowload demo but if you want the code only. here you go

Code: [Select]
#==================================================================#
#  #*****************#             Throw and Hit events 1.0        #
#  #*** By Falcao ***#             Allow you throw events objects  #
#  #*****************#             like arrows rocks etc.          #
#         RMVX                                                     #
# makerpalace.onlinegoo.com                                        #
#==================================================================#

module Falcao
  
# Game Variable that represent the Weapon ID in an event page
# Use it like a page condition variable
WeaponVariable = 50

end

#------------------------------------------------------------------------
# * Instructios
#
# Place the script above main. Then put the following words in the
# events command comments.
#
# * Tool commands
#
# WEAPON X     instead X put the weapon ID that represents the object
#              If weapon X is equiped you able to throw the event
#
# ITEM X       Opcional. Instead X put the Item ID that the weapons will
#              spend. (Perfect to crate Bows) only work with WEAPON X
#
# MULTIHIT     Opcional. The event object HIT a target more than one time
#              Perfect to create tools like boomerangs etc.
#
# * Target comands
#
# START        This comment make any event start when it is touched by
#              The event Object
#
# Note: You can create as many event object you nees so use the script
#       wisely
#
# Credits to Falcao (Sorry bad english im Salvadorian)
#-------------------------------------------------------------------------


class Game_Map
  attr_accessor :event_ref
  alias falcaosetupevent_set setup
  def setup(map_id)
    falcaosetupevent_set(map_id)
    @event_ref = false
    actor = $game_party.members[0]
    var = Falcao::WeaponVariable
    $game_variables[var] = actor.weapon_id
    falref_events
  end
  
  alias falcaosetupevent_update update
  def update
    if @event_ref
      falref_events
    end
    falcaosetupevent_update
  end
  
  def falref_events
    for event in @events.values
      event.refresh
      if event.weaponid != nil
        event.transparent = true
        event.through = true
      end
    end
    @event_ref = false
  end
end

class Game_Event < Game_Character
  attr_reader     :weaponid
  attr_reader     :blanco
  attr_reader     :itemid
  attr_reader     :multihit
  attr_accessor   :through
  attr_accessor   :page
  
  alias falcaoHIT_ref refresh
  
  def refresh
    crear_ini
    falcaoHIT_ref
    crear_comments
  end
  
  def crear_ini
    @weaponid = nil
    @itemid = nil
    @blanco = false
    @multihit = false
  end
  
  def crear_comments
    if @page != nil
      for i in @page.list
        if i.code == 108 or i.code == 408
          if i.parameters[0].upcase[/WEAPON/] != nil
            @weaponid = i.parameters[0].split[1].to_i
          end
          if i.parameters[0].upcase[/START/] != nil
            @blanco = true
          end
          if i.parameters[0].upcase[/ITEM/] != nil
            @itemid = i.parameters[0].split[1].to_i
          end
          if i.parameters[0].upcase[/MULTIHIT/] != nil
            @multihit = true
          end
        end
      end
    end
  end
  
  def activar
    return if @list.size <= 1                  
    @starting = true
    lock if @trigger < 3
    $game_map.interpreter.setup_starting_event
  end
end

class Game_Player < Game_Character
  def forzar_movimiento
    for event in $game_map.events.values
      if event.semueve == true
        lista = event.move_route.list.size - 1
        event.move_route.skippable = true
        if lista == event.move_route_index and lista != 0
          event.semueve = false
          event.transparent = true
          event.moveto(0, 0)
          $game_system.menu_disabled = false
        end
        return unless movable?
        case Input.dir4
        when 2;  move_down
        when 4;  move_left
        when 6;  move_right
        when 8;  move_up
        end
      end
    end
  end
end

class Game_Character
  attr_accessor :direction
  attr_accessor :semueve
  attr_accessor :move_route_index
  attr_accessor :move_route
  attr_accessor :move_failed
  alias falcaopegatinas_ini initialize
  def initialize
    falcaopegatinas_ini
    @objeto_x = 0
    @objeto_y = 0
    @semueve = false
  end
  
  alias falcaopegatinas_update update
  def update
    falcaopegatinas_update
    update_objects
    update_fevents
    $game_player.forzar_movimiento
  end
  
  def update_objects
    for event in $game_map.events.values
      if event.weaponid != nil and event.semueve == true
        @objeto_x = event.x
        @objeto_y = event.y
      end
      
      if event.blanco == true
        if event.x == @objeto_x and event.y == @objeto_y
          event.activar
          clear_hit
        end
      end
    end
  end
  
