VX Caterpillar System by Woratana

posted on 16 Feb 2009 16:55 by boxsuke in Resources, ScriptsVX, WoraScripts

* สคริปต์สร้างตัวละครในปาร์ตี้เดินตามเราฮะ มีตัวเดินตามได้ไม่จำกัด =w=/ ขึ้นอยู่กับว่าในปาร์ตี้มีกี่คนอะน้อ~อันนี้ลองเขียนอะน้อ ถ้ามีบั๊กอะไรช่วยแจ้งด้วยฮะ ^^/ โค้ดแค่ 200 บรรทัดเองอะ หุหุ (ถ้าไม่นับคอมเม้นท์ก็ 150 กว่าบรรทัดเอง~) สคริปต์อยู่ด้านล่างน้อ เลื่อนลงไปเล้ย~

 

Caterpillar System
Version 2.0
by Woratana
Release Date: 02/03/2009


Introduction
It's just that one day I feel like scripting caterpillar system. I've never done it before, and it would teach me something.

So I tried, and here is the result.

It's probably need more work to make it perfect. tongue.gif Because I think my algorithm so far is not the best one.
Please let me know if you find any bugs. ^^/

Enjoy~^^


Features
Version 2.0
- Fix direction bug
- Fix vehicle bug
- Add max following members
- Fix dash bug
- More compatible with script that edit Spriteset_Map.create_characters
Version 1.0
- Unlimited following members
- Switch to hide/show following members temporarily


Screenshots



Script
#===============================================================
# ● [VX] ◦ Plug 'n Play Caterpillar System ◦ □
# * Create party members follow the player on map *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 29/02/2009
# ◦ Version: 2.0
#--------------------------------------------------------------
# ◦ Update:
#--------------------------------------------------------------
# □ Version 2.0 (29/02/2009)
# - Fix direction bug
# - Fix vehicle bug
# - Add max following members
# □ Version 1.5 (17/02/2009)
# - Fix dash bug
# - More compatible with script that edit Spriteset_Map.create_characters
#--------------------------------------------------------------
# ◦ Compatibility:
#--------------------------------------------------------------
# □ This script will rewrite 0 method(s):
#
#
# □ This script will alias 14 method(s):
#     Spriteset_Map.create_characters
#     Spriteset_Map.update_characters
#     Game_Player.move_down
#     Game_Player.move_left
#     Game_Player.move_right
#     Game_Player.move_up
#     Game_Player.move_lower_left
#     Game_Player.move_lower_right
#     Game_Player.move_upper_left
#     Game_Player.move_upper_right
#     Game_Player.jump
#     Game_Player.get_off_vehicle
#     Game_Player.moveto
#     Game_Map.setup
#
# □ This script should work with most scripts
#
#--------------------------------------------------------------
# ◦ Installation:
#--------------------------------------------------------------
# 1) This script should be placed JUST BEFORE ▼ Main Process.
#
# □ Like this:
# ▼ Materials
# ...
# ...
# * Caterpillar System
# ▼ Main Process
# Main
#
# 2) Setup this script in Setup Part below.
#
#--------------------------------------------------------------
# ◦ How to use:
#--------------------------------------------------------------
# □ Place this script and setup in the setup part.
#
#=================================================================

module Wora

  #=================================================================
  # ++ Setup Part
  #-----------------------------------------------------------------

  CATERPILLAR_HIDE_SWITCH = 1
  # Turn ON this switch to HIDE caterpillar actors
  # Turn OFF this switch to SHOW caterpillar actors

