Code:
# ‘S•Œƒhƒbƒgˆ“ Ver ƒ+++
# ”z•zŒEƒTƒ|[ƒgURL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# Game_Player
#------------------------------------------------------------------------------
# @ƒvƒŒƒCƒ„[‚ˆ‚ƒNƒ‰ƒX‚‚BƒCƒxƒ“ƒg‚‹N“”’‚Aƒ}ƒbƒv‚ƒXƒNƒ[ƒ‹‚‚‚
# ‹@”\‚Ž‚‚‚‚‚B‚‚ƒNƒ‰ƒX‚ƒCƒ“ƒXƒ^ƒ“ƒX‚ $game_player ‚ŽQ‚‚‚‚B
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# œ ’”
#--------------------------------------------------------------------------
UP = 0 # •Œ‚—]—T(0 <= UP <= 63)
SIDE = 0 # ‰E•Œ‚—]—T(0 <= SIDE <= 63)
SLANT = false # ˆ“ƒ‹[ƒg‚Ž‚ˆ“ŽžA‘“xC
#--------------------------------------------------------------------------
# œ ŒŠJƒCƒ“ƒXƒ^ƒ“ƒX•ϐ”
#--------------------------------------------------------------------------
attr_reader :walk # ƒvƒŒ[ƒ„[ˆ“‘“x
attr_reader :event # ƒCƒxƒ“ƒgŽžˆ“‘“x
attr_accessor :move_speed # ˆ“‘“x
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Š‰
#--------------------------------------------------------------------------
def initialize
super
# @walk:•s‘“x @dash:ƒ_ƒbƒVƒ…Žžˆ“‘“x
# @event:ƒCƒxƒ“ƒgŽžˆ“‘“xi0‚Žž‚́AƒCƒxƒ“ƒgŽž‚‘“x•ύX‚‚‚‚j
@walk = 4
@dash = 5
@event = 4
@dot_m = true
@revise_x = 0
@revise_y = 0
@move == false
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
alias :update_original :update
def update
#ƒ_ƒbƒVƒ…‹@”\BƒGƒ“ƒ^[ƒL[‚‰Ÿ‚‚‚‚‚ŠԁAˆ“‘“x‚•ύX‚‚B
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
if @walk != @dash
if Input.press?(Input::C)
if @move_speed != @dash
@move_speed = @dash
end
else
if @move_speed != @walk
@move_speed = @walk
end
end
end
end
if @revise_x == nil and @revise_y == nil
@revise_x = 0
@revise_y = 0
end
unless @dot_m
update_original
return
end
if @move_route_forcing
# ƒ[ƒJƒ‹•ϐ”‚ˆ“’†‚‚‚‚‚‹L‰
last_moving = moving?
# ƒ[ƒJƒ‹•ϐ”‚ɍ•W‚‹L‰
last_real_x = @real_x
last_real_y = @real_y
# •W‚‚‚‚‚‚‡
if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
end
# ˆ“‹——distance1‚–•W‹——distance2‚’
distance1 = 2 ** @move_speed
distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
# ˆ“‹——‚–•W‹——‚‰z‚‚‡
if distance1 > distance2
# ‹•“I‚••W‚—‚‚‚
@real_x = @real_x - @revise_x
@real_y = @real_y - @revise_y
@revise_x = 0
@revise_y = 0
anime_update
# ˆ“‹——‚–•W‹——‚’B‚‚‚‡
else
# ˆ“‹——•–•W‹——‚‹‚‚•
@real_x -= (distance1 * @revise_x / distance2).round
@real_y -= (distance1 * @revise_y / distance2).round
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
anime_update
end
else
super
end
else
@move = false
# ˆ“’†AƒCƒxƒ“ƒgŽs’†Aˆ“ƒ‹[ƒg‹•’†A
# ƒƒbƒZ[ƒWƒEƒBƒ“ƒhƒE•\Ž’†‚‚‚‚‚‚‚‚‡
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
@event_run = false
# •Œƒ{ƒ^ƒ“‚‰Ÿ‚‚‚‚‚‚A‚‚•Œ‚ƒvƒŒƒCƒ„[‚ˆ“
case Input.dir8
when 1
move_lower_left_p
when 2
move_down_p
when 3
move_lower_right_p
when 4
move_left_p
when 6
move_right_p
when 7
move_upper_left_p
when 8
move_up_p
when 9
move_upper_right_p
end
end
# ƒ[ƒJƒ‹•ϐ”‚ɍ•W‚‹L‰
last_real_x = @real_x
last_real_y = @real_y
# ˆ“ˆ—
@real_x = @x * 128 + @revise_x
@real_y = @y * 128 + @revise_y
# ƒ[ƒJƒ‹•ϐ”‚ˆ“’†‚‚‚‚‚‹L‰
last_moving = moving?
