The thing is that I get an error from caterpillar script after using the party switcher. I tried disabling the caterpillar before opening party switcher, then re-enable afterwards; but that doesn't work as well ':|
So if there is someone who can make these 2 scripts works together, I will be eternaly grateful :lol:
ps: I use Billzard's Easy party switcher and SephirothSpawn's Trailing Characters w/Caterpillar
Thanks in advance! :lol:
So if there is someone who can make these 2 scripts works together, I will be eternaly grateful :lol:
ps: I use Billzard's Easy party switcher and SephirothSpawn's Trailing Characters w/Caterpillar
#==============================================================================
# Easy Party Switcher by Blizzard
# Version 1.2b
# Date: 21.05.2006
# Date v1.1: 25.05.2006
# Date v1.2b: 27.05.2006
#
#
# This is the official Party Switcher of:
# Chaos Project - The Three Moonsâ„¢
#
#
# Special Thanks to:
# Zeriab for pointing out a few glitches and shortening the code. =D
#
#
# IMPORTANT NOTE:
#
# Be sure to set the $party_max_size to the maximum size of your party.
# There is already a preconfiguration of 4.
#
#
# Compatibility:
#
# 99% chance of full compatibility with SDK, not tested altough. Can cause
# incompatibility with Party Change Systems. WILL corrupt your old savegames.
#
#
# Features:
#
# - Set party members for "not _available" (shown transparent in the reserve)
# - Remove party members from the reserve list ("disabled_for_party")
# - Set party members, who MUST be in the party (shown transparent in the
# current party, "must_be_in_party")
# - option either to wipe the party (for multi-party use) or only remove every
# member (except 1) from the party.
# - Easy to use and easy to switch party members
# - also supports small parties (2 or 3 members) and large parties (5 or more)
#
#
# How to use:
#
# To call this script, make a "Call script" command in an event. The syntax is:
#
# $scene = Scene_PartySwitcher.new
# or
# $scene = Scene_PartySwitcher.new(XXX)
# or
# $scene = Scene_PartySwitcher.new(XXX, 1)
# or
# $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
#
# - If you use the first syntax, no extra feature will be applied and you can
# switch the party as you wish.
# - If you use the second syntax, you can replace XXX for 1 to remove all party
# members except one (either one, who must be in the party or a random one), or
# replace XXX with 2, to cause a wipe party. Wiping a party will disable the
# of the current members and a NEW party of the remaining members must be
# formed. If you replace it with 3, the current party configuration will be
# stored for a later fast switch-back.
# - If you use the third sytnax, you can use the XXX as described above or just
# set it to 0 to disable it. Also the "1" in the syntax will reset any
# disabled_for_party and is made to be used after multi-party use.
# - If you use the fourth syntax you can replace ZZZ with 1 to replace the
# party with a stored one AND store the current or replace it with 2 to replace
# the party with a stored one, but without storing the current. USE THIS ONLY
# IF YOU ASSUME TO HAVE A STORED PARTY READY! This syntax will not open the
# Party Switcher and it will override the commands XXX and YYY, so you can
# replace these with any number.
#
# - Character faces go into a "Faces" folder in "Characters" and they have the
# same name as the character spritesets have.
#
#
# Other syntaxes:
# $game_actors[XXX].not_available = true/false
# $game_actors[XXX].disabled_for_party = true/false
# $game_actors[XXX].must_be_in_party = true/false
#
# - not_available will disable the possibility of an already unlocked character
# to be in th current party.
# - disabled for party will cause the character NOT to appear in the party
# switch screen.
# - must_be_in_party will cause the character to be automatically moved into
# the current party, while switching parties and also he cannot be put in the
# reserve.
#
#
# Additional note:
#
# For your own sake, do not apply the attribute "must_be_in_party" to a
# character at the same time with "not_available" or "disabled_for_party" as
# this WILL disrupt your party and party switch system.
#
#==============================================================================
$party_max_size = 4
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :must_be_in_party
attr_accessor :disabled_for_party
attr_accessor :not_available
alias setup_eps_later setup
def setup(actor_id)
@must_be_in_party = false
@disabled_for_party = false
@not_available = false
setup_eps_later(actor_id)
end
end
#==============================================================================
# Game_Party
#==============================================================================
class Game_Party
def actors=(actors)
@actors = actors
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
def draw_actor_face(actor, x, y)
if actor != nil
bitmap = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
cw = 56
ch = 56
src_rect = Rect.new(0, 0, cw, ch)
if actor.not_available or actor.must_be_in_party
self.contents.blt(x, y, bitmap, src_rect, 128)
else
self.contents.blt(x, y, bitmap, src_rect)
end
end
end
end
#==============================================================================
# Window_Current
#==============================================================================
class Window_Current < Window_Selectable
def initialize
if $party_max_size > 4
super(0, 0, 240 + 32, 480)
else
super(0, 0, 240 + 32, $party_max_size * 120)
end
@item_max = $party_max_size
self.contents = Bitmap.new(width - 32, 480 - 32 + (@item_max - 4) * 120)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 0
y = i * 120 - 4
actor = $game_party.actors
self.contents.font.color = normal_color
if actor != nil
draw_actor_face(actor, x, y + 8)
draw_actor_name(actor, x + 160, y)
draw_actor_level(actor, x + 96, y)
draw_actor_hp(actor, x + 96, y + 32)
draw_actor_sp(actor, x + 96, y + 64)
end
end
end
def setactor(index_1, index_2)
temp = $game_party.actors[index_1]
$game_party.actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end
def getactor(index)
return $game_actors[$game_party.actors[index].id]
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
y = (@index / @column_max) * 120 - self.oy
self.cursor_rect.set(x, y, self.width - 32, 88)
end
def clone_cursor
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
y = (@index / @column_max) * 120
src_rect = Rect.new(0, 0, self.width, 88)
bitmap = RPG::Cache.windowskin("Cursor_Current")
self.contents.blt(x, y, bitmap, src_rect, 192)
end
def top_row
return self.oy / 116
end
def top_row=(row)
row = row % row_max
self.oy = row * 120
end
def page_row_max
return (self.height / 120)
end
end
#==============================================================================
# Window_Reserve
#==============================================================================
class Window_Reserve < Window_Selectable
def initialize
super(0, 0, 400 - 32, 320)
setup
@column_max = 3
if (@item_max / @column_max) >= 3
self.contents = Bitmap.new(width - 32, @item_max / @column_max * 96)
else
self.contents = Bitmap.new(width - 32, height - 32)
end
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
self.active = false
self.index = -1
refresh
end
def setup
@actors = []
for i in 0...$data_actors.size
flag = false
for j in 0...$game_party.actors.size
if $game_actors == $game_party.actors[j]
flag = true
end
end
if flag == false
unless $game_actors == nil or $game_actors.disabled_for_party
@actors.push($game_actors)
end
end
end
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end
def refresh
self.contents.clear
for i in 0... @actors.size
drawing(@actors, i)
end
end
def drawing(actor, i)
x = (i % 3) * 112 + 16
y = (i / 3) * 96 - 8
self.contents.font.color = normal_color
draw_actor_face(actor, x, y + 18)
end
def getactor(index)
return @actors[index]
