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shogun3
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This could be a useful script, too bad it doesn't work with xas
Credit goes to Toby Zarner.
It basically increases event sizes so that you can interact with all parts of a sprite rather than just one tile.
Credit goes to Toby Zarner.
It basically increases event sizes so that you can interact with all parts of a sprite rather than just one tile.
- Code:
class Game_Character
attr_accessor :size_x # event size x
attr_accessor :size_y # event size y
attr_accessor :tiles_left # sizing - tiles to the left
attr_accessor :tiles_right # sizing - tiles to the right
def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@size_x = 1
@size_y = 1
@tiles_left = 0
@tiles_right = 0
end
#--------------------------------------------------------------------------
# *** BEGIN Sized Events v1.0
#--------------------------------------------------------------------------
# By Toby Zerner
# USAGE:
# In a parallel process event, call this script:
# $game_map.events[ID].size(SIZE_X, SIZE_Y)
# Replacing the words in capitals with the actual details.
#--------------------------------------------------------------------------
def size(x, y)
# Set instance variables
@size_x = x
@size_y = y
# Work out the number of tiles either side of the event
tiles_x = (@size_x - 1) / 2
@tiles_left = tiles_x.floor
@tiles_right = tiles_x.ceil
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
# EDITED FOR SIZED EVENTS
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end
# Check map passability settings
# Loop through each x tile
for i in 0...@size_x
# Check x coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y, d, self) then return false end
unless $game_map.passable?(new_x - @tiles_left + i, new_y, 10 - d) then return false end
# Loop through each y tile
for j in 0...@size_y
# Check y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y - j, 10 - d) then return false end
# Check x and y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x - @tiles_left + i, new_y - j, 10 - d) then return false end
end
end
# Loop through map events
for event in $game_map.events.values
# If self is in range of [event]'s sizing, we can't pass
if event_collide?(self, event, new_x, new_y)
return false
end
end
# If player coordinates are consistent with move destination
if event_collide?(self, $game_player, new_x, new_y) and self != $game_player
return false
end
# passable
return true
end
#--------------------------------------------------------------------------
# * Check if two events collide (event sizing)
# event1 : the first event
# event2 : the second event
# new_x : the new x coordinate of event 1
# new_y : the new y coordinate of event 1
#--------------------------------------------------------------------------
def event_collide?(event1, event2, new_x, new_y)
if event1.id == event2.id then return false end
collision = false
# Check if there is a collision on the y axis
# Loop through each individual tile on both events and compare them
for i in (new_y - (event1.size_y - 1))..new_y
for j in (event2.y - (event2.size_y - 1))..event2.y
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
collision = true
end
end
end
end
end
# If there was a collision on the y axis...
if collision == true
# Check the x axis
# Loop through each individual tile on both events and compare them
for i in (new_x - event1.tiles_left)..(new_x + event1.tiles_right)
for j in (event2.x - event2.tiles_left)..(event2.x + event2.tiles_right)
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
return true
end
end
end
end
end
end
# No collision
return false
end
end
class Game_Player
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's coordinates collide with the event and its sizing
if @x >= event.x - event.tiles_left and @x <= event.x + event.tiles_right and
@y >= event.y - (event.size_y - 1) and @y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# EDITED FOR SIZED EVENTS
# If passed coordinates collide with the event and its sizing
if x >= event.x - event.tiles_left and x <= event.x + event.tiles_right and
y >= event.y - (event.size_y - 1) and y <= event.y and [1,2].include?(event.trigger)
event.start
result = true
end
end
return result
end
end
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mr_wiggles
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I believe that XAS has a feature in it that does this. i think its in the BATTLER config.
[edit]
it does, but this is different then what i thought, the one in XAS is just hit detection for the tools. Also when you imported this into your project did you try to place it in different locations in the Scripts data base? (above and bellow XAS for example)
[edit]
it does, but this is different then what i thought, the one in XAS is just hit detection for the tools. Also when you imported this into your project did you try to place it in different locations in the Scripts data base? (above and bellow XAS for example)
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It actually works if put below the xas system, but it doesn't work with hackel's ally system, it gives me this error:
Script 'ally system' line 459: NoMethodError occurred.
undefined method '-' for nil:NilClass
def ki(sa,sb,sc,sd,se,ra,rb,rc,rd,re,hp,ha,freq,healper,skilltime,keinn)
if self.battler.is_a?(Game_Actor) #and self.battler != $game_party.actors[0]
id = self.battler.id
if $data_actors[id].id == $game_party.actors[0].id
#$game_map.remove_token(self)
end
check_enemys
unless @wait == 0
@wait -= 1 *line 459
else
@timer += 1
speed(4.2)
if hp != 0
@hpcost = $data_skills[hp].sp_cost
end
shogun3
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mr_wiggles wrote:I believe that XAS has a feature in it that does this. i think its in the BATTLER config.
