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Caterpillar Compatible to AntiLag[VX](now with Demo)

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***
Rep:
Level 75
What the...?
Recently, I placed this much needed antilag script into my project:

http://www.santuariorpgmaker.com/forum/index.php?topic=10942

I like the way the script works.  I like the customization options and especially the script's ability to bypass CEs and then changing them to update in realtime with script calls.   All that said, my project has this active Caterpillar Script:

Spoiler for Caterpillar:
Code: [Select]
class Game_Player
#--------------------------------------------------------------------------
# * Move Down
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Left
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Right
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move up
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
super
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
super
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
super
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
super
end
end

class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :actor
attr_accessor :move_speed
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super()
@through = true
@actor = actor
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
@actor = actor
setup
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup
if @actor != nil
@character_name = $game_actors[@actor].character_name
@character_index = $game_actors[@actor].character_index
else
@character_name = ""
@character_index = 0
end
@opacity = 255
@blend_type = 0
@priority_type = 0
end

#--------------------------------------------------------------------------
# * Screen Z
#--------------------------------------------------------------------------
def screen_z
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z - 1
end
super
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
return result
end
end

class Spriteset_Map
alias_method :spriteset_map_create_characters, :create_characters
def create_characters
spriteset_map_create_characters
$game_party.followers.each do |char|
@character_sprites << Sprite_Character.new(@viewport1, char)
end
end
end

class Game_Party
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
MAX_SIZE = 6
CATERPILLAR = 200
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :followers
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_party_initialize, :initialize
def initialize
trick_caterpillar_party_initialize
@followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)}
@move_list = []
end
#--------------------------------------------------------------------------
# * Update Followers
#--------------------------------------------------------------------------
def update_followers
flag = $game_player.transparent || $game_switches[CATERPILLAR]
@followers.each_with_index do |char, i|
char.actor = @actors[i + 1]
char.move_speed = $game_player.move_speed
if $game_player.dash?
char.move_speed += 1
end
char.update
char.transparent = flag
end
end
#--------------------------------------------------------------------------
# * Move To Party
#--------------------------------------------------------------------------
def moveto_party(x, y)
@followers.each {|char| char.moveto(x, y)}
@move_list.clear
end
#--------------------------------------------------------------------------
# * Move Party
#--------------------------------------------------------------------------
def move_party
@move_list.each_index do |i|
if @followers[i] == nil
@move_list[i...@move_list.size] = nil
next
end
case @move_list[i].type
when 2
@followers[i].move_down(*@move_list[i].args)
when 4
@followers[i].move_left(*@move_list[i].args)
when 6
@followers[i].move_right(*@move_list[i].args)
when 8
@followers[i].move_up(*@move_list[i].args)
when 1
@followers[i].move_lower_left
when 3
@followers[i].move_lower_right
when 7
@followers[i].move_upper_left
when 9
@followers[i].move_upper_right
when 5
@followers[i].jump(*@move_list[i].args)
end
end
end
#--------------------------------------------------------------------------
# * Add Move List
#--------------------------------------------------------------------------
def update_move(type, *args)
move_party
@move_list.unshift(Game_MoveListElement.new(type, args))
end
end

class Game_MoveListElement
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(type, args)
@type = type
@args = args
end
#--------------------------------------------------------------------------
# * Type
#--------------------------------------------------------------------------
def type
return @type
end
#--------------------------------------------------------------------------
# * Args
#--------------------------------------------------------------------------
def args
return @args
end
end

class Game_Player
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :move_speed

