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.

Trouble with "Dynamic Footprints"

boon

Sponsor

Okay, in Dynamic Footprints by Wachunga, it's supposed to allow events to have footprints too. However, my events do not produce footprints, can anyone help?

Script:

Code:
=begin
 ============
  Dynamic Footprints - version 1.0 (2005-11-07)
 ============
  by Wachunga

 0.95 - original release
 1.0 - fixed a small bug with directional footprints and
       updated the compatibility list
  
 SETUP:
 1) From the database (Tileset tab), give the appropriate tiles of any
    tilesets that you want to show footprints (e.g. sand in "Desert",
    snow in "Snow Field") the terrain tag 1.
 2) Place the footprints file in the Graphics/Tilesets folder.
 
 To prevent an event from having any footprints (e.g. birds), include 
 somewhere in its name.

 (If using non-RTP sprites, you may want to create customized footprints.)

 FEATURES:
 * customizable duration footprint fading (optional)
 * direction-specific footprints (optional)
 * rounded footprints paths
 * overlapping footprints supported
 * handles move events (jumping, speed changes, etc) and teleportation

 COMPATIBILITY:
 1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
    very nature isn't very compatible with footprints (short of using sprites
    or pictures instead of a tileset) because a character can move part way
    across a tile without footprints appearing.
    
  2) Near Fantastica's Squad Based Movement/Action Battle System script -
     make sure it is below this script
  
  3) Near Fantastica's Updated Day Night script - again, make sure it is below
     this script
  
  4) Baskinein's Animated Sprite script - see:
     http://www.rmxp.net/forums/index.php?s=&sh...ndpost&p=261921
    
  5) Fukuyama's Caterpillar script - to only have one set of footprints
     for the whole group, no modifications are necessary (just make sure his
     script is above this one). To have a separate (overlapping) set of
     footprints for each character, uncomment (by moving the "= end") the
     following lines:

module Train_Actor
class Game_Party_Actor < Game_Character     
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
      increase_steps
    end
  end
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
      increase_steps
    end
  end
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
      increase_steps
    end
  end
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
      increase_steps
    end
  end
end
end

=end 

#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "footprints_default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 4
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 30
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 120
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517

#----------------------------------------------------------------------

class Spriteset_Map
 attr_accessor :footprints  
 attr_accessor :fp_tilemap 
 def initialize
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 200
   @viewport3.z = 5000
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names[i]
     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   @panorama = Plane.new(@viewport1)
   @panorama.z = -1000
   @fog = Plane.new(@viewport1)
   @fog.z = 3000
   @character_sprites = []
   for i in $game_map.events.keys.sort
     sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
     @character_sprites.push(sprite)
   end
   @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
   @weather = RPG::Weather.new(@viewport1)
   @picture_sprites = []
   for i in 1..50
     @picture_sprites.push(Sprite_Picture.new(@viewport2,
       $game_screen.pictures[i]))
   end
   @timer_sprite = Sprite_Timer.new

   # Dynamic Footprints additions begin
   @footprints = []
   fp_tileset = FP_DIRECTIONAL ? Bitmap.new(256,1024) : Bitmap.new(256,512)
   # make a column for each footprint image
   # right -> down
   fp_tileset.blt(160, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 0, 32, 32))
   # up -> right
   fp_tileset.blt(128, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 32, 32, 32))   
   # left -> right   
   fp_tileset.blt(32, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 64, 32, 32))    
   # down -> left
   fp_tileset.blt(64, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 0, 32, 32))
   # left -> up
   fp_tileset.blt(96, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 32, 32, 32))   
   # down -> up
   fp_tileset.blt(0, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 64, 32, 32))

   # fill out each column, making copies of the image with decreasing opacity
   0.step(5*32, 32) do |x|
     opacity = 255
     0.step(15*32, 32) do |y|
       fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 0, 32, 32), opacity)
       opacity -= 16
     end
   end

   if FP_DIRECTIONAL
     # down -> right
     fp_tileset.blt(160, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 0, 32, 32))
     # right -> up
     fp_tileset.blt(128, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 32, 32, 32))   
     # right -> left
     fp_tileset.blt(32, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 64, 32, 32))    
     # left -> down
     fp_tileset.blt(64, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 0, 32, 32))
     # up -> left
     fp_tileset.blt(96, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 32, 32, 32))   
     # up -> down
     fp_tileset.blt(0, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 64, 32, 32))
     
     0.step(5*32, 32) do |x|
       opacity = 255
       512.step(32*32, 32) do |y|
         fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 512, 32, 32), opacity)
         opacity -= 16
       end
     end   
   end
   
   @fp_tilemap = Tilemap.new(@viewport1)   
   @fp_tilemap.tileset = fp_tileset
   @fp_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
   # end Dynamic Footprints additions
   
   update
 end

 alias fp_dispose dispose
 def dispose
   @fp_tilemap.dispose
   fp_dispose
 end

 alias fp_update update
 def update
   @fp_tilemap.ox = $game_map.display_x / 4
   @fp_tilemap.oy = $game_map.display_y / 4
   @fp_tilemap.update
   unless FP_FADE_TIME == 0
     for fp in @footprints
       if fp.time > 1
         fp.time -= 1
         if fp.fade and (FP_FADE_TIME - fp.time) % (FP_FADE_TIME/16.0) < 1
           @fp_tilemap.map_data[fp.x,fp.y,fp.z] += 8
         end
       else
         if not fp.fade
           # begin fading
           fp.time = FP_FADE_TIME
           fp.fade = true
         else        
           @fp_tilemap.map_data[fp.x,fp.y,fp.z] = 0
           @footprints.delete(fp)
         end
       end
     end
   end
   fp_update
 end
 
