I recently added the world map script on my game, but there's a conflict with catterpillar "Train System" script: the extra actors sprite variables aren't stored.
World map changes the first map on the game in a "MAP VIEW" of the world. Catterpillar system make other party character to follow you like a train.
The game crashes AFTER you exits the worl map... very frustating.
If anyone knows how to fix that, please help!
Thanks in advance.
Catterpillar system script:
#CARTEPILLAR SYSTEM - The "TRAIN PARTY"
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 = 20
# ?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
#The next statement indicates wich actor will be forever in "walk animation",
# even if it's stopped! To put everybody normal, put "HERE_THE_ACTOR_ID =1 "
# to make the second hero always walk, "HERE_THE_ACTOR_ID =2 ", etc.
#HERE_THE_ACTOR_ID = 2
HERE_THE_ACTOR_ID = 1
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
module Train_Actor
module Scene_Menu_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
end
class Scene_Menu
include Train_Actor::Scene_Menu_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
#remove down here to make dead actors stay in party .
# if actor.dead?
# return true
# end
#remove up here to make dead actors stay in party .
end
return false
end
def update_party_order
if not actors_dead?
return actors
end
#remove down here to make dead actors stay in party .
alive_actors = []
dead_actors = []
for actor in actors
if actor.dead?
dead_actors.push actor
else
# remove up here to make dead actors stay in party .
alive_actors.push actor
#remove down here to make dead actors stay in party .
end
end
#remove up here to make dead actors stay in party .
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
if character.cp_id == HERE_THE_ACTOR_ID # Blizzard´s support for stopped animation
character.step_anime = true # Blizzard´s support for stopped animation
else # Blizzard´s support for stopped animation
character.step_anime = $game_player.step_anime
end # Blizzard´s support for stopped animation
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_reader :cp_id
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
@cp_id = $data_actors[actor.id].id
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
class Scene_Battle
include Train_Actor::Scene_Map_Module
end
World Map script:
#==============================================================================
# ? World Map
#------------------------------------------------------------------------------
# ?Near Fantastica
# 19/12/04
# Note: well not work unless you remove the @spriteset.dispose from the
# transfer_player of the Scene_Map.
# Script use 2 graphics: Characters/cursor.png and Tilesets/WorldMap.png
#==============================================================================
#==============================================================================
# Ericmor's instructions:
# The first map ever on your project (map001) will be the world map. Place the
# map as a tileset, and them place events where you want the arrow locator
# pointing - like, the city where the character is. The event only needs to
# be NAMED LIKE THE MAP NAME THAT IT WILL LOCATES. So, if you renamed map003
# to REALM OF GONDOR, you name an event in world map to REALM OF GONDOR.
#
# Won't work unless the VERY first map on the game isn't the world map.
# Map001 can't be defined by hand... or either create a new project, or try
# to pinpoint map001 identity by placing events with some map name on it.
# If you don't want to loose your first map, copy/paste it on the tree view
# on the left down corner menu in the editor.
# There's also an extra event on the original world map named: Temp Event
#
# How to activate: just write down the script call:
# World_Map.new
#==============================================================================
#==============================================================================
# ? Game_Map
#------------------------------------------------------------------------------
# ?Add defenision of the names to Game Map Class
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ? Refer setup to Game Map
#--------------------------------------------------------------------------
attr_accessor :number_events
alias game_map_setup setup
#--------------------------------------------------------------------------
# ? Loads Event names
#--------------------------------------------------------------------------
def setup(map_id)
@name = {}
@number_events = 0
game_map_setup(map_id)
for i in @map.events.keys
@number_events = @number_events + 1
@name[i] = @map.events[i].name
end
end
#--------------------------------------------------------------------------
# ? Displays Event names
#--------------------------------------------------------------------------
def event_name(event)
@event_id = event
@name[@event_id]
end
#--------------------------------------------------------------------------
# ? Loads Map Names
#--------------------------------------------------------------------------
#Dubealex Addition (from XRXS) to show Map Name on screen
def map_name
$map_infos[@map_id]
end
end
#==============================================================================
# ? Scene_Title
#------------------------------------------------------------------------------
# ?Add load map names and event names
#==============================================================================
class Scene_Title
# active world map to false
$world_map_active = false
#Dubealex Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#==============================================================================
# ? Game_Character
#------------------------------------------------------------------------------
# ?Redefine the character_name to attr_accessor
#==============================================================================
class Game_Character
attr_accessor :character_name
end
#==============================================================================
# ? World_Map
#------------------------------------------------------------------------------
# ?Find players curent location on maps and displays it to world map
#==============================================================================
class World_Map
#--------------------------------------------------------------------------
# ? Object initialization
#--------------------------------------------------------------------------
def initialize
$last_map_name = $game_map.map_name
$restore_map_id = $game_map.map_id
$restore_player_x = $game_player.x
$restore_player_y = $game_player.y
$restore_player_direction = $game_player.direction
$game_player.transparent = true
$game_map.setup(1)
for i in 1...($game_map.number_events+1)
if $game_map.event_name(i) == $last_map_name
$game_map.events[i].character_name = "cursor"
x = $game_map.events[i].x
y = $game_map.events[i].y
$game_temp.player_new_x = x
$game_temp.player_new_y = y
$game_temp.player_new_map_id = 1
$game_temp.player_transferring = true
$scene = Scene_World_Map.new
$scene.transfer_player
end
end
end
end
#==============================================================================
# ? Window_Location
#------------------------------------------------------------------------------
# ?display current loaction
#==============================================================================
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# ? Object initialization
#--------------------------------------------------------------------------
def initialize
super(10, 10, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
#--------------------------------------------------------------------------
#Ericmor's note: the next two lines are Near fantastica's font control.