#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_update, :update
def update
$game_party.update_followers
trick_caterpillar_player_update
end
#--------------------------------------------------------------------------
# * Moveto
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_moveto, :moveto
def moveto(x, y)
$game_party.moveto_party(x, y)
trick_caterpillar_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# * Move Down
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_down, :move_down
def move_down(turn_enabled = true)
if passable?(@x, @y+1)
$game_party.update_move(2, turn_enabled)
end
trick_caterpillar_player_move_down(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_left, :move_left
def move_left(turn_enabled = true)
if passable?(@x-1, @y)
$game_party.update_move(4, turn_enabled)
end
trick_caterpillar_player_move_left(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_right, :move_right
def move_right(turn_enabled = true)
if passable?(@x+1, @y)
$game_party.update_move(6, turn_enabled)
end
trick_caterpillar_player_move_right(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Up
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_up, :move_up
def move_up(turn_enabled = true)
if passable?(@x, @y-1)
$game_party.update_move(8, turn_enabled)
end
trick_caterpillar_player_move_up(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left
def move_lower_left
if passable?(@x - 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(1)
end
trick_caterpillar_player_move_lower_left
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right
def move_lower_right
if passable?(@x + 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(3)
end
trick_caterpillar_player_move_lower_right
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left
def move_upper_left
if passable?(@x - 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(7)
end
trick_caterpillar_player_move_upper_left
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right
def move_upper_right
if passable?(@x + 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(9)
end
trick_caterpillar_player_move_upper_right
end
#--------------------------------------------------------------------------
# * Jump
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_jump, :jump
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y)
$game_party.update_move(5, x_plus, y_plus)
end
trick_caterpillar_player_jump(x_plus, y_plus)
end
end###########

The problem is that the Antilag script causes the caterpillar not to work properly.  Only the leader of the party is drawn and updated.  I was wondering if anyone knew of a patch to this AntiLag script which makes the two compatible, or if anyone could write one that would work.  Any help is appreciated.

IMPORTANT:  I don't want to use another AntiLag at this point.  I like the way this one works.  I also don't want to use another Caterpillar, because I've tried many of them, and this one is the one I like best.
« Last Edit: February 10, 2012, 04:15:11 AM by IXFURU »

**
Rep:
Level 62
RMRK Junior
Have you  tried to change the position of the scripts? I have solved a problem on my proyect like this.
For example if u have the new script down the anti lag, then try to put it upper, because the game start to read the scripts start from the upper part of the script till the end of the lower part.

***
Rep:
Level 75
What the...?
Retlif,
Thanks for replying.  I just tried what you said.  And, it works on each map but only briefly.  You see the characters for like 2 to 3 seconds, and then they disappear.  This happens on each map change. 

**
Rep:
Level 62
RMRK Junior
Here I Hve It!!!! i dotn know if VX can do it? im using xp and effective!
http://www.youtube.com/watch?v=vUQLRrxTx4o&context=C329c6dbADOEgsToPDskKB3BivPLeA7z75f3lMtkkB

****
Rep:
Level 71
Not only is that for XP but that's just a guy show casing his journal script and how to use it. Any way I'll take a look at it.

EDIT: Alright after a quick look the problem is there both using Game_Player (I think?  ???) I've used other before and they worked fine with caterpillar scripts. I probably can't fix it so I posted this one just case no one can figure it out or you like this better, this one doesn't have the same issue.
Code: [Select]
#==============================================================================
# A N T I L A G    V X
#------------------------------------------------------------------------------
#  Author: Andrew McKellar (Anaryu) (anmckell@gmail.com)
#
#  Version: 1.3b
#
#  1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas
#     for updating sprites/events that are off-screen/parallel also added
#     off-screen updating for events that are set with a specific move route.
#  1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead
#     of static values. (Zeriab)
#  1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions
#     instead of special ones. Changed empty array check to use proper empty?
#  1.2c March 10th 10:13pm EST: Updated events that used a tile and a character
#     on multiple pages to be drawn as a sprite correctly. (eugene)
#  1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability,
#     and airship landing.
#  1.2e March 18th 1:47am EST: Fixed errors with passability and tileset
#     graphics in multi-page events.
#  1.2f June 9th 4:34pm EST: Fixed errors with diagonal movement having the
#     turn_ok setting passed in while the original functions didn't use it.
#  1.2g June 20th 7:49pm EST: Fixed bugs regarding diagonal movement for
#     events (last update was just player!) and fixed bug with jump function
#     not updating location.
#  1.2h September 20th 10:35am EST: Added a check so changing graphics on a blank
#     event from another event, or using Show Animation or Show Bubble will
#     activate the event automatically and set it to be in use. Also added two
#     new globals to allow you to choose how far off-screen updates will still
#     be performed (see below.) Also fixed efficiency loss by having several
#     math functions in the on_screen function (called constantly) and moved
#     those to initialize function instead.
#  1.2i November 29th 6:14pm EST: Fixed issue with balloon use over non-event
#     characters.
#  1.2j December 22nd 3:59am EST: Fixed issues when 'moveto' or Move Event
#     commands were used.
#  1.3a December 26th 1:02am EST: Fixed layers for events that are 'tile' graphics
#     and made them use the passability. Also added the 'unless $@' to stop the
#     F12 bugs.
#  1.3b August 25th 11:25am EST: Added catch for blank events that are 'Same
#     as character' to count as collidable (following default VX behavior instead
#     of default XP behavior.)
#
#
#
#
#  ** NOTE: You can switch "BLANK_EVENT_COLLISION" by setting it to "XP" now, this
#           maybe be necessary for old projects using this script that depend
#           on events with "None" for graphic to be passable.
#
#  This script modifies background functions, only other low-level or map
#  modification scripts should conflict.
#
#  Please credit if used, no need to ask for permission for commercial use.
#==============================================================================

