2 Players Engine
Version 1.0
by Woratana
출저는 http://www.rpgrevolution.com/
#================================================
# [VX] 2 Players Engine
#------------------------------------------------
# By Woratana [woratana@hotmail.com]
# Version: 1.0
# Date: 14/03/2008 *HAPPY PIE DAY! lol*
#
# CREDIT: Original XP Version by Hima
=begin
+[FEATURES]+
- Create Player 2 that you can control, interact with other events in map,
as same as Main Player.
- Editable Input Buttons for Player 2
- Player 2 can walk & Run 8 directions
+[HOW TO USE]+
To Create Player 2, use call script:
$game_player2 = Game_Player2.new
$game_player2.create(x, y, actor id, follow?)
x and y = X and Y that you want new player to appear
actor id = Character from ID of Actor that you want to use for new player
(ID from Database)
follow? = true (Screen follow new player), false (not follow new player)
*NOT RECOMMEND TO USE FOLLOW*
To Delete Player 2, use call script:
$game_player2.delete
=end
#==============================================================================
class Game_Player2 < Game_Character
#--------------------------------------------------------------------------
# START SETUP SCRIPT PART
# * Constants: INPUT BUTTONS FOR Game_Player 2
#--------------------------------------------------------------------------
DOWN = Input::Y # S in Keyboard
LEFT = Input::X # A in Keyboard
RIGHT = Input::Z # D in Keyboard
UP = Input::R # W in Keyboard
ENTER = Input::L # Q in Keyboard
RUN = Input::A # Shift in Keyboard
#--------------------------------------------------------------------------
# END SETUP SCRIPT PART
#--------------------------------------------------------------------------
CENTER_X = (544 / 2 - 16) * 8 # Screen center X coordinate * 8
CENTER_Y = (416 / 2 - 16) * 8 # Screen center Y coordinate * 8
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :vehicle_type # type of vehicle currenting being ridden
attr_accessor :character_name
#--------------------------------------------------------------------------
# * Create and Set Player 2 Location
#--------------------------------------------------------------------------
def create(x,y,id,need_center = false)
@actor_id = id
moveto(x,y)
@need_center = need_center
refresh
end
#--------------------------------------------------------------------------
# * Clear Player 2
#--------------------------------------------------------------------------
def delete
@actor_id = nil
refresh
$game_player2 = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
@vehicle_type = -1
@vehicle_getting_on = false # Boarding vehicle flag
@vehicle_getting_off = false # Getting off vehicle flag
@transferring = false # Player transfer flag
@new_map_id = 0 # Destination map ID
@new_x = 0 # Destination X coordinate
@new_y = 0 # Destination Y coordinate
@new_direction = 0 # Post-movement direction
@walking_bgm = nil # For walking BGM memory
end
#--------------------------------------------------------------------------
# * Determine if Stopping
#--------------------------------------------------------------------------
def stopping?
return false if @vehicle_getting_on
return false if @vehicle_getting_off
return super
end
#--------------------------------------------------------------------------
# * Player Transfer Reservation
# map_id : Map ID
# x : x-coordinate
# y : y coordinate
# direction : post-movement direction
#--------------------------------------------------------------------------
def reserve_transfer(map_id, x, y, direction)
@transferring = true
@new_map_id = map_id
@new_x = x
@new_y = y
@new_direction = direction
end
#--------------------------------------------------------------------------
# * Determine if Player Transfer is Reserved
#--------------------------------------------------------------------------
def transfer?
return @transferring
end
#--------------------------------------------------------------------------
# * Execute Player Transfer
#--------------------------------------------------------------------------
def perform_transfer
return unless @transferring
@transferring = false
set_direction(@new_direction)
if $game_map.map_id != @new_map_id
$game_map.setup(@new_map_id) # Move to other map
end
moveto(@new_x, @new_y)
end
#--------------------------------------------------------------------------
# * Determine if Map is Passable
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def map_passable?(x, y)
case @vehicle_type
when 0 # Boat
return $game_map.boat_passable?(x, y)
when 1 # Ship
return $game_map.ship_passable?(x, y)
when 2 # Airship
return true
else # Walking
return $game_map.passable?(x, y)
end
end
#--------------------------------------------------------------------------
# * Determine if Walking is Possible
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def can_walk?(x, y)
last_vehicle_type = @vehicle_type # Remove vehicle type
@vehicle_type = -1 # Temporarily set to walking
result = passable?(x, y) # Determine if passable
@vehicle_type = last_vehicle_type # Restore vehicle type
return result
end
#--------------------------------------------------------------------------
# * Determine if Airship can Land
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def airship_land_ok?(x, y)
unless $game_map.airship_land_ok?(x, y)
return false # The tile passable attribute is unlandable
end
unless $game_map.events_xy(x, y).empty?