end
def setactor(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = @actors[index_2]
@actors[index_2] = temp
refresh
end
def setparty(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@index / @column_max) * 96 - self.oy
self.cursor_rect.set(x, y, 96, 96)
end
def clone_cursor
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@index / @column_max) * 96
src_rect = Rect.new(0, 0, 96, 96)
bitmap = RPG::Cache.windowskin("Cursor_Reserve")
self.contents.blt(x, y, bitmap, src_rect, 192)
end
def top_row
return self.oy / 96
end
def top_row=(row)
row = row % row_max
self.oy = row * 96
end
def page_row_max
return (self.height - 32) / 96
end
end
#==============================================================================
# Window_HelpStatus
#==============================================================================
class Window_HelpStatus < Window_Base
def initialize(gotactor)
super(0, 0, 400 - 32, 160)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
refresh(gotactor)
self.active = false
end
def refresh(actor)
self.contents.clear
if actor != nil
x = 0
y = 0
self.contents.font.color = normal_color
if actor.not_available
self.contents.draw_text(x + 8, y, 160, 32, "not available", 0)
end
draw_actor_face(actor, x, y + 40)
draw_actor_name(actor, x + 160, y + 32)
draw_actor_level(actor, x + 96, y + 32)
draw_actor_hp(actor, x + 96, y + 64)
draw_actor_sp(actor, x + 96, y + 96)
end
end
end
#==============================================================================
# Window_Warning
#==============================================================================
class Window_Warning < Window_Base
def initialize
super(0, 0, 320, 96)
self.visible = false
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
self.x = 320 - (width / 2)
self.y = 240 - (height / 2)
self.z = 9999
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 288, 32, "You cannot remove", 1)
self.contents.draw_text(0, 32, 288, 32, "the last party member!", 1)
end
end
#==============================================================================
# Scene_PartySwitcher
#==============================================================================
class Scene_PartySwitcher
def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party = wipe_party
@store = store
@reset = reset
@current_window_temp = 0
@reserve_window_temp = 0
@canceler = false
@temp_window = ""
end
def main
if @store == 0
if @wipe_party == 1
setup_forced_party
elsif @wipe_party == 2
wipe_party
elsif @wipe_party == 3
store_party
wipe_party
end
@current_window = Window_Current.new
@current_window.index = 0
@current_window.active = true
@reserve_window = Window_Reserve.new
@reserve_window.x = 240 + 32
@reserve_window.y = 160
@warning_window = Window_Warning.new
actor = @reserve_window.getactor(0)
@help_window = Window_HelpStatus.new(actor)
@help_window.x = 240 + 32
if @reset == 1
actor.not_available = false
end
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@current_window.dispose
@reserve_window.dispose
@help_window.dispose
else
swap_parties(@store)
$scene = Scene_Map.new
end
sort_party
$game_player.refresh
Graphics.transition
end
def update
check = @reserve_window.index
if @reserve_window.active
reserve_update
@reserve_window.update
end
if check != @reserve_window.index
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
if @temp_window == "Current" or @temp_window == ""
@help_window.refresh(actor)
end
end
if @current_window.active
current_update
@current_window.update
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @canceler == false
$scene = Scene_Map.new
elsif @canceler == true
@temp_window = ""
@canceler = false
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
if @temp_window == "Current" or @temp_window == ""
@help_window.refresh(actor)
end
@current_window.refresh
@reserve_window.refresh
end
return
end
if Input.trigger?(Input::A)
sort_party
@current_window.refresh
end
end
def current_update
if Input.trigger?(Input::C)
if @canceler == false
$game_system.se_play($data_system.decision_se)
@canceler = true
@temp_actor_index = @current_window.index
@temp_window = "Current"
@current_window.clone_cursor
elsif @canceler == true
switch_members
end
return
end
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@current_window.active = false
@reserve_window.active = true
@current_window_temp = @current_window.index
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.index = -1
@reserve_window.index = @reserve_window_temp
if @canceler == false
@help_window.refresh(actor)
end
return
end
end
def reserve_update
if Input.trigger?(Input::C)
if @canceler == false
$game_system.se_play($data_system.decision_se)
@canceler = true
@temp_actor_index = @reserve_window.index
@temp_window = "Reserve"
@reserve_window.clone_cursor
elsif @canceler == true
switch_members
end
return
end
if (@reserve_window.index % 3) == 0
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@reserve_window.active = false
@current_window.active = true
@reserve_window_temp = @reserve_window.index
@reserve_window.index = -1
@current_window.index = @current_window_temp
end
return
end
end
def switch_members
if @temp_window == "Reserve" and @reserve_window.active
@reserve_window.setactor(@temp_actor_index, @reserve_window.index)
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
end
if @temp_window == "Current" and @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == "Reserve" and @current_window.active
actor1 = @current_window.getactor(@current_window.index)
actor2 = @reserve_window.getactor(@temp_actor_index)
if call_warning(@current_window.index, actor2)
if actor1 != nil and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@temp_actor_index, @current_window.index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window_temp)
@help_window.refresh(actor)
else
warning
end
end
if @temp_window == "Current" and @reserve_window.active
actor1 = @current_window.getactor(@temp_actor_index)
actor2 = @reserve_window.getactor(@reserve_window.index)
if call_warning(@temp_actor_index, actor2)
if actor1 != nil and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@reserve_window.index, @temp_actor_index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
else
warning
end
end
$game_system.se_play($data_system.decision_se)
@canceler = false
@temp_window = ""
return
end
def sort_party
actors = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor != nil
actors.push($game_actors[actor.id])
end
end
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil
actor.must_be_in_party = false
end
end
end
def wipe_party
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor != nil
actor.not_available = true
end
end
actors = []
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil and actor.must_be_in_party and not actor.not_available
$game_party.add_actor(actor.id)
end
end
if $game_party.actors.size == 0
for i in 0...$data_actors.size
actor = $game_actors
unless actor == nil or actor.not_available or actor.disabled_for_party
$game_party.add_actor(actor.id)
return
end
end
end
end
def setup_forced_party
actors = []
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil and actor.must_be_in_party and
not actor.disabled_for_party and not actor.not_available
$game_party.add_actor(actor.id)
end
end
end
def store_party
$stored_party = $game_party.actors
end
def swap_parties(swap)
temp = $game_party.actors
for i in 0...temp.size
if temp != nil
temp.not_available = true
end
end
for i in 0...$stored_party.size
if $stored_party != nil
$stored_party.not_available = false
end
end
$game_party.actors = $stored_party
if swap == 1
$stored_party = temp
else
$stored_party = nil
end
end
def call_warning(index, actor2)
actor1 = $game_party.actors[index]
if actor1 != nil and actor2 == nil
count = 0
for i in $game_party.actors
if i != nil
count += 1
end
end
if count <= 1
return false
end
end
return true
end
def warning
$game_system.se_play($data_system.buzzer_se)