# If true this will allow the system to ignore all events that are off screen
# unless you add "DOUPDATE" to their name. (DOUPDATE events will always update)
#
# If false this will means the system will ALWAYS update EVERY EVENT on the map
# - this should only be used if you experience weird compatability issues due
# to some custom scripts, it's better to try putting the DOUPDATE flag on events
# that do special things or have special settings that don't work when this
# flag is set to true.
#
# X_OFFSCREEN_SQUARES and Y_OFFSCREEN_SQUARES are how many squares in the X and Y
# direction we should update events. Default of 1 means any event one square
# off-screen will still be updated. The larger this value, the less efficiency
# you will see from the anti-lag system, however it can be used to make large
# events update instead of hang on screen.
#
# BLANK_EVENT_COLLISION defaults now to "VX" and can be changed to "XP" to make
# it not collide and block events, even on the same layer, if their graphic
# is set to 'None' (added so games using this functionality aren't messed up)

ALLOW_SCREEN_IGNORE = true
X_OFFSCREEN_SQUARES = 1
Y_OFFSCREEN_SQUARES = 1
BLANK_EVENT_COLLISION = "VX"

#==============================================================================
# ** 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
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pmap
  attr_reader   :emap
  attr_accessor :etilemap
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup     :setup unless $@
  def setup(map_id)
    # Run normal initialize
    pre_antilag_setup(map_id)
    # Add events to emap
    @emap = {}
    for event in @events.values
      if not event.ignore_location
        loc = event.x.to_s + "_" + event.y.to_s
        @emap[loc] = [] if @emap[loc] == nil
        @emap[loc].push(event.id)
      end
    end
    # Create the passability map
    @pmap = Table.new($game_map.width, $game_map.height)
    for i in 0...$game_map.width
      for j in 0...$game_map.height
        passable?(i,j) ? pass = 1 : pass = 0
        @pmap[i,j] = pass
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Clear Event location
  #--------------------------------------------------------------------------
  def clear_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    if @emap[loc] != nil
      @emap[loc].delete(event.id)
      # Clean up after ourselves
      @emap.delete(loc) if @emap[loc].empty?
    end
  end
  #--------------------------------------------------------------------------
  # * Set Event location
  #--------------------------------------------------------------------------
  def set_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    @emap[loc] = [] if @emap[loc] == nil
    @emap[loc].push(event.id)
  end
  #--------------------------------------------------------------------------
  # * Get array of event at designated coordinates
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_events_xy   :events_xy unless $@
  def events_xy(x, y)
    # Grab the events from the hash
    loc = x.to_s + "_" + y.to_s
    event_ids = @emap[loc]
    # Use the IDs to build an array of events
    events = []
    if event_ids != nil
      for id in event_ids
        if id == 0
          events.push($game_player)
        else
          events.push(@events[id])
        end
      end
    end
    # Return this array for the passability to use
    return events
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x    : x coordinate
  #     y    : y coordinate
  #     flag : The impassable bit to be looked up
  #            (normally 0x01, only changed for vehicles)
  #--------------------------------------------------------------------------
  alias :pre_antilag_passable?    :passable? unless $@
  def passable?(x, y, flag = 0x01)
    for event in events_xy(x, y)            # events with matching coordinates
      next if event.tile_id == 0            # graphics are not tiled
      next if event.priority_type > 0       # not [Below characters]
      next if event.through                 # pass-through state
      pass = @passages[event.tile_id]       # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    for i in [2, 1, 0]                      # in order from on top of layer
      tile_id = @map.data[x, y, i]          # get tile ID
      return false if tile_id == nil        # failed to get tile: Impassable
      pass = @passages[tile_id]             # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    if @etilemap != nil