return false # Cannot land where there is an event
end
return true # Can land
end
#--------------------------------------------------------------------------
# * Determine if Riding in Some Kind of Vehicle
#--------------------------------------------------------------------------
def in_vehicle?
return @vehicle_type >= 0
end
#--------------------------------------------------------------------------
# * Determine if Riding in Airship
#--------------------------------------------------------------------------
def in_airship?
return @vehicle_type == 2
end
#--------------------------------------------------------------------------
# * Determine if Dashing
#--------------------------------------------------------------------------
def dash?
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if in_vehicle?
return Input.press?(RUN)
end
#--------------------------------------------------------------------------
# * Determine if Debug Pass-through State
#--------------------------------------------------------------------------
def debug_through?
return false unless $TEST
return Input.press?(Input::CTRL)
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def center(x, y)
display_x = x * 256 - CENTER_X # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - 17) * 256 # Calculate max value
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - CENTER_Y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - 13) * 256 # Calculate max value
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# center(x, y)
make_encounter_count # Initialize encounter
if in_vehicle? # Riding in vehicle
vehicle = $game_map.vehicles[@vehicle_type] # Get vehicle
vehicle.refresh # Refresh
end
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
super
return if @move_route_forcing
return if in_vehicle?
$game_party.increase_steps
$game_party.on_player_walk
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1 # As if rolling 2 dice
end
end
#--------------------------------------------------------------------------
# * Determine if in Area
# area : Area data (RPG::Area)
#--------------------------------------------------------------------------
def in_area?(area)
return false if area == nil
return false if $game_map.map_id != area.map_id
return false if @x < area.rect.x
return false if @y < area.rect.y
return false if @x >= area.rect.x + area.rect.width
return false if @y >= area.rect.y + area.rect.height
return true
end
#--------------------------------------------------------------------------
# * Create Group ID for Troop Encountered
#--------------------------------------------------------------------------
def make_encounter_troop_id
encounter_list = $game_map.encounter_list.clone
for area in $data_areas.values
encounter_list += area.encounter_list if in_area?(area)
end
if encounter_list.empty?
make_encounter_count
return 0
end
return encounter_list[rand(encounter_list.size)]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if @actor_id != nil and $game_actors[@actor_id] != nil
actor = $game_actors[@actor_id] # Get front actor
@character_name = actor.character_name
@character_index = actor.character_index
else
@character_name = ""
end
end
#--------------------------------------------------------------------------
# * Determine if Same Position Event is Triggered
# triggers : Trigger array
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(@x, @y)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
result = true if event.starting
end
end
return result
end
#--------------------------------------------------------------------------
# * Determine if Front Event is Triggered
# triggers : Trigger array
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
return false if $game_map.interpreter.running?
result = false
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
if result == false and $game_map.counter?(front_x, front_y)
front_x = $game_map.x_with_direction(front_x, @direction)
front_y = $game_map.y_with_direction(front_y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Determine if Touch Event is Triggered
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(x, y)
if [1,2].include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
return result
end
#--------------------------------------------------------------------------
# * Processing of Movement via input from the Directional Buttons
#--------------------------------------------------------------------------
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
if Input.press?(DOWN)
move_down
end
if Input.press?(LEFT)
move_left
end
if Input.press?(RIGHT)
move_right
end
if Input.press?(UP)
move_up
end
end
#--------------------------------------------------------------------------
# * Determine if Movement is Possible
#--------------------------------------------------------------------------
def movable?
return false if moving? # Moving
return false if @move_route_forcing # On forced move route
return false if @vehicle_getting_on # Boarding vehicle
return false if @vehicle_getting_off # Getting off vehicle
return false if $game_message.visible # Displaying a message
return false if in_airship? and not $game_map.airship.movable?
