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Joined: Sat May 22, 2010 8:24 pm Posts: 412 Location: Obvious exits are: North, South, and uh... Dennis
So, for a game working on in RMVX, I'm using this script for 8-directional movement:
Spoiler:
#============================================================================== # 8 Way Directional Movement #------------------------------------------------------------------------------ # Kylock # 21.3.2008 # Version 1.1 #============================================================================== # Special thanks to Arrow-1 for the script request and supplying sprites for # testing purposes. #============================================================================== # Instructions: # Add this script towards the top, since methods are rewritten and not # aliased. Once you add it and run your game, the script will # automagically enable 8-way directional movement for your hero. # Features: # * Added movement functionality to allow your hero to move in diagonal # directions # * Corrects directional issues resulting from trying to activate events # while facing a diaganol direction. (could be better implemented, # but does work as it is) #============================================================================== # Changelog # 1.0 Initial Release # 1.1 Added support for no custom sprites and added compatibility with # Anaryu's Anti-Lag script (must be loaded above the anti-lag script) #==============================================================================
#============================================================================== # ** Script Configuration #============================================================================== module KMDM DIRSPRITE = true # set to true if you are using a custom # character sprite for diagonal movement end
#============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # rewrote def move_by-input to enable extra directions #==============================================================================
class Game_Player < Game_Character def move_by_input return unless movable? return if $game_map.interpreter.running? case Input.dir8 when 1; move_lower_left when 2; move_down when 3; move_lower_right when 4; move_left when 7; move_upper_left when 6; move_right when 8; move_up when 9; move_upper_right end end end
#============================================================================== # ** Game_Character #------------------------------------------------------------------------------ # Corrects direction so events will respond when hero is facing diagonal. # Modifies: def move_lower_left, def move_lower_right, def move_upper_left, # and def move_upper_right #==============================================================================
class Game_Character #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- def move_lower_left(turn_ok = true) set_direction(5) if (passable?(@x, @y+1) and passable?(@x-1, @y+1)) or (passable?(@x-1, @y) and passable?(@x-1, @y+1)) @x -= 1 @y += 1 increase_steps @move_failed = false else @move_failed = true end end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- def move_lower_right(turn_ok = true) set_direction(3) if (passable?(@x, @y+1) and passable?(@x+1, @y+1)) or (passable?(@x+1, @y) and passable?(@x+1, @y+1)) @x += 1 @y += 1 increase_steps @move_failed = false else @move_failed = true end end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- def move_upper_left(turn_ok = true) if KMDM::DIRSPRITE == true set_direction(7) else set_direction(8) end if (passable?(@x, @y-1) and passable?(@x-1, @y-1)) or (passable?(@x-1, @y) and passable?(@x-1, @y-1)) @x -= 1 @y -= 1 increase_steps @move_failed = false else @move_failed = true end end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- def move_upper_right(turn_ok = true) set_direction(9) if (passable?(@x, @y-1) and passable?(@x+1, @y-1)) or (passable?(@x+1, @y) and passable?(@x+1, @y-1)) @x += 1 @y -= 1 increase_steps @move_failed = false else @move_failed = true end end end
#============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # Adds functionality for diagonal character sprites. # Modifies: def update_src_rect #==============================================================================
class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * Update Transfer Origin Rectangle #-------------------------------------------------------------------------- def update_src_rect if @tile_id == 0 index = @character.character_index #if the character is facing diagonally, use the second spriteset if @character.direction % 2 != 0 && KMDM::DIRSPRITE == true index = @character.character_index + 1 end pattern = @character.pattern < 3 ? @character.pattern : 1 sx = (index % 4 * 3 + pattern) * @cw sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch self.src_rect.set(sx, sy, @cw, @ch) end end end
and for cut scenes, I need to make a character turn diagonally. So I was wondering if anybody knows a way to make them do so, I'm thinking it could be done using the script function in the "Set Move Route" option, but my scripting knowledge is pretty much none, so if anybody knows what I need to do, it is much appreciated.
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U Division
Post subject: Re: Turn Diagonal Direction command
Posted: Wed Oct 19, 2011 2:09 pm
Senior Member
Joined: Sun Nov 01, 2009 7:38 pm Posts: 4323
I can't test it out myself, but you might be able to do something like Move Event -> Script -> @event.set_direction(x), where x is the direction from 1 to 8 i think. if it's the player, $game_player.set_direction
Vivalahomestar
Post subject: Re: Turn Diagonal Direction command
Posted: Wed Oct 19, 2011 2:31 pm
Senior Member
Joined: Sat May 22, 2010 8:24 pm Posts: 412 Location: Obvious exits are: North, South, and uh... Dennis
It works for the player, but not for events, for some reason, when it's used on an event, it says that "set_direction" is an undefined method.
_________________ *Insert witty phrase here*
U Division
Post subject: Re: Turn Diagonal Direction command
Posted: Wed Oct 19, 2011 3:38 pm
Senior Member
Joined: Sun Nov 01, 2009 7:38 pm Posts: 4323
That's because "@event" isn't the appropriate object. You could try $game_map.events.keys[@event_id] instead of @event. I just can't remember off the top of my head and I don't have VX right now.
Vivalahomestar
Post subject: Re: Turn Diagonal Direction command
Posted: Wed Oct 19, 2011 5:14 pm
Senior Member
Joined: Sat May 22, 2010 8:24 pm Posts: 412 Location: Obvious exits are: North, South, and uh... Dennis
So apparently It's only necessary to say "set_direction(x)", but I was being an idiot and forgot to set the move route to the event itself, though in my defense, I haven't used Rpg Maker in a looooong time. But anyways, thanks for the help!
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