Can someone make it so my catepiller script can be turned off when my characters go to my overworld.(chrono trigger game) By calling a script to turn it off would be perfect!
Code:
# Train_Actor
#
# fukuyama@alles.or.jp
#
# â—é€æ˜ŽçŠ¶æ…‹ç”¨ã‚¹ã‚¤ãƒƒãƒè¨å®š
# true ã ã¨ã‚¹ã‚¤ãƒƒãƒåˆ¶å¾¡ã‚’è¡Œã†
# TRAIN_ACTOR_TRANSPARENT_SWITCH = false
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
# â—é€æ˜ŽçŠ¶æ…‹ç”¨ã‚¹ã‚¤ãƒƒãƒç•ªå·
# ã“ã®ç•ªå·ã®ã‚¹ã‚¤ãƒƒãƒãŒONã ã¨é€æ˜Žã«ãªã‚‹
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# 定数
#Input::DOWN = 2
#Input::LEFT = 4
#Input::RIGHT = 6
#Input::UP = 8
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)
# ã‚ャラクターã®ãƒ•ã‚¡ã‚¤ãƒ«åã¨è‰²ç›¸ã‚’è¨å®š
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# ä¸é€æ˜Žåº¦ã¨åˆæˆæ–¹æ³•ã‚’åˆæœŸåŒ–
@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
#--------------------------------------------------------------------------
# ◠下ã«ç§»å‹•
# turn_enabled : ãã®å ´ã§ã®å‘ã変更を許å¯ã™ã‚‹ãƒ•ãƒ©ã‚°
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# 下をå‘ã
if turn_enabled
turn_down
end
# 通行å¯èƒ½ãªå ´åˆ
if passable?(@x, @y, Input::DOWN)
# 下をå‘ã
turn_down
# 座標を更新
@y += 1
end
end
#--------------------------------------------------------------------------
# â— å·¦ã«ç§»å‹•
# turn_enabled : ãã®å ´ã§ã®å‘ã変更を許å¯ã™ã‚‹ãƒ•ãƒ©ã‚°
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# 左をå‘ã
if turn_enabled
turn_left
end
# 通行å¯èƒ½ãªå ´åˆ
if passable?(@x, @y, Input::LEFT)
# 左をå‘ã
turn_left
# 座標を更新
@x -= 1
end
end
#--------------------------------------------------------------------------
# â— å³ã«ç§»å‹•
# turn_enabled : ãã®å ´ã§ã®å‘ã変更を許å¯ã™ã‚‹ãƒ•ãƒ©ã‚°
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# å³ã‚’å‘ã
if turn_enabled
turn_right
end
# 通行å¯èƒ½ãªå ´åˆ
if passable?(@x, @y, Input::RIGHT)
# å³ã‚’å‘ã
turn_right
# 座標を更新
@x += 1
end
end
#--------------------------------------------------------------------------
# ◠上ã«ç§»å‹•
# turn_enabled : ãã®å ´ã§ã®å‘ã変更を許å¯ã™ã‚‹ãƒ•ãƒ©ã‚°
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# 上をå‘ã
if turn_enabled
turn_up
end
# 通行å¯èƒ½ãªå ´åˆ
if passable?(@x, @y, Input::UP)
# 上をå‘ã
turn_up
# 座標を更新
@y -= 1
end
end
#--------------------------------------------------------------------------
# ◠左下ã«ç§»å‹•
#--------------------------------------------------------------------------
def move_lower_left
# å‘ã固定ã§ãªã„å ´åˆ
unless @direction_fix
# å³å‘ãã ã£ãŸå ´åˆã¯å·¦ã‚’ã€ä¸Šå‘ãã ã£ãŸå ´åˆã¯ä¸‹ã‚’å‘ã
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# 下→左ã€å·¦â†’下 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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))
# 座標を更新
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# â— å³ä¸‹ã«ç§»å‹•
#--------------------------------------------------------------------------
def move_lower_right
# å‘ã固定ã§ãªã„å ´åˆ
unless @direction_fix
# å·¦å‘ãã ã£ãŸå ´åˆã¯å³ã‚’ã€ä¸Šå‘ãã ã£ãŸå ´åˆã¯ä¸‹ã‚’å‘ã
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# 下→å³ã€å³â†’下 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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))
# 座標を更新
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ◠左上ã«ç§»å‹•
#--------------------------------------------------------------------------
def move_upper_left
# å‘ã固定ã§ãªã„å ´åˆ
unless @direction_fix
# å³å‘ãã ã£ãŸå ´åˆã¯å·¦ã‚’ã€ä¸‹å‘ãã ã£ãŸå ´åˆã¯ä¸Šã‚’å‘ã
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# 上→左ã€å·¦â†’上 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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))
# 座標を更新
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# â— å³ä¸Šã«ç§»å‹•
#--------------------------------------------------------------------------
def move_upper_right
# å‘ã固定ã§ãªã„å ´åˆ
unless @direction_fix
# å·¦å‘ãã ã£ãŸå ´åˆã¯å³ã‚’ã€ä¸‹å‘ãã ã£ãŸå ´åˆã¯ä¸Šã‚’å‘ã
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# 上→å³ã€å³â†’上 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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))
# 座標を更新
@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 .. 4
@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 .. 4
@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 = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
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
# 下→左ã€å·¦â†’下 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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
# 下→å³ã€å³â†’下 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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
# 上→左ã€å·¦â†’上 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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
# 上→å³ã€å³â†’上 ã®ã©ã¡ã‚‰ã‹ã®ã‚³ãƒ¼ã‚¹ãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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)
# æ–°ã—ã„座標を計算
new_x = @x + x_plus
new_y = @y + y_plus
# åŠ ç®—å€¤ãŒ (0,0) ã®å ´åˆã‹ã€ã‚¸ãƒ£ãƒ³ãƒ—å…ˆãŒé€šè¡Œå¯èƒ½ãªå ´åˆ
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
# -----------------------------------------------
# move_speed を外ã‹ã‚‰è¦‹ã‚Œã‚‹ã‚ˆã†ã«
# -----------------------------------------------
def get_move_speed
return @move_speed
end
end
class Game_Player
include Game_Player_Module
end