# •WXV
move_on
# Œ‚̍•W‚ˆ‘O‚̍•W‚ˆ‚‚‡
if (last_real_x != @real_x or last_real_y != @real_y)
@move_distance = 0 if @move_distance == nil
@move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
(last_real_y - @real_y) ** 2)
if @move_distance >= 128
@move_distance %= 128
increase_steps
end
# ƒAƒjƒ[ƒVƒ‡ƒ“‚XV
anime_update
elsif @walk_anime
@pattern = @original_pattern
end
end
# ƒLƒƒƒ‰ƒNƒ^[‚‰‚ˆ“‚A‚‚‰–ʏ‚ˆ’u‚’†‰›‚‚‰‚̏‡
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# ƒ}ƒbƒv‚‰‚ƒXƒNƒ[ƒ‹
$game_map.scroll_down(@real_y - last_real_y)
end
# ƒLƒƒƒ‰ƒNƒ^[‚‚ˆ“‚A‚‚‰–ʏ‚ˆ’u‚’†‰›‚‚荶‚̏‡
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# ƒ}ƒbƒv‚‚ƒXƒNƒ[ƒ‹
$game_map.scroll_left(last_real_x - @real_x)
end
# ƒLƒƒƒ‰ƒNƒ^[‚‰E‚ˆ“‚A‚‚‰–ʏ‚ˆ’u‚’†‰›‚‚‰E‚̏‡
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# ƒ}ƒbƒv‚‰E‚ƒXƒNƒ[ƒ‹
$game_map.scroll_right(@real_x - last_real_x)
end
# ƒLƒƒƒ‰ƒNƒ^[‚‚ˆ“‚A‚‚‰–ʏ‚ˆ’u‚’†‰›‚‚‚̏‡
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# ƒ}ƒbƒv‚‚ƒXƒNƒ[ƒ‹
$game_map.scroll_up(last_real_y - @real_y)
end
# ‘O‰ƒvƒŒƒCƒ„[‚ˆ“’†‚‚‚‡
if last_moving
# “ˆ’u‚ƒCƒxƒ“ƒg‚‚̐ڐG‚‚‚ƒCƒxƒ“ƒg‹N“”’
result = check_event_trigger_here([1,2])
if result == true
if (last_real_x / 128.0).round != @x and
(last_real_y / 128.0).round != @y
if @direction == 2 or @direction == 8
if (last_real_x / 128.0).round > @x
turn_left
else
turn_right
end
else
if (last_real_y / 128.0).round > @y
turn_up
else
turn_down
end
end
elsif (last_real_x / 128.0).round > @x
turn_left
elsif (last_real_x / 128.0).round < @x
turn_right
elsif (last_real_y / 128.0).round > @y
turn_up
elsif (last_real_y / 128.0).round < @y
turn_down
end
end
# ‹N“‚‚ƒCƒxƒ“ƒg‚‚‚‡
if result == false
# ƒfƒoƒbƒOƒ‚[ƒh‚ ON ‚‚ CTRL ƒL[‚‰Ÿ‚‚‚‚‚‡‚œ‚
unless $DEBUG and Input.press?(Input::CTRL)
# ƒGƒ“ƒJƒEƒ“ƒg ƒJƒEƒ“ƒgƒ_ƒEƒ“
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# C ƒ{ƒ^ƒ“‚‰Ÿ‚‚‚‡
if Input.trigger?(Input::C)
# “ˆ’u‚‚‚ѐ–‚ƒCƒxƒ“ƒg‹N“”’
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
#--------------------------------------------------------------------------
# œ ˆ“”’
#--------------------------------------------------------------------------
def moving?
unless @dot_m
result = super
return result
end
# ‹•ˆ“‚̏‡ƒIƒŠƒWƒiƒ‹‚”’‚‚‚‚
if @move_route_forcing
if @move == false
return false
end
super
# ’ʏŽž‚Œ•W‚Ž•W‚ˆ‚‚‡‚‚ˆ“’†‚”’
else
return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
end
end
#--------------------------------------------------------------------------
# œ ˆ“”’
#--------------------------------------------------------------------------
def moving_a?
if @move == false
if (@move_route.list[@move_route_index].code <= 14 or
@move_route.list[@move_route_index].code == 25)
@move = true
end
return false
end
moving?