      for i in [2, 1, 0]                      # in order from on top of layer
        tile_id = @etilemap[x, y, i]          # get tile ID
        return false if tile_id == nil        # failed to get tile: Impassable
        pass = @passages[tile_id]             # get passable attribute
        next if pass & 0x10 == 0x10           # *: Does not affect passage
        return true if pass & flag == 0x00    # o: Passable
        return false if pass & flag == flag   # x: Impassable
      end
    end
    return false                            # Impassable
  end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :ignore_update
  attr_reader   :ignore_sprite
  attr_reader   :ignore_location
  attr_reader   :force_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_initialize    :initialize unless $@
  def initialize
    # Run normal initialize
    pre_antilag_initialize
    # Set our ignore flag based on our event name
    @ignore_update = false
    @ignore_sprite = false
    @ignore_location = false
    @force_update = false
    @x_offscreen_value = (Graphics.width + (X_OFFSCREEN_SQUARES * 32)) * 8
    @y_offscreen_value = (Graphics.height + (Y_OFFSCREEN_SQUARES * 32)) * 8
    @x_offscreen_squares = X_OFFSCREEN_SQUARES * 32 * 8
    @y_offscreen_squares = Y_OFFSCREEN_SQUARES * 32 * 8
  end
  #--------------------------------------------------------------------------
  # * On Screen
  #--------------------------------------------------------------------------
  def on_screen
    x_range = ((@real_x <= ($game_map.display_x + @x_offscreen_value)) and (@real_x >= ($game_map.display_x - @x_offscreen_squares)))
    y_range = ((@real_y <= ($game_map.display_y + @y_offscreen_value)) and (@real_y >= ($game_map.display_y - @y_offscreen_squares)))
    if x_range and y_range
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Jump
  #     x_plus : x-coordinate plus value
  #     y_plus : y-coordinate plus value
  #--------------------------------------------------------------------------
  alias :pre_antilag_jump    :jump unless $@
  def jump(x_plus, y_plus)
    $game_map.clear_event_loc(self)
    pre_antilag_jump(x_plus, y_plus)
    $game_map.set_event_loc(self)
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_moveto   :moveto unless $@
  def moveto(x, y)
    $game_map.clear_event_loc(self) if $game_map.emap != nil
    pre_antilag_moveto(x, y)
    $game_map.set_event_loc(self) if $game_map.emap != nil
  end
  #--------------------------------------------------------------------------
  # * Clear anti-lag flags
  #--------------------------------------------------------------------------
  def clear_antilag_flags
    # Turn all the ignore values to false for one reason or another
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
  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
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :id
  attr_reader   :original_forced_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     map_id : map ID
  #     event  : event (RPG::Event)
  #--------------------------------------------------------------------------
  alias :pre_antilag_event_initialize    :initialize unless $@
  def initialize(map_id, event)
    # Run normal initialize
    pre_antilag_event_initialize(map_id, event)
    # Set our ignore flag based on our event name
    decide_ignore
    @allow_screen_ignore = ALLOW_SCREEN_IGNORE
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :pre_antilag_update    :update unless $@
  def update
    # Only run update if @ignore_update is false
    if update?
      pre_antilag_update
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update?
    # Check our logic and return if we should update
    ignore = ((not @ignore_update) and (on_screen and @allow_screen_ignore))
    return (@force_update or ignore or @move_route_forcing)
  end
  #--------------------------------------------------------------------------
  # * Event page setup
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup  :setup unless $@
  def setup(new_page)
    # Run normal setup
    pre_antilag_setup(new_page)
    # Set our forced flag if we're running as a parallel process now
    # if not, set it to our "default" set during the decide_ignore function
    if @trigger == 4 or @trigger == 3
      @force_update = true
    else
      @force_update = @original_force_update
    end
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_type_custom   :move_type_custom unless $@
  def move_type_custom