@warning_window.visible = true
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
@warning_window.visible = false
@current_window.refresh
@reserve_window.refresh
break
end
end
return
end
end
# Easy Party Switcher by Blizzard
# Version 1.2b
# Date: 21.05.2006
# Date v1.1: 25.05.2006
# Date v1.2b: 27.05.2006
#
#
# This is the official Party Switcher of:
# Chaos Project - The Three Moonsâ„¢
#
#
# Special Thanks to:
# Zeriab for pointing out a few glitches and shortening the code. =D
#
#
# IMPORTANT NOTE:
#
# Be sure to set the $party_max_size to the maximum size of your party.
# There is already a preconfiguration of 4.
#
#
# Compatibility:
#
# 99% chance of full compatibility with SDK, not tested altough. Can cause
# incompatibility with Party Change Systems. WILL corrupt your old savegames.
#
#
# Features:
#
# - Set party members for "not _available" (shown transparent in the reserve)
# - Remove party members from the reserve list ("disabled_for_party")
# - Set party members, who MUST be in the party (shown transparent in the
# current party, "must_be_in_party")
# - option either to wipe the party (for multi-party use) or only remove every
# member (except 1) from the party.
# - Easy to use and easy to switch party members
# - also supports small parties (2 or 3 members) and large parties (5 or more)
#
#
# How to use:
#
# To call this script, make a "Call script" command in an event. The syntax is:
#
# $scene = Scene_PartySwitcher.new
# or
# $scene = Scene_PartySwitcher.new(XXX)
# or
# $scene = Scene_PartySwitcher.new(XXX, 1)
# or
# $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
#
# - If you use the first syntax, no extra feature will be applied and you can
# switch the party as you wish.
# - If you use the second syntax, you can replace XXX for 1 to remove all party
# members except one (either one, who must be in the party or a random one), or
# replace XXX with 2, to cause a wipe party. Wiping a party will disable the
# of the current members and a NEW party of the remaining members must be
# formed. If you replace it with 3, the current party configuration will be
# stored for a later fast switch-back.
# - If you use the third sytnax, you can use the XXX as described above or just
# set it to 0 to disable it. Also the "1" in the syntax will reset any
# disabled_for_party and is made to be used after multi-party use.
# - If you use the fourth syntax you can replace ZZZ with 1 to replace the
# party with a stored one AND store the current or replace it with 2 to replace
# the party with a stored one, but without storing the current. USE THIS ONLY
# IF YOU ASSUME TO HAVE A STORED PARTY READY! This syntax will not open the
# Party Switcher and it will override the commands XXX and YYY, so you can
# replace these with any number.
#
# - Character faces go into a "Faces" folder in "Characters" and they have the
# same name as the character spritesets have.
#
#
# Other syntaxes:
# $game_actors[XXX].not_available = true/false
# $game_actors[XXX].disabled_for_party = true/false
# $game_actors[XXX].must_be_in_party = true/false
#
# - not_available will disable the possibility of an already unlocked character
# to be in th current party.
# - disabled for party will cause the character NOT to appear in the party
# switch screen.
# - must_be_in_party will cause the character to be automatically moved into
# the current party, while switching parties and also he cannot be put in the
# reserve.
#
#
# Additional note:
#
# For your own sake, do not apply the attribute "must_be_in_party" to a
# character at the same time with "not_available" or "disabled_for_party" as
# this WILL disrupt your party and party switch system.
#
#==============================================================================
$party_max_size = 4
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :must_be_in_party
attr_accessor :disabled_for_party
attr_accessor :not_available
alias setup_eps_later setup
def setup(actor_id)
@must_be_in_party = false
@disabled_for_party = false
@not_available = false
setup_eps_later(actor_id)
end
end
#==============================================================================
# Game_Party
#==============================================================================
class Game_Party
def actors=(actors)
@actors = actors
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
def draw_actor_face(actor, x, y)
if actor != nil
bitmap = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
cw = 56
ch = 56
src_rect = Rect.new(0, 0, cw, ch)
if actor.not_available or actor.must_be_in_party
self.contents.blt(x, y, bitmap, src_rect, 128)
else
self.contents.blt(x, y, bitmap, src_rect)
end
end
end
end
#==============================================================================
# Window_Current
#==============================================================================
class Window_Current < Window_Selectable
def initialize
if $party_max_size > 4
super(0, 0, 240 + 32, 480)
else
super(0, 0, 240 + 32, $party_max_size * 120)
end
@item_max = $party_max_size
self.contents = Bitmap.new(width - 32, 480 - 32 + (@item_max - 4) * 120)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 0
y = i * 120 - 4
actor = $game_party.actors
self.contents.font.color = normal_color
if actor != nil
draw_actor_face(actor, x, y + 8)
draw_actor_name(actor, x + 160, y)
draw_actor_level(actor, x + 96, y)
draw_actor_hp(actor, x + 96, y + 32)
draw_actor_sp(actor, x + 96, y + 64)
end
end
end
def setactor(index_1, index_2)
temp = $game_party.actors[index_1]
$game_party.actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end
def getactor(index)
return $game_actors[$game_party.actors[index].id]
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
y = (@index / @column_max) * 120 - self.oy
self.cursor_rect.set(x, y, self.width - 32, 88)
end
def clone_cursor
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
y = (@index / @column_max) * 120
src_rect = Rect.new(0, 0, self.width, 88)
bitmap = RPG::Cache.windowskin("Cursor_Current")
self.contents.blt(x, y, bitmap, src_rect, 192)
end
def top_row
return self.oy / 116
end
def top_row=(row)
row = row % row_max
self.oy = row * 120
end
def page_row_max
return (self.height / 120)
end
end
#==============================================================================
# Window_Reserve
#==============================================================================
class Window_Reserve < Window_Selectable
def initialize
super(0, 0, 400 - 32, 320)
setup
@column_max = 3
if (@item_max / @column_max) >= 3
self.contents = Bitmap.new(width - 32, @item_max / @column_max * 96)
else
self.contents = Bitmap.new(width - 32, height - 32)
end
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
self.active = false
self.index = -1
refresh
end
def setup
@actors = []
for i in 0...$data_actors.size
flag = false
for j in 0...$game_party.actors.size