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒWƒƒƒ“ƒv)
#--------------------------------------------------------------------------
def update_jump
# ƒWƒƒƒ“ƒvƒJƒEƒ“ƒg‚ 1 Œ‚‚
@jump_count -= 1
# V‚‚•W‚ŒvŽZ
@real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
@real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
if @jump_count == 0
@revise_x = 0
@revise_y = 0
end
end
#--------------------------------------------------------------------------
# œ ˆ“ƒ^ƒCƒv : ƒJƒXƒ^ƒ€
#--------------------------------------------------------------------------
def move_type_custom
unless @dot_m
super
return
end
# ’Ž~’†‚‚‚‚‚’†’f
if jumping? or moving_a?
return
end
# ˆ“ƒRƒ}ƒ“ƒh‚ƒŠƒXƒg‚̍Œ‚“ž’B‚‚‚‚ƒ‹[ƒv
while @move_route_index < @move_route.list.size
# ˆ“ƒRƒ}ƒ“ƒh‚Ž“
command = @move_route.list[@move_route_index]
# ƒRƒ}ƒ“ƒhƒR[ƒh 0 ” (ƒŠƒXƒg‚̍Œ) ‚̏‡
if command.code == 0
# ƒIƒvƒVƒ‡ƒ“ [“‚ŒJ‚•‚] ‚ ON ‚̏‡
if @move_route.repeat
# ˆ“ƒ‹[ƒg‚ƒCƒ“ƒfƒbƒNƒX‚ŏ‰‚–‚
@move_route_index = 0
end
# ƒIƒvƒVƒ‡ƒ“ [“‚ŒJ‚•‚] ‚ OFF ‚̏‡
unless @move_route.repeat
# ˆ“ƒ‹[ƒg‹•’†‚̏‡
if @move_route_forcing and not @move_route.repeat
# ˆ“ƒ‹[ƒg‚‹•‚‰œ
@move_route_forcing = false
# ƒIƒŠƒWƒiƒ‹‚ˆ“ƒ‹[ƒg‚•œ‹A
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
# ’Ž~ƒJƒEƒ“ƒg‚ƒNƒŠƒA
@stop_count = 0
end
return
end
# ˆ“ŒnƒRƒ}ƒ“ƒh (‰‚ˆ“`ƒWƒƒƒ“ƒv) ‚̏‡
if command.code <= 14
# ƒRƒ}ƒ“ƒhƒR[ƒh‚•Š
case command.code
when 1 # ‰‚ˆ“
move_down
when 2 # ‚ˆ“
move_left
when 3 # ‰E‚ˆ“
move_right
when 4 # ‚ˆ“
move_up
when 5 # ‰‚ˆ“
move_lower_left
when 6 # ‰E‰‚ˆ“
move_lower_right
when 7 # ‚ˆ“
move_upper_left
when 8 # ‰E‚ˆ“
move_upper_right
when 9 # ƒ‰ƒ“ƒ_ƒ€‚ˆ“
move_random
when 10 # ƒvƒŒƒCƒ„[‚‹‚‚•
move_toward_player
when 11 # ƒvƒŒƒCƒ„[‚‚‰“‚‚‚
move_away_from_player
when 12 # ˆ•‘Oi
move_forward
when 13 # ˆ•Œ‘
move_backward
when 14 # ƒWƒƒƒ“ƒv
jump(command.parameters[0], command.parameters[1])
end
# ƒIƒvƒVƒ‡ƒ“ [ˆ“‚‚‚‚‡‚–Ž‹] ‚ OFF ‚ŁAˆ“Ž”s‚̏‡
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
return
end
# ƒEƒFƒCƒg‚̏‡
if command.code == 15
# ƒEƒFƒCƒgƒJƒEƒ“ƒg‚’
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end
# Œ‚•ύXŒn‚ƒRƒ}ƒ“ƒh‚̏‡
if command.code >= 16 and command.code <= 26
# ƒRƒ}ƒ“ƒhƒR[ƒh‚•Š
case command.code
when 16 # ‰‚Œ‚•
turn_down
when 17 # ‚Œ‚•
turn_left
when 18 # ‰E‚Œ‚•
turn_right
when 19 # ‚Œ‚•
turn_up
when 20 # ‰E‚ 90 “x‰“]
turn_right_90
when 21 # ‚ 90 “x‰“]
turn_left_90
when 22 # 180 “x‰“]
turn_180
when 23 # ‰E‚‚ 90 “x‰“]
turn_right_or_left_90
when 24 # ƒ‰ƒ“ƒ_ƒ€‚•Œ“]Š
turn_random
when 25 # ƒvƒŒƒCƒ„[‚•‚Œ‚•
turn_toward_player
when 26 # ƒvƒŒƒCƒ„[‚‹t‚Œ‚•
turn_away_from_player
end
@move_route_index += 1
return
end
# ‚‚‘‚ƒRƒ}ƒ“ƒh‚̏‡
if command.code >= 27
# ƒRƒ}ƒ“ƒhƒR[ƒh‚•Š
case command.code
when 27 # ƒXƒCƒbƒ` ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # ƒXƒCƒbƒ` OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # ˆ“‘“x‚•ύX
@move_speed = command.parameters[0]
when 30 # ˆ“•p“x‚•ύX
@move_frequency = command.parameters[0]
when 31 # ˆ“ŽžƒAƒjƒ ON
@walk_anime = true
when 32 # ˆ“ŽžƒAƒjƒ OFF
@walk_anime = false
when 33 # ’Ž~ŽžƒAƒjƒ ON
@step_anime = true
when 34 # ’Ž~ŽžƒAƒjƒ OFF
@step_anime = false
when 35 # Œ‚Œ’ ON
@direction_fix = true
when 36 # Œ‚Œ’ OFF
@direction_fix = false
when 37 # ‚‚”‚ ON
@through = true
when 38 # ‚‚”‚ OFF
@through = false
when 39 # ‘O–‚•\Ž ON
@always_on_top = true
when 40 # ‘O–‚•\Ž OFF
@always_on_top = false
when 41 # ƒOƒ‰ƒtƒBƒbƒN•ύX
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 # •s“–“x‚•ύX
@opacity = command.parameters[0]
when 43 # ‡•–@‚•ύX
@blend_type = command.parameters[0]
when 44 # SE ‚‰‰‘t
$game_system.se_play(command.parameters[0])
when 45 # ƒXƒNƒŠƒvƒg
result = eval(command.parameters[0])
end
@move_route_index += 1
return
end
end
end
#--------------------------------------------------------------------------
# œ ‰‚ˆ“
#--------------------------------------------------------------------------
