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Impassable terrain tag?

I'm having trouble with my swimming script
Code:
#==============================================================================#
#  Swimming!  v 1.7.b                                                          #
#  By: ToriVerly @ rmxp.org                                                    #
#==============================================================================#
#  Intructions:                                                                #
#------------------------------------------------------------------------------#
=begin
 Paste this script above Main and below everything else.
 For each character you will have swimming, make a swimming sprite that has the
 same name as the character but ending with "_swim" and another with "_dive" if
 DIVE_GRAPHIC is true.
    Example: "001-Fighter01_swim.png"
 
 If TREAD_ANI = true, the character will be animated while in water when they are
 not moving.  Hence a treading water effect.  Set it to false if you don't want 
 the effect.
 
 Set the WATER constant to the terrain tag ID of your water tiles or whatever tile
 you want to swim through.  When you place non water tiles over water tiles (in 
 a higher layer), the non water tiles will need to have a terrain tag that is
 different than WATER and not 0 or else the characters is swim through it.
 
    IMPORTANT--->make sure your water tile is passable.
 
 If you want the ability to swim to depend on a switch, set SWIM_SWITCH to the ID
 of the game switch you're using. If you don't want to use a switch, set it to nil.
 Similarily, set SWIM_ITEM, SWIM_ARMOR or SWIM_WEAPON to the ID of the item, armor
 or weapon required for swimming and nil if there is none.  You can even set more
 than one condition!
 
 The SWIM_SE will play every time you jump into water.  If you don't want a sound,
 set DIVE_SOUND_OFF to true.
 
 The SNEAK_KEY and DASH_KEY functions can be set for Mr.Mo's ABS or an input
 letters script.  If you don't have such an input system but have another dashing
 and/or sneaking system/script, change them to Input::YourKey.
     Example: Input::X
              Input::Y
 If you don't have dashing or sneaking at all, set them to nil.
 WATER_DASHING is self explanitory.  If you want to dash in water, set it to true.
 If DROWNING is set to true, the player can jump in water if swimming is not
 available but they will get a gameover.
 Easy right? Enjoy!
=end
#------------------------------------------------------------------------------#
WATER = 1
SWIM_SWITCH = 1
SWIM_ITEM = nil
SWIM_ARMOR = nil
SWIM_WEAPON = nil
SNEAK_KEY = nil #Input::Letterres["Z"] for Mr.Mo's ABS or input letters script
DASH_KEY = nil #Input::Letters["X"] for Mr.Mo's ABS or input letters script
SWIM_SE = "022-Dive02"
DROWNING = false
WATER_DASHING = false
DIVE_SOUND_OFF = false
DIVE_GRAPHIC = true
TREAD_ANI = true
#------------------------------------------------------------------------------#

#==============================================================================#
# Game_Player                                                                  #
#------------------------------------------------------------------------------#
# Modifies the Game_Player class initialization and updating                   #
#==============================================================================#
class Game_Player < Game_Character
  attr_reader   :swim
  attr_reader   :swimming?
  attr_reader   :swim_count
  alias swim_init initialize
  def initialize
    @swim = false
    @drown_count = 0
    @swim_count = 0
    swim_init
  end
  alias swim_update update
  def update

    # Checks if swimming is triggered
    return jump_in if facing?(WATER, 'any', 1) and !@swim and moving?
    # Determines if swimming and sets up the character appropriately
     swim_refresh if swimming?
    # Drowns or prevents swimming if it is not available
    if !swim_available? and on?(WATER)
      if DROWNING == true
       drown
      elsif DROWNING == false
       move_backward
      end
    end
   # Jumps out of water at shore
    jump_forward if !on?(WATER) and !facing?(WATER, 'any', 1) and !facing?(WATER, 'any', 2) and @swim and moving?
    # Returns original settings when out of water 
    revert if @swim and !on?(WATER)
  swim_update
 end
#------------------------------------------------------------------------------#
# Custom Methods                                                               #
#------------------------------------------------------------------------------#
  # Checks swimming availability
  def swim_available?
     if SWIM_SWITCH != nil
      return true if $game_switches[SWIM_SWITCH]
      return false if !$game_switches[SWIM_SWITCH]
     end
     if SWIM_ITEM != nil
       return true if $game_party.item_number(SWIM_ITEM) != 0
       return false if $game_party.item_number(SWIM_ITEM) == 0
     end
     if SWIM_ARMOR != nil
       return true if $game_party.actors[0].armor1_id == SWIM_ARMOR
       return true if $game_party.actors[0].armor2_id == SWIM_ARMOR
       return true if $game_party.actors[0].armor3_id == SWIM_ARMOR
       return true if $game_party.actors[0].armor4_id == SWIM_ARMOR
       return false
     end
     if SWIM_WEAPON != nil
       return true if $game_party.actors[0].weapon_id == SWIM_WEAPON
       return false
     end
     return true
   end
    
  # Jumps in the water if swimming is triggered
  def jump_in
    @swim = true
    unless DIVE_SOUND_OFF
     @play_sound = true
    end
   if DIVE_GRAPHIC == true
    @character_name = $game_party.actors[0].character_name
    @character_name = $game_party.actors[0].character_name + "_dive"
   end
   jump_forward if facing?(WATER, 'any', 1)
  end
  