if $game_actors == $game_party.actors[j]
flag = true
end
end
if flag == false
unless $game_actors == nil or $game_actors.disabled_for_party
@actors.push($game_actors)
end
end
end
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end
def refresh
self.contents.clear
for i in 0... @actors.size
drawing(@actors, i)
end
end
def drawing(actor, i)
x = (i % 3) * 112 + 16
y = (i / 3) * 96 - 8
self.contents.font.color = normal_color
draw_actor_face(actor, x, y + 18)
end
def getactor(index)
return @actors[index]
end
def setactor(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = @actors[index_2]
@actors[index_2] = temp
refresh
end
def setparty(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@index / @column_max) * 96 - self.oy
self.cursor_rect.set(x, y, 96, 96)
end
def clone_cursor
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@index / @column_max) * 96
src_rect = Rect.new(0, 0, 96, 96)
bitmap = RPG::Cache.windowskin("Cursor_Reserve")
self.contents.blt(x, y, bitmap, src_rect, 192)
end
def top_row
return self.oy / 96
end
def top_row=(row)
row = row % row_max
self.oy = row * 96
end
def page_row_max
return (self.height - 32) / 96
end
end
#==============================================================================
# Window_HelpStatus
#==============================================================================
class Window_HelpStatus < Window_Base
def initialize(gotactor)
super(0, 0, 400 - 32, 160)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
refresh(gotactor)
self.active = false
end
def refresh(actor)
self.contents.clear
if actor != nil
x = 0
y = 0
self.contents.font.color = normal_color
if actor.not_available
self.contents.draw_text(x + 8, y, 160, 32, "not available", 0)
end
draw_actor_face(actor, x, y + 40)
draw_actor_name(actor, x + 160, y + 32)
draw_actor_level(actor, x + 96, y + 32)
draw_actor_hp(actor, x + 96, y + 64)
draw_actor_sp(actor, x + 96, y + 96)
end
end
end
#==============================================================================
# Window_Warning
#==============================================================================
class Window_Warning < Window_Base
def initialize
super(0, 0, 320, 96)
self.visible = false
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 15
self.x = 320 - (width / 2)
self.y = 240 - (height / 2)
self.z = 9999
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 288, 32, "You cannot remove", 1)
self.contents.draw_text(0, 32, 288, 32, "the last party member!", 1)
end
end
#==============================================================================
# Scene_PartySwitcher
#==============================================================================
class Scene_PartySwitcher
def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party = wipe_party
@store = store
@reset = reset
@current_window_temp = 0
@reserve_window_temp = 0
@canceler = false
@temp_window = ""
end
def main
if @store == 0
if @wipe_party == 1
setup_forced_party
elsif @wipe_party == 2
wipe_party
elsif @wipe_party == 3
store_party
wipe_party
end
@current_window = Window_Current.new
@current_window.index = 0
@current_window.active = true
@reserve_window = Window_Reserve.new
@reserve_window.x = 240 + 32
@reserve_window.y = 160
@warning_window = Window_Warning.new
actor = @reserve_window.getactor(0)
@help_window = Window_HelpStatus.new(actor)
@help_window.x = 240 + 32
if @reset == 1
actor.not_available = false
end
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@current_window.dispose
@reserve_window.dispose
@help_window.dispose
else
swap_parties(@store)
$scene = Scene_Map.new
end
sort_party
$game_player.refresh
Graphics.transition
end
def update
check = @reserve_window.index
if @reserve_window.active
reserve_update
@reserve_window.update
end
if check != @reserve_window.index
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
if @temp_window == "Current" or @temp_window == ""
@help_window.refresh(actor)
end
end
if @current_window.active
current_update
@current_window.update
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @canceler == false
$scene = Scene_Map.new
elsif @canceler == true
@temp_window = ""
@canceler = false
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
if @temp_window == "Current" or @temp_window == ""
@help_window.refresh(actor)
end
@current_window.refresh
@reserve_window.refresh
end
return
end
if Input.trigger?(Input::A)
sort_party
@current_window.refresh
end
end
def current_update
if Input.trigger?(Input::C)
if @canceler == false
$game_system.se_play($data_system.decision_se)
@canceler = true
@temp_actor_index = @current_window.index
@temp_window = "Current"
@current_window.clone_cursor
elsif @canceler == true
switch_members
end
return
end
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@current_window.active = false
@reserve_window.active = true
@current_window_temp = @current_window.index
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.index = -1
@reserve_window.index = @reserve_window_temp
if @canceler == false
@help_window.refresh(actor)
end
return
end
end
def reserve_update
if Input.trigger?(Input::C)
if @canceler == false
$game_system.se_play($data_system.decision_se)
@canceler = true
@temp_actor_index = @reserve_window.index
@temp_window = "Reserve"
@reserve_window.clone_cursor
elsif @canceler == true
switch_members
end
return
end
if (@reserve_window.index % 3) == 0
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@reserve_window.active = false
@current_window.active = true
@reserve_window_temp = @reserve_window.index
@reserve_window.index = -1
@current_window.index = @current_window_temp
end
return
end
end
def switch_members
if @temp_window == "Reserve" and @reserve_window.active
@reserve_window.setactor(@temp_actor_index, @reserve_window.index)
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
end
if @temp_window == "Current" and @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == "Reserve" and @current_window.active
actor1 = @current_window.getactor(@current_window.index)
actor2 = @reserve_window.getactor(@temp_actor_index)
if call_warning(@current_window.index, actor2)
if actor1 != nil and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@temp_actor_index, @current_window.index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window_temp)
@help_window.refresh(actor)
else
warning
end
end
if @temp_window == "Current" and @reserve_window.active
actor1 = @current_window.getactor(@temp_actor_index)
actor2 = @reserve_window.getactor(@reserve_window.index)
if call_warning(@temp_actor_index, actor2)
if actor1 != nil and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@canceler = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@reserve_window.index, @temp_actor_index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
else
warning
end
end
$game_system.se_play($data_system.decision_se)
@canceler = false
@temp_window = ""
return
end
def sort_party