    # Ensure the sprite has been created if it's a blank event
    # with no code on itself but someone else set a graphic on it
    if @ignore_sprite
      command = @move_route.list[@move_route_index]   # Get movement command
      case command.code
      when 41   # Change Graphic
        create_sprite if @ignore_sprite
      end
    end
    # Run the original move type custom command
    pre_antilag_move_type_custom
  end
  #--------------------------------------------------------------------------
  # * Create Sprite
  #     Create a sprite for this poor event if one hasn't been made
  #--------------------------------------------------------------------------
  def create_sprite
    # Ensure ignore sprite value is set to false
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
    # Try to add a new sprite to the map
    if $scene.is_a?(Scene_Map)
      $scene.create_event_sprite(self)
    end
  end
  #--------------------------------------------------------------------------
  # * Decide if Ignorable for Updates or Sprites
  #--------------------------------------------------------------------------
  def decide_ignore
    # Not ignore by default
    @ignore_location = true
    @ignore_sprite = true
    @ignore_update = false
    @original_force_update = false
    # Decide if we should ignore ourselves or not
    if @event.name == "IGNORE"
      @ignore_update = true
    elsif @event.pages.size == 1
      if @list != nil
        if @list.size == 1
          if @character_name == "" or @tile_id != 0
            @ignore_update = true
          end
        end
      end
    end
    # Check if we'll ever need a sprite
    tiles = []
    for page in @event.pages
      # Check for single-tile events
      if page.graphic.tile_id != 0
        tiles.push(page.graphic.tile_id) if not tiles.include?(page.graphic.tile_id)
        if page.priority_type == 2 or tiles.size > 1 or @event.pages.size > 1
          @ignore_sprite = false
          @ignore_location = false
        end
      end
      # Check for character graphic instead
      if page.graphic.character_name != ""
        @ignore_sprite = false
        @ignore_location = false
      elsif page.priority_type == 1 and BLANK_EVENT_COLLISION == "VX"
        @ignore_location = false
      end
      # Check all pages for code to run
      if page.list.size > 1
        for item in page.list
          if item.code != 108
            @ignore_location = false
          end
        end
      end
    end
    # Check to see if we have any tiles and a no initial page
    if @list == nil and tiles.size > 0
      @ignore_sprite = false
      @ignore_location = false
    end
    # Force tags
    if @event.name.include?("DOSPRITE")
      @ignore_sprite = false
    end
    if @event.name.include?("DOLOC")
      @ignore_location = false
    end
    if @event.name.include?("DOUPDATE")
      @ignore_update = false
      @force_update = true
      @original_force_update = true
    end
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down unless $@
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left unless $@
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right unless $@
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up unless $@
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left unless $@
  def move_lower_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left unless $@
  def move_upper_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right unless $@
  def move_lower_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right unless $@
  def move_upper_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  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
  #--------------------------------------------------------------------------
  # * Priority Type
  #--------------------------------------------------------------------------
  def priority_type
    return 1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def trigger
    return -1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def triggers
    return []
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def tile_id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Determine if Airship can Land
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_airship_land_ok?   :airship_land_ok? unless $@
  def airship_land_ok?(x, y)
    unless $game_map.airship_land_ok?(x, y)
      return false    # The tile passable attribute is unlandable
    end
    # Check all events to ensure only the player is there
    for event in $game_map.events_xy(x, y)
