Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Problem with catapillar system

pedz

Member

i have been using a catapillar system and its all well and good but the one problem is, that if you change the graphic of one of the following characters in game it will only change the graphic of the char in the menu, not the person following behind.

in other words when i change the graphic of a char, i want it to change the graphic of the people following. :*)

a way to make the catapillar scrip only work if a switch is on would be great!!!!!!!

please tell me if this makes sence or not!!! :p
 

Tana

Member

The other people in the catapiller are the other members of the party, aren't they?
If you're changing the lead person's appearance by an Event, just change the other character's appearance at the same time.
 

RXMP

Member

Here's a script that can be turn on/off with switch 20 by RPG advocate.
To change the switch number, go to line 2 and change the number:D

Code:
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
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)
    if actor != nil
      @character_name = actor.character_name
      @character_hue = actor.character_hue
    else
      @character_name = ""
      @character_hue = 0
    end
    @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
# ------------------------------------  
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
    end
  end
# ------------------------------------ 
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
    end
  end
# ------------------------------------
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
    end
  end
# ------------------------------------ 
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
    end
  end
# ------------------------------------
  def move_lower_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    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))
      @x -= 1
      @y += 1
    end
  end
# ------------------------------------ 
  def move_lower_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    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))
      @x += 1
      @y += 1
    end
  end
# ------------------------------------ 
  def move_upper_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    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))
      @x -= 1
      @y -= 1
    end
  end
# ------------------------------------
  def move_upper_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    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))
      @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
    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
    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
    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
    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)
    new_x = @x + x_plus
    new_y = @y + y_plus
    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
# ------------------------------------
 def get_move_speed
    return @move_speed
  end
end



class Game_Player
  include Game_Player_Module
end
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top