def move_down_p
# ‰‚Œ‚•
turn_down
# ˆ“‹——‚ŽZo
distance = 2 ** @move_speed
down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# œ ‰‚ˆ“‰”\‚‚‚‚‚”’‚P
#--------------------------------------------------------------------------
def down1(x, y, distance, down = false)
result = down2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y+1)
return result
end
if @revise_x < -SIDE
result = down2(x, y + 1, distance, 4)
result &= down2(x - 1, y, distance)
if result == false
if down
move_lower_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = down2(x, y + 1, distance, 6)
result &= down2(x + 1, y, distance)
if result == false
if down
move_lower_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
# ‰‚ˆ“‰”\‚‚‚‹——•ˆ“
@revise_y += distance
return result
end
#--------------------------------------------------------------------------
# œ ‰‚ˆ“‰”\‚‚‚‚‚”’‚Q
#--------------------------------------------------------------------------
def down2(x, y, distance, d = 2)
if @revise_y + distance > 0
unless passable?(x, y, d)
if @revise_y < 0
@revise_y = 0
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# œ ‚ˆ“
#--------------------------------------------------------------------------
def move_left_p
# ‚Œ‚•
turn_left
distance = 2 ** @move_speed
left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# œ ‚ˆ“‰”\‚‚‚‚‚”’‚P
#--------------------------------------------------------------------------
def left1(x, y, distance, left = false)
result = left2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x-1, y)
return result
end
if @revise_y < -UP
result = left2(x - 1, y, distance, 8)
result &= left2(x, y - 1, distance)
if result == false
if left
move_lower_left_p
if @revise_y > 0
@revise_y = 0
end
end
return result
end
elsif @revise_y > 0
result = left2(x - 1, y, distance, 2)
result &= left2(x, y + 1, distance)
if result == false
if left
move_upper_left_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x -= distance
return result
end
#--------------------------------------------------------------------------
# œ ‚ˆ“‰”\‚‚‚‚‚”’‚Q
#--------------------------------------------------------------------------
def left2(x, y, distance, d = 4)
if @revise_x - distance < -SIDE
unless passable?(x, y, d)
if @revise_x > -SIDE
@revise_x = -SIDE
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# œ ‰E‚ˆ“
#--------------------------------------------------------------------------
def move_right_p
# ‰E‚Œ‚•
turn_right
distance = 2 ** @move_speed
right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# œ ‰E‚ˆ“‰”\‚‚‚‚‚”’‚P
#--------------------------------------------------------------------------
def right1(x, y, distance, right = false)
result = right2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x+1, y)
return result
end
if @revise_y < -UP
result = right2(x + 1, y, distance, 8)
result &= right2(x, y - 1, distance)
if result == false
if right
move_lower_right_p
if @revise_y > 0
@revise_y = 0
end
end
return result
end
elsif @revise_y > 0
result = right2(x + 1, y, distance, 2)
result &= right2(x, y + 1, distance)
if result == false
if right
move_upper_right_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x += distance
return result
end
#--------------------------------------------------------------------------
# œ ‰E‚ˆ“‰”\‚‚‚‚‚”’‚Q
#--------------------------------------------------------------------------
def right2(x, y, distance, d = 6)
if @revise_x + distance > SIDE
unless passable?(x, y, d)
if @revise_x < SIDE
@revise_x = SIDE
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# œ ‚ˆ“
#--------------------------------------------------------------------------
def move_up_p
# ‚Œ‚•
turn_up
# ‰‚ˆ“
distance = 2 ** @move_speed
up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# œ ‚ˆ“‰”\‚‚‚‚‚”’‚P