      if event != $game_player
        return false
      end
    end
    return true       # Can land
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down unless $@
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left unless $@
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right unless $@
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up unless $@
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left unless $@
  def move_lower_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left unless $@
  def move_upper_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right unless $@
  def move_lower_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right unless $@
  def move_upper_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Sprite
  #       :event - The event to give to the spriteset to make a sprite for
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Tell the spriteset to make the sprite for the event
    @spriteset.create_event_sprite(event)
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_characters    :create_characters unless $@
  def create_characters
    @character_sprites = []
    for i in $game_map.events.keys.sort
      unless $game_map.events[i].ignore_sprite
        sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
        @character_sprites.push(sprite)
      end
    end
    for vehicle in $game_map.vehicles
      sprite = Sprite_Character.new(@viewport1, vehicle)
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Check if we can find a sprite already created for the event
    found = false
    for sprite in @character_sprites
      found = true if sprite.character == event
    end
    # If we didn't find one create it
    if not found
      @character_sprites.push(Sprite_Character.new(@viewport1, event))
    end
  end
  #--------------------------------------------------------------------------
  # * Create Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_tilemap   :create_tilemap unless $@
  def create_tilemap
    # Normal tilemap creation
    pre_antilag_create_tilemap
    # Add the new tilemap!
    @etilemap = Tilemap.new(@viewport1)
    @etilemap.bitmaps[0] = Cache.system("TileA1")
    @etilemap.bitmaps[1] = Cache.system("TileA2")
    @etilemap.bitmaps[2] = Cache.system("TileA3")
    @etilemap.bitmaps[3] = Cache.system("TileA4")
    @etilemap.bitmaps[4] = Cache.system("TileA5")
    @etilemap.bitmaps[5] = Cache.system("TileB")
    @etilemap.bitmaps[6] = Cache.system("TileC")
    @etilemap.bitmaps[7] = Cache.system("TileD")
    @etilemap.bitmaps[8] = Cache.system("TileE")
    emap = Table.new($game_map.data.xsize, $game_map.data.ysize, 3)
    # Add only events that are not "above" character
    for event in $game_map.events.values
      if event.tile_id > 0 and event.ignore_sprite
        emap[event.x, event.y, event.priority_type] = event.tile_id
      end
    end
    @etilemap.map_data = emap
    @etilemap.passages = $game_map.passages
    $game_map.etilemap = emap
  end
  #--------------------------------------------------------------------------
  # * Dispose of Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_dispose_tilemap    :dispose_tilemap unless $@
  def dispose_tilemap
    # Normal dispose
    pre_antilag_dispose_tilemap
    # Dispose of new event tilemap
    @etilemap.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_tilemap   :update_tilemap unless $@
  def update_tilemap
    # Normal update
    pre_antilag_update_tilemap
    # Work with new event tilemap
    @etilemap.ox = $game_map.display_x / 8
    @etilemap.oy = $game_map.display_y / 8
    @etilemap.update
  end
  #--------------------------------------------------------------------------
  # * Update Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_characters  :update_characters unless $@
  def update_characters
    for sprite in @character_sprites
      sprite.update if sprite.character.on_screen
    end
  end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Show Animation
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_212    :command_212 unless $@
  def command_212
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_212
  end
  #--------------------------------------------------------------------------
  # * Show Balloon Icon
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_213    :command_213 unless $@
  def command_213
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_213
  end
end
« Last Edit: February 09, 2012, 11:42:42 PM by DoctorTodd »