[edit]
it does, but this is different then what i thought, the one in XAS is just hit detection for the tools. Also when you imported this into your project did you try to place it in different locations in the Scripts data base? (above and bellow XAS for example)
It actually works if put below the xas system, but it doesn't work with hackel's ally system, it gives me this error:
Script 'ally system' line 459: NoMethodError occurred.
undefined method '-' for nil:NilClass
def ki(sa,sb,sc,sd,se,ra,rb,rc,rd,re,hp,ha,freq,healper,skilltime,keinn)
if self.battler.is_a?(Game_Actor) #and self.battler != $game_party.actors[0]
id = self.battler.id
if $data_actors[id].id == $game_party.actors[0].id
#$game_map.remove_token(self)
end
check_enemys
unless @wait == 0
@wait -= 1 *line 459
else
@timer += 1
speed(4.2)
if hp != 0
@hpcost = $data_skills[hp].sp_cost
end
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mr_wiggles
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you could try to add @wait = 0 if @wait == nil before that line.
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shogun3
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thank you, it does work with that edit although the ally doesn't do anything now
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Hackle might be able to help with this since i haven't looked at how @wait is set.
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G@MeF@Ce
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k now that was too easy, tell me if it works for you shogun3
new version below
- Code:
#--------------------------------------------------------------------------
# Sized Events v2.0 By Toby Zerner edited by g@MeF@Ce for XAS 3.91
#--------------------------------------------------------------------------
# USAGE:
# In a parallel process event, call this script:
# $game_map.events[ID].size(SIZE_X, SIZE_Y)
# Replacing the words in capitals with the actual details
#--------------------------------------------------------------------------
class Game_Character
attr_accessor :size_x # event size x
attr_accessor :size_y # event size y
attr_accessor :tiles_left # sizing - tiles to the left
attr_accessor :tiles_right # sizing - tiles to the right
alias sized_events initialize #edit +++
def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@size_x = 1
@size_y = 1
@tiles_left = 0
@tiles_right = 0
sized_events #edit +++
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def size(x, y)
# Set instance variables
@size_x = x
@size_y = y
# Work out the number of tiles either side of the event
tiles_x = (@size_x - 1) / 2
@tiles_left = tiles_x.floor
@tiles_right = tiles_x.ceil
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
# EDITED FOR SIZED EVENTS
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end
# Check map passability settings
# Loop through each x tile
for i in 0...@size_x
# Check x coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y, d, self) then return false end
unless $game_map.passable?(new_x - @tiles_left + i, new_y, 10 - d) then return false end
# Loop through each y tile
for j in 0...@size_y
# Check y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y - j, 10 - d) then return false end
# Check x and y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x - @tiles_left + i, new_y - j, 10 - d) then return false end
end
end
# Loop through map events
for event in $game_map.events.values
# If self is in range of [event]'s sizing, we can't pass
if event_collide?(self, event, new_x, new_y)
return false
end
end
# If player coordinates are consistent with move destination
if event_collide?(self, $game_player, new_x, new_y) and self != $game_player
return false
end
# passable
return true
end
#--------------------------------------------------------------------------
# * Check if two events collide (event sizing)
# event1 : the first event
# event2 : the second event
# new_x : the new x coordinate of event 1
# new_y : the new y coordinate of event 1
#--------------------------------------------------------------------------
def event_collide?(event1, event2, new_x, new_y)
if event1.id == event2.id then return false end
collision = false
# Check if there is a collision on the y axis
# Loop through each individual tile on both events and compare them
for i in (new_y - (event1.size_y - 1))..new_y
for j in (event2.y - (event2.size_y - 1))..event2.y
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
collision = true
end
end
end
end
end
# If there was a collision on the y axis...
if collision == true
# Check the x axis
# Loop through each individual tile on both events and compare them
for i in (new_x - event1.tiles_left)..(new_x + event1.tiles_right)
for j in (event2.x - event2.tiles_left)..(event2.x + event2.tiles_right)
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
return true
end
end
end
end
end
end
# No collision
return false
end
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
class Game_Player
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's coordinates collide with the event and its sizing
if @x >= event.x - event.tiles_left and @x <= event.x + event.tiles_right and
@y >= event.y - (event.size_y - 1) and @y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# EDITED FOR SIZED EVENTS
# If passed coordinates collide with the event and its sizing
if x >= event.x - event.tiles_left and x <= event.x + event.tiles_right and
y >= event.y - (event.size_y - 1) and y <= event.y and [1,2].include?(event.trigger)
event.start
result = true
end
end
return result
end
end
new version below
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G@MeF@Ce
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n/p - and since it is XAS...