actors = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor != nil
actors.push($game_actors[actor.id])
end
end
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil
actor.must_be_in_party = false
end
end
end
def wipe_party
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor != nil
actor.not_available = true
end
end
actors = []
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil and actor.must_be_in_party and not actor.not_available
$game_party.add_actor(actor.id)
end
end
if $game_party.actors.size == 0
for i in 0...$data_actors.size
actor = $game_actors
unless actor == nil or actor.not_available or actor.disabled_for_party
$game_party.add_actor(actor.id)
return
end
end
end
end
def setup_forced_party
actors = []
$game_party.actors = actors
for i in 0...$data_actors.size
actor = $game_actors
if actor != nil and actor.must_be_in_party and
not actor.disabled_for_party and not actor.not_available
$game_party.add_actor(actor.id)
end
end
end
def store_party
$stored_party = $game_party.actors
end
def swap_parties(swap)
temp = $game_party.actors
for i in 0...temp.size
if temp != nil
temp.not_available = true
end
end
for i in 0...$stored_party.size
if $stored_party != nil
$stored_party.not_available = false
end
end
$game_party.actors = $stored_party
if swap == 1
$stored_party = temp
else
$stored_party = nil
end
end
def call_warning(index, actor2)
actor1 = $game_party.actors[index]
if actor1 != nil and actor2 == nil
count = 0
for i in $game_party.actors
if i != nil
count += 1
end
end
if count <= 1
return false
end
end
return true
end
def warning
$game_system.se_play($data_system.buzzer_se)
@warning_window.visible = true
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
@warning_window.visible = false
@current_window.refresh
@reserve_window.refresh
break
end
end
return
end
end
#==============================================================================
# ** Trailing Characters
#==============================================================================
# SephirothSpawn
# Version 1
# 2006-05-24
#------------------------------------------------------------------------------
# * Instructions:
#
# ~ Adding Trailing Character:
# <game_character>.add_trailing_character(<name>, <hue>)
#
# ~ Deleting Trailing Character at a index
# <game_character>.delete_trailing_character(<index>)
#
# ~ Delete Last Trailing Character
# <game_character>.pop_trailing_character
#
# ~ Get Last Trailing Character
# <game_character>.last_trailing_character
#
# ~ Get Number of Trailing Characters
# <game_character>.number_of_trailing_characters
#
# * For Events, Replace <game_character> with
# $game_map.events[<event_id>]
#
# * For Player, Replace <game_character> with
# $game_player
#
# ~ Enable or Disable Caterpillar
# $game_player.enable_caterpillar = True (On) or False (Off)
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Trailing Characters', 'SephirothSpawn', 1, '2006-05-24')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Trailing Characters') == true
#==============================================================================
# ** Game_TrailingCharacter
#==============================================================================
class Game_TrailingCharacter < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :trail_number
attr_accessor :character_hue
attr_accessor :character_name
attr_accessor :x, :y, :direction
#--------------------------------------------------------------------------
# * Screen Z
#--------------------------------------------------------------------------
def screen_z(height = 0)
# Get Original Z Value
n = super(height)
# Decrease Z By 1 and return
return n - @trail_number
end
#--------------------------------------------------------------------------
# * Setup Initialization
#--------------------------------------------------------------------------
def setup(parent_character, character_name, character_hue)
# Set X & Y Coordinates
@x, @y = parent_character.x, parent_character.y
@real_x, @real_y = @x * 128, @y * 128
@direction = parent_character.direction
# Sets Character Sprite Information
@character_name = character_name
@character_hue = character_hue
# Turns Through On
@through = true
# If Parent Character is a Trailing Character
if parent_character.is_a?(Game_TrailingCharacter)
# Sets Trailing Number + 1
@trail_number = parent_character.trail_number + 1
else
# Sets 1 to Trailing Number
@trail_number = 1
end
end
#--------------------------------------------------------------------------
# * Delete
#--------------------------------------------------------------------------
def delete
# Return No Trailing Sprite
return if @trailing_character.nil?
# Switch Properties with trailing sprite
@character_name = @trailing_character.character_name
@character_hue = @trailing_character.character_hue
@trail_number = @trailing_character.trail_number
# Delete Trail Sprite
@trailing_character.delete
end
end
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Trailing Character Movements
#--------------------------------------------------------------------------
Trailing_Character_Movements = [[], [], [], [], []]
Trailing_Character_Movements[0][2] = '@trailing_character.move_right'
Trailing_Character_Movements[1][1] =
'@direction == 2 ? @trailing_character.move_right : @trailing_character.move_down'
Trailing_Character_Movements[1][2] =
'@trailing_character.turn_right unless @trailing_character.direction == 6'
Trailing_Character_Movements[1][3] =
'@direction == 8 ? @trailing_character.move_right : @trailing_character.move_up'
Trailing_Character_Movements[2][0] = '@trailing_character.move_down'
Trailing_Character_Movements[2][1] =
'@trailing_character.turn_down unless @trailing_character.direction == 2'
Trailing_Character_Movements[2][3] =
'@trailing_character.turn_up unless @trailing_character.direction == 8'
Trailing_Character_Movements[2][4] = '@trailing_character.move_up'
Trailing_Character_Movements[3][1] =
'@direction == 2 ? @trailing_character.move_left : @trailing_character.move_down'
Trailing_Character_Movements[3][2] =
'@trailing_character.turn_left unless @trailing_character.direction == 4'
Trailing_Character_Movements[3][3] =
'@direction == 8 ? @trailing_character.move_left : @trailing_character.move_up'
Trailing_Character_Movements[4][2] = '@trailing_character.move_left'
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :trailing_character
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_trailingchara_gmchar_init initialize
alias seph_trailingchara_gmchar_update update
alias seph_trailingchara_gmchar_jump jump
alias seph_trailingchara_gmchar_mt moveto
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_trailingchara_gmchar_init
# Create Nil Trailing Character
@trailing_character = nil
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Original Frame Update
seph_trailingchara_gmchar_update
# If Trailing Sprite Exist
unless @trailing_character.nil?