#--------------------------------------------------------------------------
def up1(x, y, distance, up = false)
result = up2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y-1)
return result
end
if @revise_x < -SIDE
result = up2(x, y - 1, distance, 4)
result &= up2(x - 1, y, distance)
if result == false
if up
move_upper_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = up2(x, y - 1, distance, 6)
result &= up2(x + 1, y, distance)
if result == false
if up
move_upper_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
@revise_y -= distance
return result
end
#--------------------------------------------------------------------------
# œ ‚ˆ“‰”\‚‚‚‚‚”’‚Q
#--------------------------------------------------------------------------
def up2(x, y, distance, d = 8)
if @revise_y - distance < -UP
unless passable?(x, y, d)
if @revise_y > -UP
@revise_y = -UP
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# œ ‰‚ˆ“
#--------------------------------------------------------------------------
def move_lower_left_p
# Œ‚Œ’‚‚‚‡
unless @direction_fix
# ‰EŒ‚‚‚‚‡‚͍‚AŒ‚‚‚‚‡‚‰‚Œ‚•
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
# ‰‚ˆ“
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 2
turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > 0 and -UP > @revise_y - distance
@revise_y = 0
end
turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
else
turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 4, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x + distance> SIDE and -SIDE > @revise_x
@revise_x = -SIDE
end
turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
end
end
end
#--------------------------------------------------------------------------
# œ ‰E‰‚ˆ“
#--------------------------------------------------------------------------
def move_lower_right_p
# Œ‚Œ’‚‚‚‡
unless @direction_fix
# Œ‚‚‚‚‡‚‰E‚AŒ‚‚‚‚‡‚‰‚Œ‚•
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
# ‰E‰‚ˆ“
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 2
turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > 0 and -UP > @revise_y - distance
@revise_y = 0
end
turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
else
turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 6, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
end
end
end
#--------------------------------------------------------------------------
# œ ‚ˆ“
#--------------------------------------------------------------------------
def move_upper_left_p
# Œ‚Œ’‚‚‚‡
unless @direction_fix
# ‰EŒ‚‚‚‚‡‚͍‚A‰Œ‚‚‚‚‡‚͏‚Œ‚•
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
# ‚ˆ“
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 8
turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > 0 and -UP > @revise_y
@revise_y = -UP
end
turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
else
turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 4, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
end
end
end
#--------------------------------------------------------------------------
# œ ‰E‚ˆ“
#--------------------------------------------------------------------------
def move_upper_right_p
# Œ‚Œ’‚‚‚‡
unless @direction_fix
# Œ‚‚‚‚‡‚‰E‚A‰Œ‚‚‚‚‡‚͏‚Œ‚•
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
# ‰E‚ˆ“
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 8
turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > 0 and -UP > @revise_y
@revise_y = -UP
end
turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
else
turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 6, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
end
end
end
#--------------------------------------------------------------------------
# œ “ˆ’u‚ƒCƒxƒ“ƒg‹N“”’
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers, run = true)
result = false
# ƒCƒxƒ“ƒgŽs’†‚̏‡
if $game_system.map_interpreter.running?