  CATERPILLAR_MAX_ACTORS = 5
  # Maximum number of the following actors

  #-----------------------------------------------------------------

  def self.add_upd_cater(code = nil)
    # Add new move action to caterpillar
    $game_cateracter.each_index do |i|
      act = $game_cateracter[i]
      eval($cater_movelist[$cater_movelist.size - 1 - i])
    end
    $cater_movelist.shift
    $cater_movelist.push(code) unless code.nil?
  end

  def self.reset_cater_pos
    # Reset caterpillar position
    $game_cateracter.each_index {|i| $game_cateracter[i].refresh }
    $cater_movelist = Array.new(Wora::CATERPILLAR_MAX_ACTORS - 1) {''}
  end
end

class Game_WCateracter < Game_Character
  attr_accessor :actor

  def initialize(member_id)
    super()
    @wmember_id = member_id
    refresh
  end

  def update(*args)
    super(*args)
    actor = $game_party.members[@wmember_id]
    unless actor.nil?
      @character_name = actor.character_name
      @character_index = actor.character_index
      @transparent = ($game_switches[Wora::CATERPILLAR_HIDE_SWITCH] or
    $game_player.in_vehicle? or $game_player.transparent)
      @opacity = $game_player.opacity
      @move_speed = $game_player.move_speed + ($game_player.dash? ? 1 : 0)
    else
      @character_name = ''
      @character_index = 0
    end
  end

  def screen_z
    return $game_player.screen_z
  end

  def check_event_trigger_touch(x, y)
    return false
  end

  def passable?(x, y)
    return true
  end

  def refresh
    @direction = $game_player.direction
    moveto($game_player.x, $game_player.y)
  end
end

class Spriteset_Map
  alias wora_cater_sprmap_crechara create_characters
  alias wora_cater_sprmap_updchara update_characters
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  def create_characters(*args)
    wora_cater_sprmap_crechara(*args)
    # Remove Game_Player sprite, this will be add later
    ((@character_sprites.size-1)..0).each do |i|
      next if @character_sprites[i].nil?
      if @character_sprites[i].character.is_a?(Game_Player)
        @character_sprites[i].dispose
        @character_sprites.delete_at(i)
        break
      end
    end
    # Create party members sprite
    (1..(Wora::CATERPILLAR_MAX_ACTORS-1)).each do |n|
      @character_sprites.push(Sprite_Character.new(@viewport1, $game_cateracter[n-1]))
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
  # * Update Character Sprite
  #--------------------------------------------------------------------------
  def update_characters(*args)
    $game_cateracter.each {|cater| cater.update }
    wora_cater_sprmap_updchara(*args)
  end
end

class Game_Player < Game_Character
  attr_reader :move_speed
  unless method_defined?('wora_cater_gampla_movdown')
    alias wora_cater_gampla_movdown move_down
    alias wora_cater_gampla_movleft move_left
    alias wora_cater_gampla_movright move_right
    alias wora_cater_gampla_movup move_up
    alias wora_cater_gampla_movll move_lower_left
    alias wora_cater_gampla_movlr move_lower_right
    alias wora_cater_gampla_movul move_upper_left
    alias wora_cater_gampla_movur move_upper_right
    alias wora_cater_gampla_jump jump
    alias wora_cater_gampla_getoffveh get_off_vehicle
    alias wora_cater_gampla_moveto moveto

    #--------------------------------------------------------------------------
    # * Move Down
    #--------------------------------------------------------------------------
    def move_down(turn_ok = true)
      wora_cater_gampla_movdown(turn_ok)
      Wora.add_upd_cater("act.move_down(#{turn_ok})") unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Move Left
    #--------------------------------------------------------------------------
    def move_left(turn_ok = true)
      wora_cater_gampla_movleft(turn_ok)
      Wora.add_upd_cater("act.move_left(#{turn_ok})") unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Move Right
    #--------------------------------------------------------------------------
    def move_right(turn_ok = true)
      wora_cater_gampla_movright(turn_ok)
      Wora.add_upd_cater("act.move_right(#{turn_ok})") unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Move up
    #--------------------------------------------------------------------------
    def move_up(turn_ok = true)
      wora_cater_gampla_movup(turn_ok)
      Wora.add_upd_cater("act.move_up(#{turn_ok})") unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Move Lower Left
    #-------------------------------------------------