return true
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
last_real_x = @real_x
last_real_y = @real_y
last_moving = moving?
move_by_input
super
update_scroll(last_real_x, last_real_y) if @need_center
update_vehicle
update_nonmoving(last_moving)
end
#--------------------------------------------------------------------------
# * Update Scroll
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > CENTER_Y
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < CENTER_X
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > CENTER_X
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < CENTER_Y
$game_map.scroll_up(ay1 - ay2)
end
end
#--------------------------------------------------------------------------
# * Update Vehicle
#--------------------------------------------------------------------------
def update_vehicle
return unless in_vehicle?
vehicle = $game_map.vehicles[@vehicle_type]
if @vehicle_getting_on # Boarding?
if not moving?
@direction = vehicle.direction # Change direction
@move_speed = vehicle.speed # Change movement speed
@vehicle_getting_on = false # Finish boarding operation
@transparent = true # Transparency
end
elsif @vehicle_getting_off # Getting off?
if not moving? and vehicle.altitude == 0
@vehicle_getting_off = false # Finish getting off operation
@vehicle_type = -1 # Erase vehicle type
@transparent = false # Remove transparency
end
else # Riding in vehicle
vehicle.sync_with_player # Move at the same time as player
end
end
#--------------------------------------------------------------------------
# * Processing when not moving
# last_moving : Was it moving previously?
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
return if moving?
return if check_touch_event if last_moving
if not $game_message.visible and Input.trigger?(ENTER)
return if get_on_off_vehicle
return if check_action_event
end
update_encounter if last_moving
end
#--------------------------------------------------------------------------
# * Update Encounter
#--------------------------------------------------------------------------
def update_encounter
return if $TEST and Input.press?(Input::CTRL) # During test play?
return if in_vehicle? # Riding in vehicle?
if $game_map.bush?(@x, @y) # If in bush
@encounter_count -= 2 # Reduce encounters by 2
else # If not in bush
@encounter_count -= 1 # Reduce encounters by 1
end
end
#--------------------------------------------------------------------------
# * Determine Event Start Caused by Touch (overlap)
#--------------------------------------------------------------------------
def check_touch_event
return false if in_airship?
return check_event_trigger_here([1,2])
end
#--------------------------------------------------------------------------
# * Determine Event Start Caused by [OK] Button
#--------------------------------------------------------------------------
def check_action_event
return false if in_airship?
return true if check_event_trigger_here([0])
return check_event_trigger_there([0,1,2])
end
#--------------------------------------------------------------------------
# * Getting On and Off Vehicles
#--------------------------------------------------------------------------
def get_on_off_vehicle
return false unless movable?
if in_vehicle?
return get_off_vehicle
else
return get_on_vehicle
end
end
#--------------------------------------------------------------------------
# * Board Vehicle
# Assumes that the player is not currently in a vehicle.
#--------------------------------------------------------------------------
def get_on_vehicle
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
if $game_map.airship.pos?(@x, @y) # Is it overlapping with airship?
get_on_airship
return true
elsif $game_map.ship.pos?(front_x, front_y) # Is there a ship in front?
get_on_ship
return true
elsif $game_map.boat.pos?(front_x, front_y) # Is there a boat in front?
get_on_boat
return true
end
return false
end
#--------------------------------------------------------------------------
# * Board Boat
#--------------------------------------------------------------------------
def get_on_boat
@vehicle_getting_on = true # Boarding flag
@vehicle_type = 0 # Set vehicle type
force_move_forward # Move one step forward
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.boat.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Board Ship
#--------------------------------------------------------------------------
def get_on_ship
@vehicle_getting_on = true # Board
@vehicle_type = 1 # Set vehicle type
force_move_forward # Move one step forward
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.ship.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Board Airship
#--------------------------------------------------------------------------
def get_on_airship
@vehicle_getting_on = true # Start boarding operation
@vehicle_type = 2 # Set vehicle type
@through = true # Passage ON
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.airship.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Get Off Vehicle
# Assumes that the player is currently riding in a vehicle.
#--------------------------------------------------------------------------
def get_off_vehicle
if in_airship? # Airship
return unless airship_land_ok?(@x, @y) # Can't land?