you will have to use both sizing the event and
the body square for collision
EDIT: ok more edits!
this time use an autorun event to switch over...
this way the game wont crash when enemy is defeated
(a parallel process event will keep looking for the event
after it has been defeated)
set the body square to 1 for any of your sized events,
the script will to the rest, oh and pick up and throw works too...
you will have to use both sizing the event and
the body square for collision
EDIT: ok more edits!
this time use an autorun event to switch over...
this way the game wont crash when enemy is defeated
(a parallel process event will keep looking for the event
after it has been defeated)
set the body square to 1 for any of your sized events,
the script will to the rest, oh and pick up and throw works too...
- Code:
#--------------------------------------------------------------------------
# Sized Events v2.1 By Toby Zerner edited by g@MeF@Ce for XAS 3.91
#--------------------------------------------------------------------------
# USAGE:
# In a parallel process event, call this script:
# $game_map.events[ID].size(SIZE_X, SIZE_Y)
# Replacing the words in capitals with the actual details
#--------------------------------------------------------------------------
class Game_Character
attr_accessor :size_x # event size x
attr_accessor :size_y # event size y
attr_accessor :tiles_left # sizing - tiles to the left
attr_accessor :tiles_right # sizing - tiles to the right
alias sized_events initialize #edit +++
def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@size_x = 1
@size_y = 1
@tiles_left = 0
@tiles_right = 0
sized_events #edit +++
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def size(x, y)
# Set instance variables
@size_x = x
@size_y = y
# Work out the number of tiles either side of the event
tiles_x = (@size_x - 1) / 2
@tiles_left = tiles_x.floor
@tiles_right = tiles_x.ceil
return
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
# EDITED FOR SIZED EVENTS
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end
# Check map passability settings
# Loop through each x tile
for i in 0...@size_x
# Check x coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y, d, self) then return false end
unless $game_map.passable?(new_x - @tiles_left + i, new_y, 10 - d) then return false end
# Loop through each y tile
for j in 0...@size_y
# Check y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y - j, 10 - d) then return false end
# Check x and y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x - @tiles_left + i, new_y - j, 10 - d) then return false end
end
end
# Loop through map events
for event in $game_map.events.values
# If self is in range of [event]'s sizing, we can't pass
if event_collide?(self, event, new_x, new_y)
return false
end
end
# If player coordinates are consistent with move destination
if event_collide?(self, $game_player, new_x, new_y) and self != $game_player
return false
end
# passable
return true
end
#--------------------------------------------------------------------------
# * Check if two events collide (event sizing)
# event1 : the first event
# event2 : the second event
# new_x : the new x coordinate of event 1
# new_y : the new y coordinate of event 1
#--------------------------------------------------------------------------
def event_collide?(event1, event2, new_x, new_y)
if event1.id == event2.id then return false end
collision = false
# Check if there is a collision on the y axis
# Loop through each individual tile on both events and compare them
for i in (new_y - (event1.size_y - 1))..new_y
for j in (event2.y - (event2.size_y - 1))..event2.y
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
collision = true
end
end
end
end
end
# If there was a collision on the y axis...
if collision == true
# Check the x axis
# Loop through each individual tile on both events and compare them
for i in (new_x - event1.tiles_left)..(new_x + event1.tiles_right)
for j in (event2.x - event2.tiles_left)..(event2.x + event2.tiles_right)
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
return true
end
end
end
end
end
end
# No collision
return false
end
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
class Game_Player
alias sized_event_checks_here check_event_trigger_here #edit +++
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
sized_event_checks_here(triggers) #edit +++
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's coordinates collide with the event and its sizing
if @x >= event.x - event.tiles_left and @x <= event.x + event.tiles_right and
@y >= event.y - (event.size_y - 1) and @y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
alias sized_event_check_there check_event_trigger_there #edit +++
def check_event_trigger_there(triggers)
sized_event_check_there(triggers) #edit +++
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
alias sized_event_check_touch check_event_trigger_touch # edit +++
def check_event_trigger_touch(x, y)
sized_event_check_touch(x,y) #edit +++
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# EDITED FOR SIZED EVENTS
# If passed coordinates collide with the event and its sizing
if x >= event.x - event.tiles_left and x <= event.x + event.tiles_right and
y >= event.y - (event.size_y - 1) and y <= event.y and [1,2].include?(event.trigger)
event.start
result = true
end
end
return result
end
end
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shogun3
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Amazing thank you!!!!!!!!!!!
Now Kenshiro can throw huge rocks at enemies hahaha
Now Kenshiro can throw huge rocks at enemies hahaha
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