# Update Trailing Character
@trailing_character.update
# Update Trailing Character Movements
update_trailing_character_movements
end
end
#--------------------------------------------------------------------------
# * Jump
#--------------------------------------------------------------------------
def jump(x_plus, y_plus)
# Original Jump Method
seph_trailingchara_gmchar_jump(x_plus, y_plus)
# Return if No Trailing Character
return if @trailing_character.nil?
# If Jumping
if self.jumping?
x_plus = @x - @trailing_character.x
y_plus = @y - @trailing_character.y
# Jump Trialing Character
@trailing_character.jump(x_plus, y_plus)
end
end
#--------------------------------------------------------------------------
# * Move to Designated Position
#--------------------------------------------------------------------------
def moveto(x, y)
# Original Moveto Method
seph_trailingchara_gmchar_mt(x, y)
# Move Trailing Sprite
unless @trailing_character.nil?
# Move Trailing Character
@trailing_character.moveto(x, y)
end
end
#--------------------------------------------------------------------------
# * Frame Update : Trailing Sprite Movements
#--------------------------------------------------------------------------
def update_trailing_character_movements
# Return if Trailing Character is Moving or Jumping
return if @trailing_character.moving? || @trailing_character.jumping?
# Calculate X & Y Difference
x_diff = @trailing_character.x - @x + 2
y_diff = @trailing_character.y - @y + 2
# Trailing Character Movements
unless Trailing_Character_Movements[x_diff][y_diff].nil?
eval Trailing_Character_Movements[x_diff][y_diff]
end
end
#--------------------------------------------------------------------------
# * Add Trailing Character
#--------------------------------------------------------------------------
def add_trailing_character(name = '', hue = 0)
# Add Trailing Character
if @trailing_character.nil?
@trailing_character = Game_TrailingCharacter.new
@trailing_character.setup(self, name, hue)
# Adds Sprite to Spriteset
if $scene.is_a?(Scene_Map)
$scene.spriteset.add_trailing_character(@trailing_character)
end
# Add Trailing Character to Trailing Sprite
else
@trailing_character.add_trailing_character(name, hue)
end
end
#--------------------------------------------------------------------------
# * Delete Trailing Character
#--------------------------------------------------------------------------
def delete_trailing_character(index = 0)
# Return if No Trailing Character
return if @trailing_character.nil?
# Start Indexing
n = 0
tc = @trailing_character
# Gets Trialing Character Index
while n < index
# Return if No Trailing Character
return if tc.trailing_character.nil?
# Add Index
n += 1
# Get Next Trailing Character
tc = tc.trailing_character
end
# Delete all Trailing Characters
tc.delete
# Pop Last Character
pop_trailing_character
end
#--------------------------------------------------------------------------
# * Pop Trailing Character
#--------------------------------------------------------------------------
def pop_trailing_character
# Return if No Trailing Character
return nil if @trailing_character.nil?
# If Trailing Sprite has a trailing Sprite
if @trailing_character.trailing_character != nil
@trailing_character.pop_trailing_character
# Delete Trailing Character
else
# Remove from Spriteset
$scene.spriteset.pop_trailing_character(@trailing_character)
# Delete Trailing Sprite
@trailing_character = nil
end
end
#--------------------------------------------------------------------------
# * Last Trailing Character
#--------------------------------------------------------------------------
def last_trailing_character
# Return nil if no trailing character
return nil if @trailing_character.nil?
# Fetches Last Character
tc = @trailing_character
until tc.trailing_character.nil?
tc = tc.trailing_character
end
return tc
end
#--------------------------------------------------------------------------
# * Number of Trailing Character
#--------------------------------------------------------------------------
def number_of_trailing_characters
# Returns 0 if no Trailing Character
return 0 if @trailing_character.nil?
# Starts Counter
n = 1
tc = @trailing_character
# Adds to Counter when more Trailing Characters
until tc.trailing_character.nil?
n += 1
tc = tc.trailing_character
end
# Return Counter
return n
end
end
#==============================================================================
# ** Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :enable_caterpillar
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_catapillar_gmplyr_init initialize
alias seph_catapillar_gmplyr_refresh refresh
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_catapillar_gmplyr_init
# Enables Catapillar
@enable_caterpillar = true
end
#--------------------------------------------------------------------------
# * Enable Caterpiller
#--------------------------------------------------------------------------
def enable_caterpillar=(boolean)
# If Enabling
if boolean
@enable_caterpillar = true
else
# Deletes Party Members
($game_party.actors.size - 1).times do
delete_trailing_character
end
@enable_caterpillar = false
end
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Original Refresh
seph_catapillar_gmplyr_refresh
# Delete all Trailing Characters
until number_of_trailing_characters <
(@enable_caterpillar ? $game_party.actors.size : 1)
pop_trailing_character
end
# Return unless Caterpillar Disabled
return unless @enable_caterpillar
# Refreshes Actors
unless @trailing_character.nil?
tc, i = @trailing_character, 0
loop do
i += 1
actor = $game_party.actors
tc.character_name = actor.character_name
tc.character_hue = actor.character_hue
tc.trailing_character.nil? ? break : tc = tc.trailing_character
end
end
# Add Party Characters
for i in (number_of_trailing_characters + 1)...$game_party.actors.size
# Gets Actor
actor = $game_party.actors
# Adds Actor
add_trailing_character(actor.character_name, actor.character_hue)
end
end
#--------------------------------------------------------------------------
# * Pop Trailing Character
#--------------------------------------------------------------------------
def pop_trailing_character
# If Caterpillar Enabled
if @enable_caterpillar
# If No Extra Trailing Characters
return if number_of_trailing_characters < $game_party.actors.size
end
super
end
#--------------------------------------------------------------------------
# * Delete Trailing Character
#--------------------------------------------------------------------------
def delete_trailing_character(index = 0)
# If Caterpillar Enabled
if @enable_caterpillar
# Return if trying to delete a party member
return if (index + 1) < $game_party.actors.size
end
super(index)
end
end
#==============================================================================
# ** Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_trailingchara_ssetm_init initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_trailingchara_ssetm_init
# Adds Trailing Characters (Player)
unless $game_player.trailing_character.nil?
trailing_character = $game_player.trailing_character
add_trailing_character(trailing_character)
until trailing_character.trailing_character.nil?
trailing_character = trailing_character.trailing_character
add_trailing_character(trailing_character)
end
end
# Adds Trailing Characters (Events)
for event in $game_map.events.values
unless event.trailing_character.nil?
trailing_character = event.trailing_character
add_trailing_character(trailing_character)
until trailing_character.trailing_character.nil?
trailing_character = trailing_character.trailing_character
add_trailing_character(trailing_character)
end
end
end
end
#--------------------------------------------------------------------------
# * Add Trailing Character
#--------------------------------------------------------------------------
def add_trailing_character(character = nil)
# Return if nil Character
return if character.nil?
