vx

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
    #--------------------------------------------------------------------------
    def move_lower_left
      wora_cater_gampla_movll
      Wora.add_upd_cater('act.move_lower_left') unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Move Lower Right
    #--------------------------------------------------------------------------
    def move_lower_right
      wora_cater_gampla_movlr
      Wora.add_upd_cater('act.move_lower_right') unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Move Upper Left
    #--------------------------------------------------------------------------
    def move_upper_left
      wora_cater_gampla_movul
      Wora.add_upd_cater('act.move_upper_left') unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Move Upper Right
    #--------------------------------------------------------------------------
    def move_upper_right
      wora_cater_gampla_movur
      Wora.add_upd_cater('act.move_upper_right') unless @move_failed
    end
    #--------------------------------------------------------------------------
    # * Jump
    #--------------------------------------------------------------------------
    def jump(x, y)
      wora_cater_gampla_jump(x, y)
      Wora.add_upd_cater("act.jump(#{x},#{y})")
    end
    #--------------------------------------------------------------------------
    # * Get Off Vehicle
    #--------------------------------------------------------------------------
    def get_off_vehicle(*args)
      wora_cater_gampla_getoffveh(*args)
      Wora.reset_cater_pos
    end
    #--------------------------------------------------------------------------
    # * Move to Designated Position
    #--------------------------------------------------------------------------
    def moveto(*args)
      wora_cater_gampla_moveto(*args)
      Wora.reset_cater_pos
    end
  end
end

class Game_Map
  attr_accessor :events

  alias wora_cater_gammap_setup setup
  def setup(*args)
    wora_cater_gammap_setup(*args)
    # Create caterpillar actors
    $game_cateracter = []
    (1..(Wora::CATERPILLAR_MAX_ACTORS-1)).each do |n|
      $game_cateracter.push(Game_WCateracter.new(n))
    end
    $cater_movelist = Array.new(Wora::CATERPILLAR_MAX_ACTORS - 1) {''}
  end
end
 
 
Instruction
- Setup script in the SETUP part
- The complete instruction is included in the script


Author's Notes
Free for use in your work if credit is included.
If you want to post it on any forum, please link to this topic.


Bug Report?
Please give me these informations:
QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?

 

 

edit @ 2 Mar 2009 20:43:36 by [+Boxsuke+]

VX Icon Viewer by Woratana

posted on 15 Feb 2009 01:31 by boxsuke in Resources, ScriptsVX, WoraScripts

* อันนี้เป็นโปรแกรมสำหรับดู Icon เพื่อหา Icon ID ครับ เพราะ RPG Maker VX เนี่ย ไอคอนจะรวมกันเป็นไอคอนชีทแผ่นเดียวเลย ต้องมาใช้มือไล่นับทุกทีตอนหา Icon ID เอามาใช้ในสคริปต์ ก็เลยเขียนอันนี้ขึ้นมาเพื่อช่วยให้หา Icon ID ให้ง่ายขึ้นนั่นเองฮะ ^^/

Icon Viewer
Version 1.0
by Woratana
Release Date: 06/04/2008


Introduction
I scripted this since I'm too lazy to count and try the icon index lately.
What is this script does is generate icon list and you can scroll through icons to find icon you want with its index.

This script will be useful when you're trying to find icon index to draw by draw_icon from Window_Base
or drawing icon in NMS with index.

You can edit this to make use of it in your game some ways. wink.gif


Screenshot



Demo
Download Demo

You can just download this demo and use it whenever you want~ tongue.gif




Instruction

CODE
# +[ How to use this script? ]+
# Call Script:
$scene = Scene_IPreview.new

# You can use other iconset image by put it in folder 'Graphics\System'
# and then call script:
$scene = Scene_IPreview.new('image name')




Compatibility
It should work with any script.


Author's Notes
Free for use in your work if credit included.

Please do not redistribute this script without permission.

edit @ 15 Feb 2009 01:46:01 by [+Boxsuke+]