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Catterpillar EX

Iniciado por dodoop, 02/12/2012 às 19:13

Catterpillar EX
por João Neto

Introdução

Para quem não sabe o Catterpillar é um script que faz com que os membros do grupo fiquem no mapa seguindo o jogador.E nessa versão ele ainda tem a função de trocar a ordem quando certa tecla é pressionada.

Imagen



Script
Spoiler
#################################################################
################## CATERPILLAR EX ###############################
####### Caterpillar - http://www4.big.or.jp/~fukuyama/ ##########
####### Seleção rápida - JOAONETO #######
####### Ativar/Desativar Caterpillar - JOAONETO #################
####### Quantidade de Heróis - JOAONETO #########################
#################################################################

# Este é o mesmo Caterppilar, porém com algumas inclusões:
#1º - Mudança de líder em tempo de jogo
#2º - Ativar/Desativar Caterpillar em tempo de jogo
#3º - Mudar a quantidade de heróis que o Caterpillar vai exibir

# Para mudar a equipe, aperte L(A tecla Q)
# Para On/Off o Caterpillar, Aperte R(A tecla W)
#Para mudar as Teclas, apenas troque-as no código logo abaixo.

#Para mudar a quantidade de exibição de heróis, apenas mude o
#Valor de $HEROS para o valor que você quer mais um.
#EX: $HEROS = 3 vai mostrar o Líder mais 3 aliados
#---------------------------------------------------------------
class Scene_Map
  alias new_update update
  def update
    new_update
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.decision_se)
      change_party
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.decision_se)
      $TRAIN_ACTOR_TRANSPARENT == false ? $TRAIN_ACTOR_TRANSPARENT = true : $TRAIN_ACTOR_TRANSPARENT = false
    end
  end
  
  def change_party
    @heros = []
    for i in 0...$game_party.actors.size
      @heros[i] = $game_party.actors[i]
    end
    for i in 1...@heros.size
      $game_party.actors[i - 1] = @heros[i]
    end
    $game_party.actors[@heros.size - 1] = @heros[0]
    $game_player.refresh
  end
end

TRAIN_ACTOR_TRANSPARENT_SWITCH = true
$TRAIN_ACTOR_TRANSPARENT = false
$HEROS = 5

DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT   = 9
JUMP       = 5

class Game_Party_Actor < Game_Character
  def initialize
    super()
    @through = true
  end
  def setup(actor)
    if actor != nil
      @character_name = actor.character_name
      @character_hue = actor.character_hue
    else
      @character_name = ""
      @character_hue = 0
    end
    @opacity = 255
    @blend_type = 0
  end
  def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
      return $game_player.screen_z(height) - 1
    end
    super(height)
  end
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
    end
  end
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
    end
  end
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
    end
  end
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
    end
  end
  def move_lower_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      @x -= 1
      @y += 1
    end
  end
  def move_lower_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      @x += 1
      @y += 1
    end
  end
  def move_upper_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      @x -= 1
      @y -= 1
    end
  end
  def move_upper_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      @x += 1
      @y -= 1
    end
  end

  def set_move_speed(move_speed)
    @move_speed = move_speed
  end
end

class Spriteset_Map
  def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
  end
  def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
      index_game_player = 0
      @character_sprites.each_index do |i|
        if @character_sprites[i].character.instance_of?(Game_Player)
          index_game_player = i
          break
        end
      end
      for character in characters.reverse
        @character_sprites.unshift(
          Sprite_Character.new(@viewport1, character)
        )
      end
      @setup_actor_character_sprites_flag = true
    end
  end
end
class Scene_Map
  def setup_actor_character_sprites(characters)
      @spriteset.setup_actor_character_sprites(characters)
  end
end

class Game_Party
  def set_transparent_actors(transparent)
    @transparent = transparent
  end
  def setup_actor_character_sprites
      if @characters == nil
        @characters = []
        for i in 1 .. $HEROS
          @characters.push(Game_Party_Actor.new)
        end
      end
      if @actors_chach == nil
        @actors_chach = []
      end
      if @actors_chach != @actors
        @actors_chach = @actors.clone
        for i in 1 .. $HEROS
          @characters[i - 1].setup(actors[i])
        end
      end
      if $scene.instance_of?(Scene_Map)
        $scene.setup_actor_character_sprites(@characters)
      end
  end
  def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
      if TRAIN_ACTOR_TRANSPARENT_SWITCH
        transparent = $TRAIN_ACTOR_TRANSPARENT
      else
        transparent = $game_player.transparent
      end
    end
    for character in @characters
      character.transparent = transparent
      character.set_move_speed($game_player.get_move_speed)
      character.update
    end
  end
  def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
      character.moveto( x, y )
    end
    if @move_list == nil
      @move_list = []
    end
    for i in 0 .. 10
      @move_list[i] = nil
    end
  end
  def move_party_actors
    if @move_list == nil
      @move_list = []
      for i in 0 .. 10
        @move_list[i] = nil
      end
    end
    @move_list.each_index do |i|
      if @characters[i] != nil
        case @move_list[i].type
          when Input::DOWN
            @characters[i].move_down(@move_list[i].args[0])
          when Input::LEFT
            @characters[i].move_left(@move_list[i].args[0])
          when Input::RIGHT
            @characters[i].move_right(@move_list[i].args[0])
          when Input::UP
            @characters[i].move_up(@move_list[i].args[0])
          when DOWN_LEFT
            @characters[i].move_lower_left
          when DOWN_RIGHT
            @characters[i].move_lower_right
          when UP_LEFT
            @characters[i].move_upper_left
          when UP_RIGHT
            @characters[i].move_upper_right
          when JUMP
            @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
        end
      end
    end
  end
  class Move_List_Element
    def initialize(type,args)
      @type = type
      @args = args
    end
    def type() return @type end
    def args() return @args end
  end
  def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
  end
  def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
  end
  def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
  end
  def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
  end
  def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
  end
  def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
  end
  def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
  end
  def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
  end
  def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
  end
  def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
  end
end
module Game_Player_Module
  def update
    $game_party.update_party_actors
    super
  end
  def moveto( x, y )
    super
    $game_party.moveto_party_actors( x, y )
  end
  def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
      $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
      $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
      $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
      $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_lower_left
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      $game_party.move_lower_left_party_actors
    end
    super
  end
  def move_lower_right
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      $game_party.move_lower_right_party_actors
    end
    super
  end
  def move_upper_left
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      $game_party.move_upper_left_party_actors
    end
    super
  end
  def move_upper_right
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      $game_party.move_upper_right_party_actors
    end
    super
  end
  def jump(x_plus, y_plus)
    new_x = @x + x_plus
    new_y = @y + y_plus
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
      $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
  end
  def get_move_speed
    return @move_speed
  end
end
class Game_Player
  include Game_Player_Module
end
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Créditos

João Neto - Por criar.