Hello all, and thank you in advance for having a gander at this request.
Here is the problem, I have a script called: Dynamic Footprints - version 1.0 By - Wachunga
This script works fine in a new project with the latest SDK & MACL v2.0 Alpha, but does not work with MACL v2.1.
What happens is, the footprints do not show up.
Silly me, after rearranging the scripts I managed to get it to work.
However, a new problem persists with this script "Footprints Script", and that is the following:
The script is not compatable with the following script:
Script: Fog of War
Version: Version 2.0, 2005-11-21
By: Wachunga
Is there anyone out there that can make these two scripts compatable with each other?
I have included a "Demo" with all the scripts in it for whoever wants to take a look at it and try to figure out the problem/fix.
*** DEMO *** All Scripts in it: URL http://www.megaupload.com/?d=1VKLE7YP
Dynamic Footprints
Here is the problem, I have a script called: Dynamic Footprints - version 1.0 By - Wachunga
This script works fine in a new project with the latest SDK & MACL v2.0 Alpha, but does not work with MACL v2.1.
What happens is, the footprints do not show up.
Silly me, after rearranging the scripts I managed to get it to work.
However, a new problem persists with this script "Footprints Script", and that is the following:
The script is not compatable with the following script:
Script: Fog of War
Version: Version 2.0, 2005-11-21
By: Wachunga
Is there anyone out there that can make these two scripts compatable with each other?
I have included a "Demo" with all the scripts in it for whoever wants to take a look at it and try to figure out the problem/fix.