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RMRK Junior
Ohhh yah this is VX lolol!  :)

***
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Level 75
What the...?
Well, I appreciate the help, (and the attempts at helping).  I've tried Anaryu's Script before.  I can't get it to work right.  The problem is that I started this project a long time ago and should have implemented the AntiLag from the beginning but I didn't.  Anaryu's script involves way too much setup.  It would be entirely too much work, when the one I'm using now works very well.   I've moved the AntiLag around in the scripts editor, and I can get the Caterpillar to come back, it just stays briefly on map changes AND at any time, when the Map Scene is left for any period of time.   Also, when it reappears it acts weird, with the characters getting 'frozen' and moving as if they had 'direction fix' on.  I contacted the author today, but so far no response.  I'll keep trying to adjust it myself, but I believe the answer is in a 'patch' of sorts.


EDITTED:  Here, I threw together a quick Demo with the two scripts together.  I found that when they are by themselves, the caterpillar will remain on screen at all times, but it is obviously screwed up.  Also, I put in a third script which the patch will need to be compatible with.  This little snippet is just to make characters keep their direction facing up when going down ladders.  I commented that one out, as it's not nearly as important as the Cat and AntiLag at being compatible.  Hope the Demo will help someone put something together.


http://www.mediafire.com/?cfn7wnccd66z5nd
« Last Edit: February 10, 2012, 04:13:10 AM by IXFURU »

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Level 75
What the...?
I just received word from the author of the AntiLag script that he "don't have time to help with the problem."  He also told me that he had a Caterpillar Script of his own that would be compatible.  The problem with that is, I can't really test them together in the project, because when his CAT script is in the game, it throws an error with the NeoSaveSystem 3, which sucks. 

So, at any rate, I really could use some help with this issue.  I don't want to change the scripts I'm using, and I certainly can't get rid of the SaveSystem, because it's crucial. 

Bumping in hopes that someone may still help.  If you decide to help, please review the posts of the topic carefully, as I have placed a demo here with just the barebones, CAT script and AntiLag Script.  That way it would be easier to modify and test them.

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What the...?

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Rep:
Level 82
I will take a look at it. It sounds like a conflict that shouldn't be overly hard to fix once it's found - that's the bit that might be a little harder.

I can't promise a result very soon - I'm in the middle of moving over the next few days. Give me a few days (let's say up to a week), and I'll give you some idea of what's happening and if it's fixable in an easy way. I say so many days since there's a lack of English comments in the AntiLag script, and a lack of helpful comments in the Caterpillar, and I'll have to figure out the working first.
(Why do I always feel like it's the end of the world and I'm the last man standing?)

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What the...?
Thanks Logan.  I appreciate it.

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Level 82
Fixed. I have no idea if it works with the ladder script, though. If there is an issue with that, just let me know.

Code: [Select]

class Spriteset_Map

  def create_characters
    @last_screen_x = ($game_map.display_x / 128).to_i
    @last_screen_y = ($game_map.display_y / 128).to_i
    @character_sprites = []
    for sprite in @character_sprites
      sprite.dispose
    end
    @character_sprites.clear
    for i in $game_map.events.keys.sort
      event = $game_map.events[i]
      $game_map.move_event(event.x, event.y, event)
      event.sprite = Sprite_Character.new(@viewport1, event)
    end
    for vehicle in $game_map.vehicles
      vehicle.sprite = Sprite_Character.new(@viewport1, vehicle)
    end
    party = $game_party.followers
    for actor in party.reverse + [$game_player]
      actor.sprite = Sprite_Character.new(@viewport1, actor)
    end
    refresh_characters
  end
 
  def dispose_characters
    for event in $game_map.events.values
      next if event.sprite.nil?
      event.sprite.dispose
      event.sprite = nil
    end
    for vehicle in $game_map.vehicles
      next if vehicle.sprite.nil?
      vehicle.sprite.dispose
      vehicle.sprite = nil
    end
    party = $game_party.followers
    for actor in party.reverse + [$game_player]
      next if actor.sprite.nil?
      actor.sprite.dispose
      actor.sprite = nil
    end
  end
  #--------------------------------------------------------------------------
  # Redefinição dos characters
  #--------------------------------------------------------------------------
  def refresh_characters
    @character_sprites.clear
    $game_map.event_list.clear
    $game_map.event_list += $game_map.update_list
    min_x, max_x, min_y, max_y = $game_map.visible_area
    for x in min_x..max_x
      for y in min_y..max_y
        add_sprites($game_map.round_x(x), $game_map.round_x(y))
      end
    end
    for vehicle in $game_map.vehicles
      @character_sprites << vehicle.sprite
    end
    party = $game_party.followers
    for actor in party.reverse + [$game_player]
      @character_sprites << actor.sprite
    end
    @character_sprites.compact!
    @character_sprites.uniq!
    $game_map.event_list.compact!
    $game_map.event_list.uniq!
    @last_screen_x = ($game_map.display_x / 128).to_i
    @last_screen_y = ($game_map.display_y / 128).to_i
  end
 
end

Simply copy that into a slot directly below the caterpillar script. It will cause problems if you do not use this particular caterpillar script as this is merely a hack and not a compatibility patch.
(Why do I always feel like it's the end of the world and I'm the last man standing?)

***
Rep:
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What the...?
Logan! You're awesome.  This works very well.   Thanks for putting in the time to fix it for me.  I appreciate it.