else # Boat/ship
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
return unless can_walk?(front_x, front_y) # Can't touch land?
end
$game_map.vehicles[@vehicle_type].get_off # Get off processing
if in_airship? # Airship
@direction = 2 # Face down
else # Boat/ship
force_move_forward # Move one step forward
@transparent = false # Remove transparency
end
@vehicle_getting_off = true # Start getting off operation
@move_speed = 4 # Return move speed
@through = false # Passage OFF
@walking_bgm.play # Restore walking BGM
make_encounter_count # Initialize encounter
end
#--------------------------------------------------------------------------
# * Force One Step Forward
#--------------------------------------------------------------------------
def force_move_forward
@through = true # Passage ON
move_forward # Move one step forward
@through = false # Passage OFF
end
end
class Scene_Title < Scene_Base
alias wor_twopla_scetit_cregam create_game_objects
def create_game_objects
wor_twopla_scetit_cregam
$game_player2 = nil
end
end
class Scene_Map < Scene_Base
alias wor_twopla_scemap_upd update
def update
wor_twopla_scemap_upd
$game_player2.update if $game_player2 != nil
end
end
class Spriteset_Map
alias wor_twopla_sprmap_crecha create_characters
alias wor_twopla_sprmap_updcha update_characters
def create_characters
wor_twopla_sprmap_crecha
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@chara_two_pushed = false
end
def update_characters
if !(@chara_two_pushed) and $game_player2 != nil
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player2))
@chara_two_pushed = true
elsif @chara_two_pushed and $game_player2 == nil
for i in 0..@character_sprites.size
if @character_sprites[i].character.is_a?(Game_Player2)
@character_sprites[i].character.character_name = ""
@character_sprites[i].update
@character_sprites.delete_at(i)
break
end
end
@chara_two_pushed = false
end
wor_twopla_sprmap_updcha
end
end
class Game_Map
alias wor_twopla_gammap_passable passable?
def passable?(x, y, flag = 0x01)
if $game_player2 != nil and flag
return false if $game_player2.x == x and $game_player2.y == y
end
wor_twopla_gammap_passable(x, y, flag)
end
end
# [VX] 2 Players Engine
#------------------------------------------------
# By Woratana [woratana@hotmail.com]
# Version: 1.0
# Date: 14/03/2008 *HAPPY PIE DAY! lol*
#
# CREDIT: Original XP Version by Hima
=begin
+[FEATURES]+
- Create Player 2 that you can control, interact with other events in map,
as same as Main Player.
- Editable Input Buttons for Player 2
- Player 2 can walk & Run 8 directions
+[HOW TO USE]+
To Create Player 2, use call script:
$game_player2 = Game_Player2.new
$game_player2.create(x, y, actor id, follow?)
x and y = X and Y that you want new player to appear
actor id = Character from ID of Actor that you want to use for new player
(ID from Database)
follow? = true (Screen follow new player), false (not follow new player)
*NOT RECOMMEND TO USE FOLLOW*
To Delete Player 2, use call script:
$game_player2.delete
=end
#==============================================================================
class Game_Player2 < Game_Character
#--------------------------------------------------------------------------
# START SETUP SCRIPT PART
# * Constants: INPUT BUTTONS FOR Game_Player 2
#--------------------------------------------------------------------------
DOWN = Input::Y # S in Keyboard
LEFT = Input::X # A in Keyboard
RIGHT = Input::Z # D in Keyboard
UP = Input::R # W in Keyboard
ENTER = Input::L # Q in Keyboard
RUN = Input::A # Shift in Keyboard
#--------------------------------------------------------------------------
# END SETUP SCRIPT PART
#--------------------------------------------------------------------------
CENTER_X = (544 / 2 - 16) * 8 # Screen center X coordinate * 8
CENTER_Y = (416 / 2 - 16) * 8 # Screen center Y coordinate * 8
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :vehicle_type # type of vehicle currenting being ridden
attr_accessor :character_name
#--------------------------------------------------------------------------
# * Create and Set Player 2 Location
#--------------------------------------------------------------------------
def create(x,y,id,need_center = false)
@actor_id = id
moveto(x,y)
@need_center = need_center
refresh
end
#--------------------------------------------------------------------------
# * Clear Player 2
#--------------------------------------------------------------------------
def delete
@actor_id = nil
refresh
$game_player2 = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
@vehicle_type = -1
@vehicle_getting_on = false # Boarding vehicle flag
@vehicle_getting_off = false # Getting off vehicle flag
@transferring = false # Player transfer flag
@new_map_id = 0 # Destination map ID
@new_x = 0 # Destination X coordinate
@new_y = 0 # Destination Y coordinate
@new_direction = 0 # Post-movement direction
@walking_bgm = nil # For walking BGM memory
end
#--------------------------------------------------------------------------
# * Determine if Stopping
#--------------------------------------------------------------------------
def stopping?