# Adds Character Sprite
@character_sprites.push(Sprite_Character.new(@viewport1, character))
end
#--------------------------------------------------------------------------
# * Pop Trailing Character
#--------------------------------------------------------------------------
def pop_trailing_character(character)
# Return if nil character
return if character.nil?
# Passes through all Character Sprites
for sprite in @character_sprites
# Pops Sprites Character
if sprite.character == character
# Disposes Sprite
sprite.dispose
# Deletes from Character Sprites
@character_sprites.delete(sprite)
return
end
end
end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
attr_accessor :spriteset
end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
# ** Trailing Characters
#==============================================================================
# SephirothSpawn
# Version 1
# 2006-05-24
#------------------------------------------------------------------------------
# * Instructions:
#
# ~ Adding Trailing Character:
# <game_character>.add_trailing_character(<name>, <hue>)
#
# ~ Deleting Trailing Character at a index
# <game_character>.delete_trailing_character(<index>)
#
# ~ Delete Last Trailing Character
# <game_character>.pop_trailing_character
#
# ~ Get Last Trailing Character
# <game_character>.last_trailing_character
#
# ~ Get Number of Trailing Characters
# <game_character>.number_of_trailing_characters
#
# * For Events, Replace <game_character> with
# $game_map.events[<event_id>]
#
# * For Player, Replace <game_character> with
# $game_player
#
# ~ Enable or Disable Caterpillar
# $game_player.enable_caterpillar = True (On) or False (Off)
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Trailing Characters', 'SephirothSpawn', 1, '2006-05-24')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Trailing Characters') == true
#==============================================================================
# ** Game_TrailingCharacter
#==============================================================================
class Game_TrailingCharacter < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :trail_number
attr_accessor :character_hue
attr_accessor :character_name
attr_accessor :x, :y, :direction
#--------------------------------------------------------------------------
# * Screen Z
#--------------------------------------------------------------------------
def screen_z(height = 0)
# Get Original Z Value
n = super(height)
# Decrease Z By 1 and return
return n - @trail_number
end
#--------------------------------------------------------------------------
# * Setup Initialization
#--------------------------------------------------------------------------
def setup(parent_character, character_name, character_hue)
# Set X & Y Coordinates
@x, @y = parent_character.x, parent_character.y
@real_x, @real_y = @x * 128, @y * 128
@direction = parent_character.direction
# Sets Character Sprite Information
@character_name = character_name
@character_hue = character_hue
# Turns Through On
@through = true
# If Parent Character is a Trailing Character
if parent_character.is_a?(Game_TrailingCharacter)
# Sets Trailing Number + 1
@trail_number = parent_character.trail_number + 1
else
# Sets 1 to Trailing Number
@trail_number = 1
end
end
#--------------------------------------------------------------------------
# * Delete
#--------------------------------------------------------------------------
def delete
# Return No Trailing Sprite
return if @trailing_character.nil?
# Switch Properties with trailing sprite
@character_name = @trailing_character.character_name
@character_hue = @trailing_character.character_hue
@trail_number = @trailing_character.trail_number
# Delete Trail Sprite
@trailing_character.delete
end
end
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Trailing Character Movements
#--------------------------------------------------------------------------
Trailing_Character_Movements = [[], [], [], [], []]
Trailing_Character_Movements[0][2] = '@trailing_character.move_right'
Trailing_Character_Movements[1][1] =
'@direction == 2 ? @trailing_character.move_right : @trailing_character.move_down'
Trailing_Character_Movements[1][2] =
'@trailing_character.turn_right unless @trailing_character.direction == 6'
Trailing_Character_Movements[1][3] =
'@direction == 8 ? @trailing_character.move_right : @trailing_character.move_up'
Trailing_Character_Movements[2][0] = '@trailing_character.move_down'
Trailing_Character_Movements[2][1] =
'@trailing_character.turn_down unless @trailing_character.direction == 2'
Trailing_Character_Movements[2][3] =
'@trailing_character.turn_up unless @trailing_character.direction == 8'
Trailing_Character_Movements[2][4] = '@trailing_character.move_up'
Trailing_Character_Movements[3][1] =
'@direction == 2 ? @trailing_character.move_left : @trailing_character.move_down'
Trailing_Character_Movements[3][2] =
'@trailing_character.turn_left unless @trailing_character.direction == 4'
Trailing_Character_Movements[3][3] =
'@direction == 8 ? @trailing_character.move_left : @trailing_character.move_up'
Trailing_Character_Movements[4][2] = '@trailing_character.move_left'
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :trailing_character
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_trailingchara_gmchar_init initialize
alias seph_trailingchara_gmchar_update update
alias seph_trailingchara_gmchar_jump jump
alias seph_trailingchara_gmchar_mt moveto
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_trailingchara_gmchar_init
# Create Nil Trailing Character
@trailing_character = nil
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Original Frame Update
seph_trailingchara_gmchar_update
# If Trailing Sprite Exist
unless @trailing_character.nil?
# Update Trailing Character
@trailing_character.update
# Update Trailing Character Movements
update_trailing_character_movements
end
end
#--------------------------------------------------------------------------
# * Jump
#--------------------------------------------------------------------------
def jump(x_plus, y_plus)
# Original Jump Method
seph_trailingchara_gmchar_jump(x_plus, y_plus)
# Return if No Trailing Character
return if @trailing_character.nil?
# If Jumping
if self.jumping?
x_plus = @x - @trailing_character.x
y_plus = @y - @trailing_character.y
# Jump Trialing Character
@trailing_character.jump(x_plus, y_plus)
end
end
#--------------------------------------------------------------------------
# * Move to Designated Position
#--------------------------------------------------------------------------
def moveto(x, y)
# Original Moveto Method
seph_trailingchara_gmchar_mt(x, y)
# Move Trailing Sprite
unless @trailing_character.nil?