*** DEMO *** All Scripts in it: URL http://www.megaupload.com/?d=1VKLE7YP
Dynamic Footprints
# ============
# Dynamic Footprints - version 1.0 (2005-11-07)
# ============
# by Wachunga
#
# 0.95 - original release
# 1.0 - fixed a small bug with directional footprints and
# updated the compatibility list
#
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# =============
# *** NOTES ***
# =============
#
# Fenwick: This script Conflicts with the Script: "Fog Of War"
# This script also has to be Above the "MACL v2.1" Scripts and
# below the "SDK v2.3" Script inorder to work.
#
# Example:
# -=SCRIPTS=- (Scripts Database)
#
# SDK V2.3
# Footprints Script <---- Put The Script Here (Between)
# MACL v2.1 - Documentation
# MACL v2.1 - System Setup
# MACL v2.1 - Complete
#
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#
#
# SETUP:
# 1) From the database (Tileset tab), give the appropriate tiles of any
# tilesets that you want to show footprints (e.g. sand in "Desert",
# snow in "Snow Field") the terrain tag 1.
# 2) Place the footprints file in the Graphics/Tilesets folder.
#
# To prevent an event from having any footprints (e.g. birds), include
# somewhere in its name.
#
# (If using non-RTP sprites, you may want to create customized footprints.)
#
# FEATURES:
# ? customizable duration footprint fading (optional)
# ? direction-specific footprints (optional)
# ? rounded footprints paths
# ? overlapping footprints supported
# ? handles move events (jumping, speed changes, etc) and teleportation
#
# COMPATIBILITY:
# 1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
# very nature isn't very compatible with footprints (short of using sprites
# or pictures instead of a tileset) because a character can move part way
# across a tile without footprints appearing.
#
# 2) Near Fantastica's Squad Based Movement/Action Battle System script -
# make sure it is below this script
#
# 3) Near Fantastica's Updated Day Night script - again, make sure it is below
# this script
#
# 4) Baskinein's Animated Sprite script - see:
# http://www.rmxp.net/forums/index.php?s= ... t&p=261921
#
# 5) Fukuyama's Caterpillar script - to only have one set of footprints
# for the whole group, no modifications are necessary (just make sure his
# script is above this one). To have a separate (overlapping) set of
# footprints for each character, uncomment (by moving the "= end") the
# following lines:
#
#module Train_Actor
#class Game_Party_Actor < Game_Character
# def move_down(turn_enabled = true)
# if turn_enabled
# turn_down
# end
# if passable?(@x, @y, Input::DOWN)
# turn_down
# @y += 1
# increase_steps
# end
# end
# def move_left(turn_enabled = true)
# if turn_enabled
# turn_left
# end
# if passable?(@x, @y, Input::LEFT)
# turn_left
# @x -= 1
# increase_steps
# end
# end
# def move_right(turn_enabled = true)
# if turn_enabled
# turn_right
# end
# if passable?(@x, @y, Input::RIGHT)
# turn_right
# @x += 1
# increase_steps
# end
# end
# def move_up(turn_enabled = true)
# if turn_enabled
# turn_up
# end
# if passable?(@x, @y, Input::UP)
# turn_up
# @y -= 1
# increase_steps
# end
# end
#end
#end
#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "Footprints_Default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 1
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 30
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 100
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
attr_accessor :footprints
attr_accessor :fp_tilemap
#--------------------------------------------------------------------------
# â—
# Dynamic Footprints - version 1.0 (2005-11-07)
# ============
# by Wachunga
#
# 0.95 - original release
# 1.0 - fixed a small bug with directional footprints and
# updated the compatibility list
#
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# =============
# *** NOTES ***
# =============
#
# Fenwick: This script Conflicts with the Script: "Fog Of War"
# This script also has to be Above the "MACL v2.1" Scripts and
# below the "SDK v2.3" Script inorder to work.
#
# Example:
# -=SCRIPTS=- (Scripts Database)
#
# SDK V2.3
# Footprints Script <---- Put The Script Here (Between)
# MACL v2.1 - Documentation
# MACL v2.1 - System Setup
# MACL v2.1 - Complete
#
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#
#
# SETUP:
# 1) From the database (Tileset tab), give the appropriate tiles of any
# tilesets that you want to show footprints (e.g. sand in "Desert",
# snow in "Snow Field") the terrain tag 1.
# 2) Place the footprints file in the Graphics/Tilesets folder.
#
# To prevent an event from having any footprints (e.g. birds), include
# somewhere in its name.
#
# (If using non-RTP sprites, you may want to create customized footprints.)
#
# FEATURES:
# ? customizable duration footprint fading (optional)
# ? direction-specific footprints (optional)
# ? rounded footprints paths
# ? overlapping footprints supported
# ? handles move events (jumping, speed changes, etc) and teleportation
#
# COMPATIBILITY:
# 1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
# very nature isn't very compatible with footprints (short of using sprites
# or pictures instead of a tileset) because a character can move part way
# across a tile without footprints appearing.
#
# 2) Near Fantastica's Squad Based Movement/Action Battle System script -
# make sure it is below this script
#
# 3) Near Fantastica's Updated Day Night script - again, make sure it is below
# this script
#
# 4) Baskinein's Animated Sprite script - see:
# http://www.rmxp.net/forums/index.php?s= ... t&p=261921
#
# 5) Fukuyama's Caterpillar script - to only have one set of footprints
# for the whole group, no modifications are necessary (just make sure his
# script is above this one). To have a separate (overlapping) set of
# footprints for each character, uncomment (by moving the "= end") the
# following lines:
#
#module Train_Actor
#class Game_Party_Actor < Game_Character
# def move_down(turn_enabled = true)
# if turn_enabled
# turn_down
# end
# if passable?(@x, @y, Input::DOWN)
# turn_down
# @y += 1
# increase_steps
# end
# end
# def move_left(turn_enabled = true)
# if turn_enabled
# turn_left
# end
# if passable?(@x, @y, Input::LEFT)
# turn_left
# @x -= 1
# increase_steps
# end
# end
# def move_right(turn_enabled = true)
# if turn_enabled
# turn_right
# end
# if passable?(@x, @y, Input::RIGHT)
# turn_right
# @x += 1
# increase_steps
# end
# end
# def move_up(turn_enabled = true)
# if turn_enabled
# turn_up
# end
# if passable?(@x, @y, Input::UP)
# turn_up
# @y -= 1
# increase_steps
# end
# end
#end
#end
#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "Footprints_Default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 1
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 30
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 100
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
attr_accessor :footprints
attr_accessor :fp_tilemap
#--------------------------------------------------------------------------
# â—