return false if @vehicle_getting_on
return false if @vehicle_getting_off
return super
end
#--------------------------------------------------------------------------
# * Player Transfer Reservation
# map_id : Map ID
# x : x-coordinate
# y : y coordinate
# direction : post-movement direction
#--------------------------------------------------------------------------
def reserve_transfer(map_id, x, y, direction)
@transferring = true
@new_map_id = map_id
@new_x = x
@new_y = y
@new_direction = direction
end
#--------------------------------------------------------------------------
# * Determine if Player Transfer is Reserved
#--------------------------------------------------------------------------
def transfer?
return @transferring
end
#--------------------------------------------------------------------------
# * Execute Player Transfer
#--------------------------------------------------------------------------
def perform_transfer
return unless @transferring
@transferring = false
set_direction(@new_direction)
if $game_map.map_id != @new_map_id
$game_map.setup(@new_map_id) # Move to other map
end
moveto(@new_x, @new_y)
end
#--------------------------------------------------------------------------
# * Determine if Map is Passable
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def map_passable?(x, y)
case @vehicle_type
when 0 # Boat
return $game_map.boat_passable?(x, y)
when 1 # Ship
return $game_map.ship_passable?(x, y)
when 2 # Airship
return true
else # Walking
return $game_map.passable?(x, y)
end
end
#--------------------------------------------------------------------------
# * Determine if Walking is Possible
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def can_walk?(x, y)
last_vehicle_type = @vehicle_type # Remove vehicle type
@vehicle_type = -1 # Temporarily set to walking
result = passable?(x, y) # Determine if passable
@vehicle_type = last_vehicle_type # Restore vehicle type
return result
end
#--------------------------------------------------------------------------
# * Determine if Airship can Land
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def airship_land_ok?(x, y)
unless $game_map.airship_land_ok?(x, y)
return false # The tile passable attribute is unlandable
end
unless $game_map.events_xy(x, y).empty?
return false # Cannot land where there is an event
end
return true # Can land
end
#--------------------------------------------------------------------------
# * Determine if Riding in Some Kind of Vehicle
#--------------------------------------------------------------------------
def in_vehicle?
return @vehicle_type >= 0
end
#--------------------------------------------------------------------------
# * Determine if Riding in Airship
#--------------------------------------------------------------------------
def in_airship?
return @vehicle_type == 2
end
#--------------------------------------------------------------------------
# * Determine if Dashing
#--------------------------------------------------------------------------
def dash?
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if in_vehicle?
return Input.press?(RUN)
end
#--------------------------------------------------------------------------
# * Determine if Debug Pass-through State
#--------------------------------------------------------------------------
def debug_through?
return false unless $TEST
return Input.press?(Input::CTRL)
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def center(x, y)
display_x = x * 256 - CENTER_X # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - 17) * 256 # Calculate max value
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - CENTER_Y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - 13) * 256 # Calculate max value
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# center(x, y)
make_encounter_count # Initialize encounter
if in_vehicle? # Riding in vehicle
vehicle = $game_map.vehicles[@vehicle_type] # Get vehicle
vehicle.refresh # Refresh
end
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
super
return if @move_route_forcing
return if in_vehicle?