# Move Trailing Character
@trailing_character.moveto(x, y)
end
end
#--------------------------------------------------------------------------
# * Frame Update : Trailing Sprite Movements
#--------------------------------------------------------------------------
def update_trailing_character_movements
# Return if Trailing Character is Moving or Jumping
return if @trailing_character.moving? || @trailing_character.jumping?
# Calculate X & Y Difference
x_diff = @trailing_character.x - @x + 2
y_diff = @trailing_character.y - @y + 2
# Trailing Character Movements
unless Trailing_Character_Movements[x_diff][y_diff].nil?
eval Trailing_Character_Movements[x_diff][y_diff]
end
end
#--------------------------------------------------------------------------
# * Add Trailing Character
#--------------------------------------------------------------------------
def add_trailing_character(name = '', hue = 0)
# Add Trailing Character
if @trailing_character.nil?
@trailing_character = Game_TrailingCharacter.new
@trailing_character.setup(self, name, hue)
# Adds Sprite to Spriteset
if $scene.is_a?(Scene_Map)
$scene.spriteset.add_trailing_character(@trailing_character)
end
# Add Trailing Character to Trailing Sprite
else
@trailing_character.add_trailing_character(name, hue)
end
end
#--------------------------------------------------------------------------
# * Delete Trailing Character
#--------------------------------------------------------------------------
def delete_trailing_character(index = 0)
# Return if No Trailing Character
return if @trailing_character.nil?
# Start Indexing
n = 0
tc = @trailing_character
# Gets Trialing Character Index
while n < index
# Return if No Trailing Character
return if tc.trailing_character.nil?
# Add Index
n += 1
# Get Next Trailing Character
tc = tc.trailing_character
end
# Delete all Trailing Characters
tc.delete
# Pop Last Character
pop_trailing_character
end
#--------------------------------------------------------------------------
# * Pop Trailing Character
#--------------------------------------------------------------------------
def pop_trailing_character
# Return if No Trailing Character
return nil if @trailing_character.nil?
# If Trailing Sprite has a trailing Sprite
if @trailing_character.trailing_character != nil
@trailing_character.pop_trailing_character
# Delete Trailing Character
else
# Remove from Spriteset
$scene.spriteset.pop_trailing_character(@trailing_character)
# Delete Trailing Sprite
@trailing_character = nil
end
end
#--------------------------------------------------------------------------
# * Last Trailing Character
#--------------------------------------------------------------------------
def last_trailing_character
# Return nil if no trailing character
return nil if @trailing_character.nil?
# Fetches Last Character
tc = @trailing_character
until tc.trailing_character.nil?
tc = tc.trailing_character
end
return tc
end
#--------------------------------------------------------------------------
# * Number of Trailing Character
#--------------------------------------------------------------------------
def number_of_trailing_characters
# Returns 0 if no Trailing Character
return 0 if @trailing_character.nil?
# Starts Counter
n = 1
tc = @trailing_character
# Adds to Counter when more Trailing Characters
until tc.trailing_character.nil?
n += 1
tc = tc.trailing_character
end
# Return Counter
return n
end
end
#==============================================================================
# ** Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :enable_caterpillar
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_catapillar_gmplyr_init initialize
alias seph_catapillar_gmplyr_refresh refresh
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_catapillar_gmplyr_init
# Enables Catapillar
@enable_caterpillar = true
end
#--------------------------------------------------------------------------
# * Enable Caterpiller
#--------------------------------------------------------------------------
def enable_caterpillar=(boolean)
# If Enabling
if boolean
@enable_caterpillar = true
else
# Deletes Party Members
($game_party.actors.size - 1).times do
delete_trailing_character
end
@enable_caterpillar = false
end
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Original Refresh
seph_catapillar_gmplyr_refresh
# Delete all Trailing Characters
until number_of_trailing_characters <
(@enable_caterpillar ? $game_party.actors.size : 1)
pop_trailing_character
end
# Return unless Caterpillar Disabled
return unless @enable_caterpillar
# Refreshes Actors
unless @trailing_character.nil?
tc, i = @trailing_character, 0
loop do
i += 1
actor = $game_party.actors
tc.character_name = actor.character_name
tc.character_hue = actor.character_hue
tc.trailing_character.nil? ? break : tc = tc.trailing_character
end
end
# Add Party Characters
for i in (number_of_trailing_characters + 1)...$game_party.actors.size
# Gets Actor
actor = $game_party.actors
# Adds Actor
add_trailing_character(actor.character_name, actor.character_hue)
end
end
#--------------------------------------------------------------------------
# * Pop Trailing Character
#--------------------------------------------------------------------------
def pop_trailing_character
# If Caterpillar Enabled
if @enable_caterpillar
# If No Extra Trailing Characters
return if number_of_trailing_characters < $game_party.actors.size
end
super
end
#--------------------------------------------------------------------------
# * Delete Trailing Character
#--------------------------------------------------------------------------
def delete_trailing_character(index = 0)
# If Caterpillar Enabled
if @enable_caterpillar
# Return if trying to delete a party member
return if (index + 1) < $game_party.actors.size
end
super(index)
end
end
#==============================================================================
# ** Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_trailingchara_ssetm_init initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_trailingchara_ssetm_init
# Adds Trailing Characters (Player)
unless $game_player.trailing_character.nil?
trailing_character = $game_player.trailing_character
add_trailing_character(trailing_character)
until trailing_character.trailing_character.nil?
trailing_character = trailing_character.trailing_character
add_trailing_character(trailing_character)
end
end
# Adds Trailing Characters (Events)
for event in $game_map.events.values
unless event.trailing_character.nil?
trailing_character = event.trailing_character
add_trailing_character(trailing_character)
until trailing_character.trailing_character.nil?
trailing_character = trailing_character.trailing_character
add_trailing_character(trailing_character)
end
end
end
end
#--------------------------------------------------------------------------
# * Add Trailing Character
#--------------------------------------------------------------------------
def add_trailing_character(character = nil)
# Return if nil Character
return if character.nil?
# Adds Character Sprite
@character_sprites.push(Sprite_Character.new(@viewport1, character))
end
#--------------------------------------------------------------------------
# * Pop Trailing Character
#--------------------------------------------------------------------------
def pop_trailing_character(character)
# Return if nil character
return if character.nil?
# Passes through all Character Sprites
for sprite in @character_sprites
# Pops Sprites Character
if sprite.character == character
# Disposes Sprite
sprite.dispose
# Deletes from Character Sprites
@character_sprites.delete(sprite)
return
end
end
end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
attr_accessor :spriteset
end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
Thanks in advance! :lol: