#==============================================================================
# ■Train_Actor (Copyright © 2005 fukuyama)
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
=begin #KN::DISABLE_SCRIPT
module Train_Actor
# â—Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = true
# â—Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 149
# â—Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4
# Constants
DOWN_LEFTÂ = 1
DOWN_RIGHT = 3
UP_LEFTÂ Â = 7
UP_RIGHTÂ Â = 9
JUMPÂ Â Â Â = 5
# Put any actor IDs who should have a "stopped animation" if in the caterpillar
# i.e. if a party member "is floating" it will look stupid if he suddenly stops
# moving in the air.
# - added by Blizzard
ACTOR_IDS = []
end
# rgss
# Spriteset_Map_Module.rb
#==============================================================================
# â– Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Spriteset_Map_Module
 def setup_actor_character_sprites?
  return @setup_actor_character_sprites_flag != nil
 end
 def setup_actor_character_sprites(characters)
  if !setup_actor_character_sprites?
   for character in characters.reverse
    @character_sprites.unshift(
     Sprite_Character.new(@viewport1, character)
    )
   end
   @setup_actor_character_sprites_flag = true
  end
 end
end
end
class Spriteset_Map
 include Train_Actor::Spriteset_Map_Module
end
# Scene_Map_Module.rb
#==============================================================================
# â– Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Scene_Map_Module
 def setup_actor_character_sprites(characters)
  @spriteset.setup_actor_character_sprites(characters)
 end
end
end
class Scene_Map
 include Train_Actor::Scene_Map_Module
end
# Game_Party_Module.rb
#==============================================================================
# â– Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Game_Party_Module
Â
 attr_reader :characters
Â
 def update_party_order() return actors end
Â
 def setup_actor_character_sprites
  if @characters.nil?
   @characters = []
   for i in 1 ... TRAIN_ACTOR_SIZE_MAX
    @characters.push(Game_Party_Actor.new)
   end
  end
  setup_actors = update_party_order
  for i in 1 ... TRAIN_ACTOR_SIZE_MAX
   @characters[i - 1].setup(setup_actors[i])
  end
  if $scene.class.method_defined?('setup_actor_character_sprites')
   $scene.setup_actor_character_sprites(@characters)
  end
 end
Â
 def update_party_actors
   update_party_order
  setup_actor_character_sprites
  transparent = $game_player.transparent
  if transparent == false and TRANSPARENT_SWITCH
   transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
  end
  for character in @characters
   character.transparent = transparent
   character.move_speed = $game_player.move_speed
   if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation
    character.step_anime = true # Blizzard's support for stopped animation
   else # Blizzard's support for stopped animation
    character.step_anime = $game_player.step_anime
   end # Blizzard's support for stopped animation
   character.update
  end
 end
Â
 def moveto_party_actors( x, y )
  setup_actor_character_sprites
  for character in @characters
   character.moveto( x, y )
  end
  @move_list = [] if @move_list == nil
  move_list_setup
 end
Â
 def move_party_actors
  if @move_list == nil
   @move_list = []
   move_list_setup
  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
 Â
  def initialize(type,args)
   @type = type
   @args = args
  end
 Â
  def type() return @type end
 Â
  def args() return @args end
 Â
  end
 Â
  def move_list_setup
   for i in 0 .. TRAIN_ACTOR_SIZE_MAX
    @move_list[i] = nil
   end
  end
 Â
  def add_move_list(type,*args)
   @move_list.unshift(Move_List_Element.new(type,args)).pop
  end
 Â
  def move_down_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::DOWN,turn_enabled)
  end
 Â
  def move_left_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::LEFT,turn_enabled)
  end
 Â
  def move_right_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::RIGHT,turn_enabled)
  end
 Â
  def move_up_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::UP,turn_enabled)
  end
 Â
  def move_lower_left_party_actors
   move_party_actors
   add_move_list(DOWN_LEFT)
  end
 Â
  def move_lower_right_party_actors
   move_party_actors
   add_move_list(DOWN_RIGHT)
  end
 Â
  def move_upper_left_party_actors
   move_party_actors
   add_move_list(UP_LEFT)
  end
 Â
  def move_upper_right_party_actors
   move_party_actors
   add_move_list(UP_RIGHT)
  end
 Â
  def jump_party_actors(x_plus, y_plus)
   move_party_actors
   add_move_list(JUMP,x_plus, y_plus)
  end
 Â
 endÂ
end
class Game_Party
 include Train_Actor::Game_Party_Module
end
# Game_Player_Module.rb
#==============================================================================
# â– Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Game_Player_Module
Â
 attr_reader :move_speed
 attr_reader :step_anime
Â
 def update_party_actors
  $game_party.update_party_actors
  $game_party.actors.each do |actor|
   @character_name = actor.character_name
   @character_hue = actor.character_hue
   break
  end
 end
 Â
 def update
  update_party_actors
  super
 end
Â
 def moveto( x, y )
  $game_party.moveto_party_actors( x, y )
  super( x, y )
 end
Â
 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
Â
 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
Â
 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
Â
 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
Â
 def move_lower_left
  # When possible to move from down→left or from left→down
  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
Â
 def move_lower_right
  # When possible to move from down→right or from right→down
  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
Â
 def move_upper_left
  # When possible to move from up→left or from left→up
  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
Â
 def move_upper_right
  # When possible to move from up→right or from right→up
  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
Â
 def jump(x_plus, y_plus)
  # New coordinates are calculated
  new_x = @x + x_plus
  new_y = @y + y_plus
  # When addition values are (0,0), it is possible to jump to the destination
  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
Â
endÂ
end
class Game_Player
include Train_Actor::Game_Player_Module
end
# Game_Event_Module.rb
#==============================================================================
# â– Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
module Game_Event_Module
 #--------------------------------------------------------------------------
 # ◠Judgement determined
 #   x : X coordinates
 #   y : Y coordinates
 #   d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump)
 # return : Passing is impossible (false), possible (true)
 #--------------------------------------------------------------------------
 def passable?(x, y, d)
  result = super(x, y, d)
  if result
   # New coordinates are searched for
   new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
   new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
   # Loops for actor in train
   for actor in $game_party.characters
    # When displayed
    if not actor.character_name.empty?
