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Standard 8-Way Character Movement

8-Way Character Movement
Version: 1.0
By: Scorpius (Dan Morell)

Introduction
This is my first script I have ever done by hand! So yeah don't think it's crappy because it works 100% perfectly...

Features
-8 Way Movement what else? lol

Screenshots
Who wants to see a boring character moving in a way you can't tell?

Demo
none needed

Works with:
Everything and anything!

Script
Put above Main below SDK

Code:
#-----------------------------------------------------------------------#
#  8-Way Character Movement                                             #
#-----------------------------------------------------------------------#
# Created by Daniel Morell 'Windu' or 'Scorpius' March 25th, 2008                     #
#-----------------------------------------------------------------------#

class Game_Player
  def update_player_movement
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      case Input.dir8
      when 1
        move_lower_left
      when 2
        move_down
      when 3
        move_lower_right
      when 4
        move_left
      when 6
        move_right
      when 7
        move_upper_left
      when 8
        move_up
      when 9
        move_upper_right
      end
    end
  end
end

Author's Notes
Don't edit it in anyway it works with any script no matter what trust me..

Also credit me if you use this.. You can credit me as Daniel Morell, Scorpius or Windu  ( ^ω^  )ノ

Have fun!
 
Yes... I know how to use most 8 directional Movement scripts. Is this for XP or VX? I tried both. Another question, Is it only for SDK? Or without as well? Because I tried without, but it's not clear if you need it or not.
 
Code:
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Invariables
  #--------------------------------------------------------------------------
  CENTER_X = (320 - 16) * 4   # Center screen x-coordinate * 4
  CENTER_Y = (240 - 16) * 4   # Center screen y-coordinate * 4
  #--------------------------------------------------------------------------
  # * Passable Determinants
  #     x : x-coordinate
  #     y : y-coordinate
  #     d : direction (0,2,4,6,8)
  #         * 0 = Determines if all directions are impassable (for jumping)
  #--------------------------------------------------------------------------
  def passable?(x, y, d)
    # Get new coordinates
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # If coordinates are outside of map
    unless $game_map.valid?(new_x, new_y)
      # Impassable
      return false
    end
    # If debug mode is ON and ctrl key was pressed
    if $DEBUG and Input.press?(Input::CTRL)
      # Passable
      return true
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Set Map Display Position to Center of Screen
  #--------------------------------------------------------------------------
  def center(x, y)
    max_x = ($game_map.width - 20) * 128
    max_y = ($game_map.height - 15) * 128
    $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
    $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def moveto(x, y)
    super
    # Centering
    center(x, y)
    # Make encounter count
    make_encounter_count
  end
  #--------------------------------------------------------------------------
  # * Increaase Steps
  #--------------------------------------------------------------------------
  def increase_steps
    super
    # If move route is not forcing
    unless @move_route_forcing
      # Increase steps
      $game_party.increase_steps
      # Number of steps are an even number
      if $game_party.steps % 2 == 0
        # Slip damage check
        $game_party.check_map_slip_damage
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Encounter Count
  #--------------------------------------------------------------------------
  def encounter_count
    return @encounter_count
  end
  #--------------------------------------------------------------------------
  # * Make Encounter Count
  #--------------------------------------------------------------------------
  def make_encounter_count
    # Image of two dice rolling
    if $game_map.map_id != 0
      n = $game_map.encounter_step
      @encounter_count = rand(n) + rand(n) + 1
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # If party members = 0
    if $game_party.actors.size == 0
      # Clear character file name and hue
      @character_name = ""
      @character_hue = 0
      # End method
      return
    end
    # Get lead actor
    actor = $game_party.actors[0]
    # Set character file name and hue
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    # Initialize opacity level and blending method
    @opacity = 255
    @blend_type = 0
  end
  #--------------------------------------------------------------------------
  # * Same Position Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_here(triggers)
    result = false
    # If event is running
    if $game_system.map_interpreter.running?
      return result
    end
    # All event loops
    for event in $game_map.events.values
      # If event coordinates and triggers are consistent
      if event.x == @x and event.y == @y and triggers.include?(event.trigger)
        # If starting determinant is same position event (other than jumping)
        if not event.jumping? and event.over_trigger?
          event.start
          result = true
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Front Envent Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_there(triggers)
    result = false
    # If event is running
    if $game_system.map_interpreter.running?
      return result
    end
    # Calculate front event coordinates
    new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
    new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
    # All event loops
    for event in $game_map.events.values
      # If event coordinates and triggers are consistent
      if event.x == new_x and event.y == new_y and
         triggers.include?(event.trigger)
        # If starting determinant is front event (other than jumping)
        if not event.jumping? and not event.over_trigger?
          event.start
          result = true
        end
      end
    end
    # If fitting event is not found
    if result == false
      # If front tile is a counter
      if $game_map.counter?(new_x, new_y)
        # Calculate 1 tile inside coordinates
        new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
        new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
        # All event loops
        for event in $game_map.events.values
          # If event coordinates and triggers are consistent
          if event.x == new_x and event.y == new_y and
             triggers.include?(event.trigger)
            # If starting determinant is front event (other than jumping)
            if not event.jumping? and not event.over_trigger?
              event.start
              result = true
            end
          end
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Touch Event Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    result = false
    # If event is running
    if $game_system.map_interpreter.running?
      return result
    end
    # All event loops
    for event in $game_map.events.values
      # If event coordinates and triggers are consistent
      if event.x == x and event.y == y and [1,2].include?(event.trigger)
        # If starting determinant is front event (other than jumping)
        if not event.jumping? and not event.over_trigger?
          event.start
          result = true
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      case Input.dir8
      when 1
        move_lower_left
      when 2
        move_down
      when 3
        move_lower_right
      when 4
        move_left
      when 6
        move_right
      when 7
        move_upper_left
      when 8
        move_up
      when 9
        move_upper_right
      end
    end
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # If character moves down and is positioned lower than the center
    # of the screen
    if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
      # Scroll map down
      $game_map.scroll_down(@real_y - last_real_y)
    end
    # If character moves left and is positioned more let on-screen than
    # center
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      # Scroll map left
      $game_map.scroll_left(last_real_x - @real_x)
    end
    # If character moves right and is positioned more right on-screen than
    # center
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      # Scroll map right
      $game_map.scroll_right(@real_x - last_real_x)
    end
    # If character moves up and is positioned higher than the center
    # of the screen
    if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
      # Scroll map up
      $game_map.scroll_up(last_real_y - @real_y)
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end

This should work without sdk now... Use script on first post with sdk.
 
Hmm that worked! Thanks!

A few suggestions though, be clear in your posts, and also, could you make it so that your able to go between two impassable tiles that are at an angle between each other?

Like..  If the "O" were impassable tiles, whilst "1" and "2" are passable tiles.

O2
1O

If, let's say you are standing on "1" tile, and you press up/right and your able to get to the "2" tile, you would be able to.

Can you add this feature? (Turn On/Offable though) ?

Nice first script btw.
-Krobe
 
Well, like Yoda once said, "Try not. Do or do not, there is no try." So yea, just do it, it'll make you a much better scripter.

Thanks,
-Krobe
 

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