$game_party.increase_steps
$game_party.on_player_walk
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1 # As if rolling 2 dice
end
end
#--------------------------------------------------------------------------
# * Determine if in Area
# area : Area data (RPG::Area)
#--------------------------------------------------------------------------
def in_area?(area)
return false if area == nil
return false if $game_map.map_id != area.map_id
return false if @x < area.rect.x
return false if @y < area.rect.y
return false if @x >= area.rect.x + area.rect.width
return false if @y >= area.rect.y + area.rect.height
return true
end
#--------------------------------------------------------------------------
# * Create Group ID for Troop Encountered
#--------------------------------------------------------------------------
def make_encounter_troop_id
encounter_list = $game_map.encounter_list.clone
for area in $data_areas.values
encounter_list += area.encounter_list if in_area?(area)
end
if encounter_list.empty?
make_encounter_count
return 0
end
return encounter_list[rand(encounter_list.size)]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if @actor_id != nil and $game_actors[@actor_id] != nil
actor = $game_actors[@actor_id] # Get front actor
@character_name = actor.character_name
@character_index = actor.character_index
else
@character_name = ""
end
end
#--------------------------------------------------------------------------
# * Determine if Same Position Event is Triggered
# triggers : Trigger array
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(@x, @y)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
result = true if event.starting
end
end
return result
end
#--------------------------------------------------------------------------
# * Determine if Front Event is Triggered
# triggers : Trigger array
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
return false if $game_map.interpreter.running?
result = false
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
if result == false and $game_map.counter?(front_x, front_y)
front_x = $game_map.x_with_direction(front_x, @direction)
front_y = $game_map.y_with_direction(front_y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Determine if Touch Event is Triggered
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(x, y)
if [1,2].include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
return result
end
#--------------------------------------------------------------------------
# * Processing of Movement via input from the Directional Buttons
#--------------------------------------------------------------------------
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
if Input.press?(DOWN)
move_down
end
if Input.press?(LEFT)
move_left
end
if Input.press?(RIGHT)
move_right
end
if Input.press?(UP)
move_up
end
end
#--------------------------------------------------------------------------
# * Determine if Movement is Possible
#--------------------------------------------------------------------------
def movable?
return false if moving? # Moving
return false if @move_route_forcing # On forced move route
return false if @vehicle_getting_on # Boarding vehicle
return false if @vehicle_getting_off # Getting off vehicle
return false if $game_message.visible # Displaying a message
return false if in_airship? and not $game_map.airship.movable?
return true
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
last_real_x = @real_x
last_real_y = @real_y
last_moving = moving?
move_by_input
super
update_scroll(last_real_x, last_real_y) if @need_center
update_vehicle
update_nonmoving(last_moving)
end
#--------------------------------------------------------------------------
# * Update Scroll
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > CENTER_Y
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < CENTER_X
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > CENTER_X
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < CENTER_Y
$game_map.scroll_up(ay1 - ay2)
end
end
#--------------------------------------------------------------------------
# * Update Vehicle
#--------------------------------------------------------------------------
def update_vehicle
return unless in_vehicle?
vehicle = $game_map.vehicles[@vehicle_type]
if @vehicle_getting_on # Boarding?
if not moving?
@direction = vehicle.direction # Change direction
@move_speed = vehicle.speed # Change movement speed
@vehicle_getting_on = false # Finish boarding operation
@transparent = true # Transparency
end
elsif @vehicle_getting_off # Getting off?
if not moving? and vehicle.altitude == 0
@vehicle_getting_off = false # Finish getting off operation
@vehicle_type = -1 # Erase vehicle type
@transparent = false # Remove transparency
end
else # Riding in vehicle
vehicle.sync_with_player # Move at the same time as player
end
end
#--------------------------------------------------------------------------
# * Processing when not moving
# last_moving : Was it moving previously?
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
return if moving?
return if check_touch_event if last_moving
if not $game_message.visible and Input.trigger?(ENTER)
return if get_on_off_vehicle
return if check_action_event
end
update_encounter if last_moving
end
#--------------------------------------------------------------------------
# * Update Encounter
#--------------------------------------------------------------------------
def update_encounter
return if $TEST and Input.press?(Input::CTRL) # During test play?
return if in_vehicle? # Riding in vehicle?
if $game_map.bush?(@x, @y) # If in bush
@encounter_count -= 2 # Reduce encounters by 2
else # If not in bush
@encounter_count -= 1 # Reduce encounters by 1
end
end
#--------------------------------------------------------------------------
# * Determine Event Start Caused by Touch (overlap)
#--------------------------------------------------------------------------
def check_touch_event
return false if in_airship?
