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RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: worale on March 25, 2008, 06:06:23 AM

Title: +[Improved & Special Move Commands]+
Post by: worale on March 25, 2008, 06:06:23 AM
Improved & Special Move Commands
Version 1.0
by Woratana
Release Date: 20/03/2008


Introduction
This script will edit old move commands and add new move commands.

It script will be good for minigame, ABS (for enemy's move route), or any system to do with move thing~ :)


Features
Version 1.0
- Here's the edited and new commands list~
Code: [Select]
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
   + COMMANDS LIST +
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
################################
? IMPROVED MOVE COMMANDS ?

? SAFE JUMP:
Don't Jump if its destination is OUT OF THE SCREEN (or) NOT PASSABLE.
(Old jump will not check before jump)

? IMPROVED RANDOM MOVE
Find the movable direction before move.
(Old random move will just skip to move in that frame, if its destination is not passable.)

? IMPROVED COLLIDE_WITH_CHARACTERS CHECK
'Same as Characters' events are able to walk on other 'Below Characters' events.

? Note: If you don't want one of this improved command, just delete its part.
(I put all of their command name above their script part)
################################

################################
? SPECIAL(NEW) MOVE COMMANDS ?

++[HOW TO USE]++
? Open 'Move Route' window, (or event command 'Set Move Route')
Click 'Script...' and type the move command you want...

? MOVE TOWARD POSITION X/Y
move_toward_pos(x,y)

? MOVE AWAY FROM POSITION X/Y
move_away_from_pos(x,y)

? MOVE TOWARD EVENT ID
move_toward_event(id)

? MOVE AWAY FROM EVENT ID
move_away_from_event(id)

? TURN TOWARD POSITION X/Y
turn_toward_pos(x,y)

? TURN AWAY FROM POSITION X/Y
turn_away_from_pos(x,y)

? TURN TOWARD EVENT ID
turn_toward_event(id)

? TURN AWAY FROM EVENT ID
turn_away_from_event(id)
################################


Script
Place it above main
Spoiler for Script:
Code: [Select]
#===============================================================
# ? [VX] ? Improved & Special Move Commands ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Released on: 20/03/2008
# ? Version: 1.0
#--------------------------------------------------------------
=begin
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
   + COMMANDS LIST +
?=====?=====?=====?=====?=====?=====?=====?=====?=====?
################################
? IMPROVED MOVE COMMANDS ?

? SAFE JUMP:
Don't Jump if its destination is OUT OF THE SCREEN (or) NOT PASSABLE.
(Old jump will not check before jump)

? IMPROVED RANDOM MOVE
Find the movable direction before move.
(Old random move will just skip to move in that frame, if its destination is not passable.)

? IMPROVED COLLIDE_WITH_CHARACTERS CHECK
'Same as Characters' events are able to walk on other 'Below Characters' events.

? Note: If you don't want one of this improved command, just delete its part.
(I put all of their command name above their script part)
################################

################################
? SPECIAL(NEW) MOVE COMMANDS ?

++[HOW TO USE]++
? Open 'Move Route' window, (or event command 'Set Move Route')
Click 'Script...' and type the move command you want...

? MOVE TOWARD POSITION X/Y
move_toward_pos(x,y)

? MOVE AWAY FROM POSITION X/Y
move_away_from_pos(x,y)

? MOVE TOWARD EVENT ID
move_toward_event(id)

? MOVE AWAY FROM EVENT ID
move_away_from_event(id)

? TURN TOWARD POSITION X/Y
turn_toward_pos(x,y)

? TURN AWAY FROM POSITION X/Y
turn_away_from_pos(x,y)

? TURN TOWARD EVENT ID
turn_toward_event(id)

? TURN AWAY FROM EVENT ID
turn_away_from_event(id)
################################
=end
class Game_Character
  ##################################################################
  # IMPROVED MOVE COMMANDS
  ##################################################################
  #-------------------------------------------------------------
  # SAFE JUMP
  #-------------------------------------------------------------
  def jump(x_plus, y_plus)
if x_plus.abs > y_plus.abs # ??????????
  x_plus < 0 ? turn_left : turn_right
elsif x_plus.abs > y_plus.abs # ??????????
  y_plus < 0 ? turn_up : turn_down
end
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y)
  @x += x_plus
  @y += y_plus
  distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
  @jump_peak = 10 + distance - @move_speed
  @jump_count = @jump_peak * 2
  @stop_count = 0
  straighten
end
  end
 
  #-------------------------------------------------------------
  # IMPROVED RANDOM MOVE
  #-------------------------------------------------------------
  def move_random
safe = false
checked = []
while safe == false
  break if checked.include?(0) and checked.include?(1) and
  checked.include?(2) and checked.include?(3)
  case rand(4)
  when 0; return if checked.include?(0); checked.push 0
if passable?(@x, @y + 1)
  safe = true; move_down(false)
end
  when 1; return if checked.include?(1); checked.push 1
if passable?(@x - 1, @y)
  safe = true; move_left(false)
end
  when 2; return if checked.include?(2); checked.push 2
if passable?(@x + 1, @y)
  safe = true; move_right(false)
end
  when 3; return if checked.include?(3); checked.push 3
if passable?(@x - 1, @y)
  safe = true; move_up(false)
end
  end
end
  end
 