     # When actor's coordinates correspond to the destination
     if actor.x == new_x and actor.y == new_y
     # When event
      return false if self != $game_player
     end
    end
   end
  end
  return result
 end
Â
end
end
class Game_Event
 include Train_Actor::Game_Event_Module
end
Â
# Game_Party_Actor.rb
#==============================================================================
# â– Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================
module Train_Actor
class Game_Party_Actor < Game_Character
Â
 attr_reader :cp_id
 attr_writer :move_speed
 attr_writer :step_anime
 def initialize
  super()
  @through = true
 end
Â
 def setup(actor)
  # The file name and hue of the character are set
  @cp_id = $data_actors[actor.id].id
  if actor != nil
   @character_name = actor.character_name
   @character_hue = actor.character_hue
  else
   @character_name = ""
   @character_hue = 0
  end
  # Opacity and blending method are initialized
  @opacity = 255
  @blend_type = 0
 end
Â
 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
 #--------------------------------------------------------------------------
 # ◠Move down
 #   turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_down(turn_enabled = true)
  # Face down
  turn_down if turn_enabled
  # When possible to pass
  if passable?(@x, @y, Input::DOWN)
   # Face down
   turn_down
   # Update coordinates
   @y += 1
  end
 end
 #--------------------------------------------------------------------------
 # ◠Move left
 #   turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_left(turn_enabled = true)
  # Face left
  turn_left if turn_enabled
  # When possible to pass
  if passable?(@x, @y, Input::LEFT)
   # Face left
   turn_left
   # Update coordinates
   @x -= 1
  end
 end
 #--------------------------------------------------------------------------
 # ◠Move right
 #   turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_right(turn_enabled = true)
  # Face right
  turn_right if turn_enabled
  # When possible to pass
  if passable?(@x, @y, Input::RIGHT)
   # Face right
   turn_right
   # Update coordinates
   @x += 1
  end
 end
 #--------------------------------------------------------------------------
 # ◠Move up
 #   turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_up(turn_enabled = true)
  # Face up
  turn_up if turn_enabled
  # When possible to pass
  if passable?(@x, @y, Input::UP)
   # Face up
   turn_up
   # Update coordinates
   @y -= 1
  end
 end
 #--------------------------------------------------------------------------
 # ◠Move lower left
 #--------------------------------------------------------------------------
 def move_lower_left
  # When no direction fixation
  unless @direction_fix
   # Turn left when facing right, turn down when facing up
   @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
  end
  # When possible to move from down→left or from left→down
  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))
   # Update coordinates
   @x -= 1
   @y += 1
  end
 end
 #--------------------------------------------------------------------------
 # ◠Move lower right
 #--------------------------------------------------------------------------
 def move_lower_right
  # When no direction fixation
  unless @direction_fix
   # Turn right when facing left, turn down when facing up
   @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
  end
  # When possible to move from down→right or from right→down
  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))
   # Update coordinates
   @x += 1
   @y += 1
  end
 end
 #--------------------------------------------------------------------------
 # ◠move upper left
 #--------------------------------------------------------------------------
 def move_upper_left
  # When no direction fixation
  unless @direction_fix
   # Turn left when facing right, turn up when facing down
   @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
  end
  # When possible to move from up→left or from left→up
  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))
   # Update coordinates
   @x -= 1
   @y -= 1
  end
 end
 #--------------------------------------------------------------------------
 # ◠move upper right
 #--------------------------------------------------------------------------
 def move_upper_right
  # When no direction fixation
  unless @direction_fix
   # Turn right when facing left, turn up when facing down
   @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
  end
  # When possible to move from up→right or from right→up
  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))
   # Update coordinates
   @x += 1
   @y -= 1
  end
 end
end
end
=end #KN::DISABLE_SCRIPT