return check_event_trigger_here([1,2])
end
#--------------------------------------------------------------------------
# * Determine Event Start Caused by [OK] Button
#--------------------------------------------------------------------------
def check_action_event
return false if in_airship?
return true if check_event_trigger_here([0])
return check_event_trigger_there([0,1,2])
end
#--------------------------------------------------------------------------
# * Getting On and Off Vehicles
#--------------------------------------------------------------------------
def get_on_off_vehicle
return false unless movable?
if in_vehicle?
return get_off_vehicle
else
return get_on_vehicle
end
end
#--------------------------------------------------------------------------
# * Board Vehicle
# Assumes that the player is not currently in a vehicle.
#--------------------------------------------------------------------------
def get_on_vehicle
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
if $game_map.airship.pos?(@x, @y) # Is it overlapping with airship?
get_on_airship
return true
elsif $game_map.ship.pos?(front_x, front_y) # Is there a ship in front?
get_on_ship
return true
elsif $game_map.boat.pos?(front_x, front_y) # Is there a boat in front?
get_on_boat
return true
end
return false
end
#--------------------------------------------------------------------------
# * Board Boat
#--------------------------------------------------------------------------
def get_on_boat
@vehicle_getting_on = true # Boarding flag
@vehicle_type = 0 # Set vehicle type
force_move_forward # Move one step forward
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.boat.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Board Ship
#--------------------------------------------------------------------------
def get_on_ship
@vehicle_getting_on = true # Board
@vehicle_type = 1 # Set vehicle type
force_move_forward # Move one step forward
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.ship.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Board Airship
#--------------------------------------------------------------------------
def get_on_airship
@vehicle_getting_on = true # Start boarding operation
@vehicle_type = 2 # Set vehicle type
@through = true # Passage ON
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.airship.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Get Off Vehicle
# Assumes that the player is currently riding in a vehicle.
#--------------------------------------------------------------------------
def get_off_vehicle
if in_airship? # Airship
return unless airship_land_ok?(@x, @y) # Can't land?
else # Boat/ship
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
return unless can_walk?(front_x, front_y) # Can't touch land?
end
$game_map.vehicles[@vehicle_type].get_off # Get off processing
if in_airship? # Airship
@direction = 2 # Face down
else # Boat/ship
force_move_forward # Move one step forward
@transparent = false # Remove transparency
end
@vehicle_getting_off = true # Start getting off operation
@move_speed = 4 # Return move speed
@through = false # Passage OFF
@walking_bgm.play # Restore walking BGM
make_encounter_count # Initialize encounter
end
#--------------------------------------------------------------------------
# * Force One Step Forward
#--------------------------------------------------------------------------
def force_move_forward
@through = true # Passage ON
move_forward # Move one step forward
@through = false # Passage OFF
end
end
class Scene_Title < Scene_Base
alias wor_twopla_scetit_cregam create_game_objects
def create_game_objects
wor_twopla_scetit_cregam
$game_player2 = nil
end
end
class Scene_Map < Scene_Base
alias wor_twopla_scemap_upd update
def update
wor_twopla_scemap_upd
$game_player2.update if $game_player2 != nil
end
end
class Spriteset_Map
alias wor_twopla_sprmap_crecha create_characters
alias wor_twopla_sprmap_updcha update_characters
def create_characters
wor_twopla_sprmap_crecha
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@chara_two_pushed = false
end
def update_characters
if !(@chara_two_pushed) and $game_player2 != nil
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player2))
@chara_two_pushed = true
elsif @chara_two_pushed and $game_player2 == nil
for i in 0..@character_sprites.size
if @character_sprites[i].character.is_a?(Game_Player2)
@character_sprites[i].character.character_name = ""
@character_sprites[i].update
@character_sprites.delete_at(i)
break
end
end
@chara_two_pushed = false
end
wor_twopla_sprmap_updcha
end
end
class Game_Map
alias wor_twopla_gammap_passable passable?
def passable?(x, y, flag = 0x01)
if $game_player2 != nil and flag
return false if $game_player2.x == x and $game_player2.y == y
end
wor_twopla_gammap_passable(x, y, flag)
end
end
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