  def clear_hit
    for event in $game_map.events.values
      if event.semueve == true
        return if event.multihit
        event.move_failed = true
        event.transparent = true
        event.moveto(0, 0)
      end
    end
  end
  #----
  def update_fevents
    for event in $game_map.events.values
      return if event.semueve == true
      if Input.trigger?(Input::X)
        actor = $game_party.members[0]
        if event.weaponid != nil
          if actor.weapons.include?($data_weapons[event.weaponid])
            if event.itemid != nil
              item = $data_items[event.itemid]
              if $game_party.item_quantity(item.id) > 0
                set_event(event.id)
                $game_party.lose_item($data_items[item.id], 1)
              else
                return
              end
            else
              set_event(event.id)
            end
          end
        end
      end
    end
  end
  #----------------
  def set_event(id)
    event = $game_map.events[id]
    event.transparent = false
    cx = $game_player.x
    cy = $game_player.y
    event.moveto(cx, cy)
    event.direction = $game_player.direction
    $game_system.menu_disabled = true
    for i in event.page.list
      if i.code == 205
        event.start
        event.semueve = true
      end
    end
  end
end

class Scene_Equip
  alias falcao_set_update update
  def update
    actor = $game_party.members[0]
    var = Falcao::WeaponVariable
    $game_variables[var] = actor.weapon_id
    if Input.trigger?(Input::B)
      $game_map.event_ref = true
    end
    falcao_set_update
  end
end

class Game_Party < Game_Unit
  def item_quantity(item_id)
    return @items.include?(item_id) ? @items[item_id] : 0
  end
end

class Weaponsadd < Window_Base
  def initialize(x,y)
    super(x, y, 70, 66)
    self.opacity = 150
    self.visible = false
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 16
    self.contents.font.bold = true
    draw_weapons
  end
  def draw_weapons
    for event in $game_map.events.values
      actor = $game_party.members[0]
      if actor.weapon_id == event.weaponid
        weapon = $data_weapons[event.weaponid]
        draw_icon(weapon.icon_index,5, 0)
        if event.itemid != nil
          item = $data_items[event.itemid]
          number = $game_party.item_quantity(item.id)
          self.contents.draw_text(10, 4, 50, 50, number.to_s)
        end
      end
    end
  end
end

class Scene_Map
  alias falcaoadd_weapons_main main
  def main
    crear_ventana
    falcaoadd_weapons_main
    borrar_ventana
  end
  def crear_ventana
    @fweapons = Weaponsadd.new(475,0)
  end
  def borrar_ventana
    @fweapons.dispose
  end
  alias falcaoadd_weapons_update update
  def update
    for event in $game_map.events.values
      if event.itemid != nil
        actor = $game_party.members[0]
        if actor.weapon_id == event.weaponid
          @fweapons.visible = true
          @fweapons.refresh
        else
          @fweapons.visible = false
        end
      end
    end
    falcaoadd_weapons_update
  end
end
« Last Edit: October 21, 2009, 02:29:03 PM by Dark_falcao »

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
Very cool. It'll help those who plan on making a mostly evented battle system.

***
Rep:
Level 89
Okay, I'll be honest. This is...                                 SO COOL! ;)
Thanks! :)
Regards,
Mike

*
Rep: +0/-0Level 82
:chocobo: This script is very cool.  :chocobo:

*
Rep: +0/-0Level 75
RMRK Junior
this is a nice script... im trying to use it this script to hit monsters with arrows but im having problems on the events  :'(  im making this monster event and im having problems in trying to get my monster to do this:
when monster get hit with arrows multiple times, movement change to move towards player and HP is drain or in state and when monster touches u after multiple times of being hits by arrow, then go to battle proccessing. can someone help me out please in making my monster to do this event ;9

*
Rep: +0/-0Level 70
RMRK Junior
I greatly apologize for the necropost, but I do have a question concerning this particular script. Is there a way to make an event work with this script so that it only performs part of an event?

This is what I'm looking for:
1) When the event touches the player, a battle begins with enemies.
2) When the thrown weapon touches the event, it triggers something different: a self-switch, or a variable (that will eventually trigger the self-switch).

**
Rep: +0/-0Level 68
Don't drink and drive SMOKE and fly!
I have to agree that this is a very cool script! ;D but i want to help me (cause I'm a little noob :P) make a bomb item that will hit enemies (I use an action battle system) and also it pushes other events(like rocks etc.)Please help me :-\