  #----------------------------------------------------------------------
  # IMPROVED COLLIDE_WITH_CHARACTERS CHECK
  #----------------------------------------------------------------------
  def collide_with_characters?(x, y)
for event in $game_map.events_xy(x, y)   # Matches event position
  unless event.through   # Passage OFF?
return true if event.priority_type == 1 # Target is normal char
  end
end
if @priority_type == 1   # Self is normal char
  return true if $game_player.pos_nt?(x, y) # Matches player position
  return true if $game_map.boat.pos_nt?(x, y)   # Matches boat position
  return true if $game_map.ship.pos_nt?(x, y)   # Matches ship position
end
return false
  end
 
  ##################################################################
  # SPECIAL(NEW) MOVE COMMANDS
  ##################################################################
  #--------------------------------------------------------------------------
  # * Move toward Position
  #--------------------------------------------------------------------------
  def move_toward_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx != 0 or sy != 0
  if sx.abs > sy.abs   # Horizontal distance is longer
sx > 0 ? move_left : move_right   # Prioritize left-right
if @move_failed and sy != 0
  sy > 0 ? move_up : move_down
end
  else # Vertical distance is longer
sy > 0 ? move_up : move_down   # Prioritize up-down
if @move_failed and sx != 0
  sx > 0 ? move_left : move_right
end
  end
end
  end
  #--------------------------------------------------------------------------
  # * Move away from Position
  #--------------------------------------------------------------------------
  def move_away_from_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx != 0 or sy != 0
  if sx.abs > sy.abs   # Horizontal distance is longer
sx > 0 ? move_right : move_left   # Prioritize left-right
if @move_failed and sy != 0
  sy > 0 ? move_down : move_up
end
  else # Vertical distance is longer
sy > 0 ? move_down : move_up   # Prioritize up-down
if @move_failed and sx != 0
  sx > 0 ? move_right : move_left
end
  end
end
  end
  #--------------------------------------------------------------------------
  # * Move toward Event
  #--------------------------------------------------------------------------
  def move_toward_event(id)
move_toward_pos($game_map.events[id].x,$game_map.events[id].y)
  end
  #--------------------------------------------------------------------------
  # * Move away from Event
  #--------------------------------------------------------------------------
  def move_away_from_event(id)
move_away_from_pos($game_map.events[id].x,$game_map.events[id].y)
  end
  #--------------------------------------------------------------------------
  # * Turn toward Position
  #--------------------------------------------------------------------------
  def turn_toward_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx.abs > sy.abs # Horizontal distance is longer
  sx > 0 ? turn_left : turn_right
elsif sx.abs < sy.abs # Vertical distance is longer
  sy > 0 ? turn_up : turn_down
end
  end
  #--------------------------------------------------------------------------
  # * Turn away from Position
  #--------------------------------------------------------------------------
  def turn_away_from_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx.abs > sy.abs # Horizontal distance is longer
  sx > 0 ? turn_right : turn_left
elsif sx.abs < sy.abs # Vertical distance is longer
  sy > 0 ? turn_down : turn_up
end
  end
  #--------------------------------------------------------------------------
  # * Turn toward Event
  #--------------------------------------------------------------------------
  def turn_toward_event(id)
turn_toward_pos($game_map.events[id].x,$game_map.events[id].y)
  end
  #--------------------------------------------------------------------------
  # * Turn away from Event
  #--------------------------------------------------------------------------
  def turn_away_from_event(id)
turn_away_from_pos($game_map.events[id].x,$game_map.events[id].y)
  end
  #--------------------------------------------------------------------------
  # * Calculate X Distance From Event
  #--------------------------------------------------------------------------
  def distance_x_from_pos(x)
sx = @x - x
if $game_map.loop_horizontal? # When looping horizontally
  if sx.abs > $game_map.width / 2 # Larger than half the map width?
sx -= $game_map.width # Subtract map width
  end
end
return sx
  end
  #--------------------------------------------------------------------------
  # * Calculate Y Distance From Event
  #--------------------------------------------------------------------------
  def distance_y_from_pos(y)
sy = @y - y
if $game_map.loop_vertical?    # When looping vertically
  if sy.abs > $game_map.height / 2 # Larger than half the map height?
sy -= $game_map.height # Subtract map height
  end
end
return sy
  end
end


Instruction
You just need to place the script above main, for edited old commands.

For special/new commands,
Code: [Select]
? Open 'Move Route' window, (or event command 'Set Move Route')
Click 'Script...' and type the move command you want...


Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.
Title: Re: +[Improved & Special Move Commands]+
Post by: modern algebra on March 25, 2008, 12:33:46 PM
Very cool script worale.
Title: Re: +[Improved & Special Move Commands]+
Post by: narcodis on July 29, 2008, 08:06:08 AM
Hella sweet script. I will make fine use of this!

Few questions/suggestions!
a) Regarding the safe-jump.. Given that I am, for example, jumping from x5,y13 to x5,y15, and the spot on x5,y14 is impassable, is there a way to disregard the jump that way?
b) Is it possible to bypass the safe-jump if the impassable spot is located on an event marked as "same as characters"?