return result
end
# ‘SƒCƒxƒ“ƒg‚ƒ‹[ƒv
for event in $game_map.events.values
# ƒCƒxƒ“ƒg‚̍•W‚ƒgƒŠƒK[‚ˆ’v‚‚‡
if event.x == ((@x * 128 + @revise_x) / 128.0).round and
event.y == ((@y * 128 + @revise_y) / 128.0).round and
triggers.include?(event.trigger)
# ƒWƒƒƒ“ƒv’†ˆŠO‚ŁA‹N“”’‚“ˆ’u‚ƒCƒxƒ“ƒg‚‚
if not event.jumping? and event.over_trigger?
if event.list.size > 1
if run == true
event.start
end
result = true
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# œ •WC
#--------------------------------------------------------------------------
def move_on
if @y < (@y + @revise_y / 128.0).round
@y += 1
@revise_y -= 128
end
if @x > (@x + @revise_x / 128.0).round
@x -= 1
@revise_x += 128
end
if @x < (@x + @revise_x / 128.0).round
@x += 1
@revise_x -= 128
end
if @y > (@y + @revise_y / 128.0).round
@y -= 1
@revise_y += 128
end
end
#--------------------------------------------------------------------------
# œ ƒAƒjƒ[ƒVƒ‡ƒ“ƒAƒbƒvƒf[ƒg
#--------------------------------------------------------------------------
def anime_update
# ˆ“ŽžƒAƒjƒ‚ ON ‚̏‡
if @walk_anime
# ƒAƒjƒƒJƒEƒ“ƒg‚ 1.5 ‘‚‚
@anime_count += 1.5
# ˆ“ŽžƒAƒjƒ‚ OFF ‚ŁA’Ž~ŽžƒAƒjƒ‚ ON ‚̏‡
elsif @step_anime
# ƒAƒjƒƒJƒEƒ“ƒg‚ 1 ‘‚‚
@anime_count += 1
end
# ƒAƒjƒƒJƒEƒ“ƒg‚‘’l‚’‚‚‡
# ‘’l‚́AŠ–{’l 18 ‚‚ˆ“‘“x * 1 ‚ˆ‚‚’l
if @anime_count > 18 - @move_speed * 2
# ’Ž~ŽžƒAƒjƒ‚ OFF ‚‚ ’Ž~’†‚̏‡
if not @step_anime and @stop_count > 0
# ƒpƒ^[ƒ“‚ƒIƒŠƒWƒiƒ‹‚–‚
@pattern = @original_pattern
# ’Ž~ŽžƒAƒjƒ‚ ON ‚‚‚ ˆ“’†‚̏‡
else
# ƒpƒ^[ƒ“‚XV
@pattern = (@pattern + 1) % 4
end
# ƒAƒjƒƒJƒEƒ“ƒg‚ƒNƒŠƒA
@anime_count = 0
end
end
#--------------------------------------------------------------------------
# œ Žw’ˆ’u‚ˆ“
#--------------------------------------------------------------------------
# ƒIƒŠƒWƒiƒ‹‚ƒCƒxƒ“ƒg‚‰–
alias :moveto_original :moveto
def moveto(x, y)
# ••W‚‰Š‰
@revise_x = 0
@revise_y = 0
# ƒIƒŠƒWƒiƒ‹‚ƒCƒxƒ“ƒg‚Œ‚яo‚
moveto_original(x, y)
end
#--------------------------------------------------------------------------
# œ ˆ“‚‚‚‚‚‚‚”’
#--------------------------------------------------------------------------
def last_move?(x, y, direction, distance)
if direction == 2 or direction == 6
distance *= -1
end
if (direction == 2 or direction == 8) and
(y / 128.0).round != ((y - distance) / 128.0).round
return true
end
if (direction == 4 or direction == 6) and
(x / 128.0).round != ((x - distance) / 128.0).round
return true
end
return false
end
end