#those font control's doesn't exist in standard RPGMAKER. Don't
#uncomment it, unless you know WHAT YOU ARE DOING!
#--------------------------------------------------------------------------
#self.contents.font.name = $defaultfonttype # "Number of Steps" window font
#self.contents.font.size = $defaultfontsize
refresh
end
#--------------------------------------------------------------------------
# ? Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Localização:")
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $last_map_name.to_s, 2)
end
end
#==============================================================================
# ? Scene_World_Map
#------------------------------------------------------------------------------
# ?It is the class which processes the World Map picture
#==============================================================================
class Scene_World_Map
#--------------------------------------------------------------------------
# ? Main processing
#--------------------------------------------------------------------------
def main
# Drawing up sprite set
@spriteset = Spriteset_Map.new
# Drawing up loaction window
@location_window = Window_Location.new
@location_window.opacity = 125
# Transition execution
Graphics.transition
# Main loop
loop do
# Renewing the game picture
Graphics.update
# Updating the information of input
Input.update
# Frame renewal
update
# When the picture changes, discontinuing the loop
if $scene != self
break
end
end
# Transition preparation
Graphics.freeze
# ???????????
#@spriteset.dispose
# Releasing the location window
@location_window.dispose
# When it changes to the title picture and it is in
if $scene.is_a?(Scene_Title)
# Fading out picture
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# ? Frame renewal
#--------------------------------------------------------------------------
def update
# Loop
loop do
#The map, in order of the interpreter and the player renewal (as for this renewal order,
#when the condition for executing the event is satisfied, in the reason such that the opportunity
#which instant is moved if the player is not given the importance)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# The system (the timer), renewing the picture
$game_system.update
$game_screen.update
# If it is not the place on the move of the prayer, discontinuing the loop
unless $game_temp.player_transferring
break
end
# Executing place movement
transfer_player
# When it is in the midst of transition processing, discontinuing the loop
if $game_temp.transition_processing
break
end
end
# Renewing sprite set
@spriteset.update
# When it is in the midst of transition processing,
if $game_temp.transition_processing
#During transition processing clearing the flag
$game_temp.transition_processing = false
#Transition execution
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# The B when button is pushed
if Input.trigger?(Input::B)
$world_map_active = false
$game_temp.player_new_map_id = $restore_map_id
$game_temp.player_new_x = $restore_player_x
$game_temp.player_new_y = $restore_player_y
$game_temp.player_new_direction = $restore_player_direction
$game_temp.player_transferring = true
$scene = Scene_Map.new
$scene.transfer_player
$game_player.transparent = false
end
end
#--------------------------------------------------------------------------
# ? Place movement of player
#--------------------------------------------------------------------------
def transfer_player
# Clearing the prayer place portable flag
$game_temp.player_transferring = false
# When the tip of moving differs from the present map,
if $game_map.map_id != $game_temp.player_new_map_id
# Setting up the new map
$game_map.setup($game_temp.player_new_map_id)
end
# Setting the position of the prayer
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# Setting the direction of the prayer
case $game_temp.player_new_direction
when 2 # 2
$game_player.turn_down
when 4 # 4
$game_player.turn_left
when 6 # 6
$game_player.turn_right
when 8 # 8
$game_player.turn_up
end
# Reforming the attitude of the prayer
$game_player.straighten
# Map renewal (parallel event execution)
$game_map.update
# Rewriting sprite set
@spriteset = Spriteset_Map.new
# When it is in the midst of transition processing,
if $game_temp.transition_processing
# During transition processing clearing the flag
$game_temp.transition_processing = false
# Transition execution
Graphics.transition(20)
end
# Executing the automatic operation change of BGM and BGS which are set to the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
# Updating the information of input
Input.update
end
end