  # Swimming setup
  def swim_refresh
      get_speed if moving?
      if !moving?
        @character_name = $game_party.actors[0].character_name
        @character_name = $game_party.actors[0].character_name + "_swim"
      end
      if @play_sound and !moving?
         Audio.se_play("Audio/SE/" + SWIM_SE + ".ogg", 80, 100)
         @play_sound = false
      end
         @swim = true
      if TREAD_ANI == true
         @step_anime = true
       end
     end
     
  # Drowning
  def drown
    $game_screen.start_flash(Color.new(255,0,0,128), 20)
    if @drown_count <= 50
      #jump_in if !@swim
      @drown_count += 1
    elsif @drown_count >= 50
      @drown_count = 0
     $scene = Scene_Gameover.new
    end
  end
  
  # Reverts original settings when out of water
  def revert
      @character_name = $game_party.actors[0].character_name
      @swim = false
      @drown_count = 0
        unless dashing? or sneaking?
         @move_speed = 4
         @move_frequency = 6
        end
       if TREAD_ANI == true
       @step_anime = false
     end
   end
   
  # Determines Speed (Swim Leveling)
  def get_speed
    # Gets Swim Count
      @swim_count += 0.05
    case @swim_count
    when 0.05
      @swim_speed = 1
      @move_frequency = 1
    when 100
      @swim_speed =  2
      @move_frequency = 1
    when 250
      @swim_speed = 3
      @move_frequency = 1
    when 750
      @swim_speed = 4
      @move_frequency = 1
    when 2000
      @swim_speed = 5
      @move_frequency = 1
    end
    @move_speed = @swim_speed
      if WATER_DASHING == true
          if DASH_KEY != nil and Input.press?(DASH_KEY) and !sneaking?
           @move_speed = @swim_speed + 1
           @move_frequency = 6
          end
          if SNEAK_KEY != nil and Input.press?(SNEAK_KEY) and !dashing?
           @move_speed = @swim_speed -1
           @move_frequency = 2
         end
       end
     end
  
# Jumps forward
  def jump_forward
  case @direction
      when 2
        jump(0, 1)
      when 4
        jump(-1, 0)
      when 6
        jump(1, 0)
      when 8
        jump(0, -1)
      end
    end
  # Jumps backward
  def jump_backward
    case @direction
      when 2
        jump(0, -1)
      when 4
        jump(1, 0)
      when 6
        jump(-1, 0)
      when 8
        jump(0, 1)
      end
    end

  # Checks if dashing
  def dashing?
    return true if DASH_KEY != nil and Input.press?(DASH_KEY)
    return false if SNEAK_KEY != nil and Input.press?(SNEAK_KEY)
  end
  # Checks if sneaking
  def sneaking?
    return true if SNEAK_KEY != nil and Input.press?(SNEAK_KEY)
    return false if DASH_KEY != nil and Input.press?(DASH_KEY)
  end
  # Checks if swimming
  def swimming?
    return true if on?(WATER) and @swim
  end
  # Checks if player is on a terrain tag
  def on?(tag)
    return true if $game_map.terrain_tag($game_player.x, $game_player.y) == tag
  end
  # Checks if player is facing a terrain tag
  def facing?(tag, dir, dist)
    case dir
     when 2
       if $game_player.direction == 2
        tag_x = $game_player.x
        tag_y = $game_player.y + dist
      end
     when 4
       if $game_player.direction == 4
        tag_x = $game_player.x - dist
        tag_y = $game_player.y
       end
     when 6
       if $game_player.direction == 6
        tag_x = $game_player.x + dist
        tag_y = $game_player.y
       end
     when 8
       if $game_player.direction == 8
        tag_x = $game_player.x
        tag_y = $game_player.y - dist
      end
     when 'any'
       if $game_player.direction == 2
        tag_x = $game_player.x
        tag_y = $game_player.y + dist
      end
       if $game_player.direction == 4
        tag_x = $game_player.x - dist
        tag_y = $game_player.y
      end
       if $game_player.direction == 6
        tag_x = $game_player.x + dist
        tag_y = $game_player.y
      end
      if $game_player.direction == 8
        tag_x = $game_player.x
        tag_y = $game_player.y - dist
      end
    end
   return false if tag_x == nil or tag_y == nil
   return true if $game_map.terrain_tag(tag_x, tag_y) == tag
 end
end
#------------------------------------------------------------------------------#
# By ToriVerly                                                                 #
#------------------------------------------------------------------------------#
Water is recognized by its terrain tag and it has to be a passable tile for the player to swim through it. The problem is that I need it to be impassable if swimming isn't available. I thought I had fixed it by causing the character to "move_backward" whenever it was on water but not allowed to swim, but now that I have a faster computer, i see that it just sort of vibrates as it tries to go forward and back and the same time. Anyone know how I can make the terrain tag impassable based on conditions?
 
You need to check if where the player is going in to water. Like this:
Code:
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    return if $game_map.terrain_tag(new_x,new_y) == tag

I would edit Game_Player for this, def passable:

Code:
  alias mrmo_swim_game_player_passable passable?
  def passable?(x, y, d)
    # Get new coordinates
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # Check if it water tag
    return false if $game_map.terrain_tag(new_x,new_y) == tag and CANT_SWIM
    # Old Method
    mrmo_swim_game_player_passable(x,y,d)
  end

I don't know the condition which the player can't swim so I just wrote CANT_SWIM.

I hope I understood you correctly
 
always use ccoa's tileset swap script. like make it able so that you can only enter and exit the water at certain places then have a swpa command for it.
that way you can change the passability of the tiles for whichever you need :)
 

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