#==============================================================================
# Game_Character (•Š„’‹` 1)
#------------------------------------------------------------------------------
# @ƒLƒƒƒ‰ƒNƒ^[‚ˆ‚ƒNƒ‰ƒX‚‚B‚‚ƒNƒ‰ƒX‚ Game_Player ƒNƒ‰ƒX‚ Game_Event
# ƒNƒ‰ƒX‚ƒX[ƒp[ƒNƒ‰ƒX‚‚‚Žg—p‚‚‚‚B
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# œ ‰– X •W‚Ž“
#--------------------------------------------------------------------------
def screen_x
# Ž•W‚ƒ}ƒbƒv‚•\Žˆ’u‚‚‰–ʍ•W‚‹‚‚
return ((@real_x - $game_map.display_x) / 4).ceil + 16
end
#--------------------------------------------------------------------------
# œ ‰– Y •W‚Ž“
#--------------------------------------------------------------------------
def screen_y
# Ž•W‚ƒ}ƒbƒv‚•\Žˆ’u‚‚‰–ʍ•W‚‹‚‚
y = ((@real_y - $game_map.display_y) / 4).ceil + 32
# ƒWƒƒƒ“ƒvƒJƒEƒ“ƒg‚‰ž‚‚ Y •W‚‚‚•‚‚
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ˆ“)
#--------------------------------------------------------------------------
def update_move
# ˆ“‘“x‚‚ƒ}ƒbƒv•WŒn‚‚ˆ“‹——‚•Š
distance = 2 ** @move_speed
if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT
distance /= Math.sqrt(2)
end
# ˜_—•W‚Ž•W‚‚‰‚̏‡
if @y * 128 > @real_y
# ‰‚ˆ“
@real_y = [@real_y + distance, @y * 128].min
end
# ˜_—•W‚Ž•W‚‚荶‚̏‡
if @x * 128 < @real_x
# ‚ˆ“
@real_x = [@real_x - distance, @x * 128].max
end
# ˜_—•W‚Ž•W‚‚‰E‚̏‡
if @x * 128 > @real_x
# ‰E‚ˆ“
@real_x = [@real_x + distance, @x * 128].min
end
# ˜_—•W‚Ž•W‚‚‚̏‡
if @y * 128 < @real_y
# ‚ˆ“
@real_y = [@real_y - distance, @y * 128].max
end
# ˆ“ŽžƒAƒjƒ‚ ON ‚̏‡
if @walk_anime
# ƒAƒjƒƒJƒEƒ“ƒg‚ 1.5 ‘‚‚
@anime_count += 1.5
# ˆ“ŽžƒAƒjƒ‚ OFF ‚ŁA’Ž~ŽžƒAƒjƒ‚ ON ‚̏‡
elsif @step_anime
# ƒAƒjƒƒJƒEƒ“ƒg‚ 1 ‘‚‚
@anime_count += 1
end
end
end
#==============================================================================
# Game_Event
#------------------------------------------------------------------------------
# @ƒCƒxƒ“ƒg‚ˆ‚ƒNƒ‰ƒX‚‚BŒ”’‚‚‚ƒCƒxƒ“ƒgƒy[ƒW‚‘‚‚A•—ˆ—
# ƒCƒxƒ“ƒgŽs‚‚‚‹@”\‚Ž‚‚‚‚AGame_Map ƒNƒ‰ƒX‚“•”‚Žg—p‚‚‚‚B
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# œ ƒCƒxƒ“ƒg‹N“
#--------------------------------------------------------------------------
def start
# Žs“—e‚‹‚‚‚‡
if @list.size > 1
# $game_player.event ‚0‚‚‚‡
if $game_player.event != 0
# ˆ“‘“x‚ $game_player.event ‚‚‚
$game_player.move_speed = $game_player.event
elsif self.trigger == 0
$game_player.move_speed = $game_player.walk
end
@starting = true
end
end
end