  def show_footprints(fp_index,fp_x,fp_y)
    # start with first layer, then stack footprints as necessary
    fp_z = 0
    if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
     @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    else
     fp_z = 1
     if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
       @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
     else
       fp_z = 2
       if @fp_tilemap.map_data[fp_x,fp_y,fp_z] != 0
         # delete the existing footprint at these coords from the list
         # (to prevent having multiples)
         for i in @footprints.reverse
           if i.x == fp_x and i.y == fp_y and i.z == fp_z
             @footprints.delete(i)
             break
           end
         end
       end
       @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
     end
    end
    @footprints.push(Footprint.new(fp_x,fp_y,fp_z))     
  end  

end

#-------------------------------------------------------------------------------

class Game_Event < Game_Character
  alias fp_ge_init initialize
  def initialize(map_id, event) 
   fp_ge_init(map_id, event)
   if @event.name.upcase.include?('')
     @fp_id = nil
   end
  end
end

#-------------------------------------------------------------------------------

class Game_Character

 alias fp_gc_init initialize
 def initialize
   fp_gc_init
   # 1st argument = second last x/y
   # 2nd argument = last x/y
   @last_x = [0,0]
   @last_y = [0,0]
   @fp_id = 0 # default footprints
 end

 def footprints
   # determine which prints to draw and where
   if terrain_tag(@last_x[1],@last_y[1]) != FP_TAG
     return
   end
   fp_index = nil
   # left
   if @x > @last_x[1]
     if @last_y[1] > @last_y[0]
       fp_index = FP_UR
     elsif @last_y[1] < @last_y[0]
       fp_index = FP_DIRECTIONAL ? FP_DR : FP_RD
     else
       fp_index = FP_LR
     end
   else
     # right
     if @x < @last_x[1]
       if @last_y[1] > @last_y[0]
         fp_index = FP_DIRECTIONAL ? FP_UL : FP_LU
       elsif @last_y[1] < @last_y[0]
         fp_index = FP_DL
       else
         fp_index = FP_DIRECTIONAL ? FP_RL : FP_LR
       end
     else
       # up
       if @y < @last_y[1]
         if @last_x[1] > @last_x[0]
           fp_index = FP_LU
         elsif @last_x[1] < @last_x[0]
           fp_index = FP_DIRECTIONAL ? FP_RU : FP_UR
         else
           fp_index = FP_DU
         end
       # down
       elsif @y > @last_y[1]
         if @last_x[1] > @last_x[0]
           fp_index = FP_DIRECTIONAL ? FP_LD : FP_DL
         elsif @last_x[1] < @last_x[0]
           fp_index = FP_RD
         else
           fp_index = FP_DIRECTIONAL ? FP_UD : FP_DU
         end
       end
     end
   end
   if fp_index != nil
     fp_x = @last_x[1]
     fp_y = @last_y[1]
     $scene.spriteset.show_footprints(fp_index,fp_x,fp_y)
   end
 end

  def moveto(x, y)
    @x = x
    @y = y
    @real_x = x * 128
    @real_y = y * 128
    if @fp_id != nil
      # track the last positions
      @last_x = [@x,@x]
      @last_y = [@y,@y]
    end
  end 
 
  def increase_steps
    @stop_count = 0
    # show footprints if enabled for this character
    if @fp_id != nil and $scene.is_a?(Scene_Map)
      footprints
      # track the last positions
      @last_x.shift
      @last_x.push(@x)   
      @last_y.shift
      @last_y.push(@y)   
    end
  end

  def terrain_tag(x=@x,y=@y)
    return $game_map.terrain_tag(x, y)
  end

  def update_jump
    @jump_count -= 1
    @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
    @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
    if @fp_id != nil and @jump_count == 0
      # track the last positions
      @last_x = [@x,@x]
      @last_y = [@y,@y]      
    end
  end  
  
end

#-------------------------------------------------------------------------------

class Scene_Map
  attr_reader :spriteset
 
  # only change is a couple of (commented) sections to prevent teleporting
  # within same map from losing footprints when the spriteset is recreated
  def transfer_player
    $game_temp.player_transferring = false
    if $game_map.map_id != $game_temp.player_new_map_id
      $game_map.setup($game_temp.player_new_map_id)
    else # Dynamic Footprints
      fp = @spriteset.footprints
      md = @spriteset.fp_tilemap.map_data
    end
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    case $game_temp.player_new_direction
    when 2
      $game_player.turn_down
    when 4
      $game_player.turn_left
    when 6
      $game_player.turn_right
    when 8
      $game_player.turn_up
    end
    $game_player.straighten
    $game_map.update
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    if fp != nil or md != nil # Dynamic Footprints
      @spriteset.footprints = fp
      @spriteset.fp_tilemap.map_data = md
    end
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      Graphics.transition(20)
    end
    $game_map.autoplay
    Graphics.frame_reset
    Input.update
  end 
end

#-------------------------------------------------------------------------------

class Footprint
 attr_reader :x
 attr_reader :y
 attr_reader :z
 attr_accessor :time
 attr_accessor :fade

 def initialize(x,y,z)
   @x = x
   @y = y
   @z = z
   @time = FP_BEFORE_FADE_TIME
   @fade = false
 end

end
 
Hey sorry to bring this topic up again but can someone somewhere post the "footprints_template.png" picture because I would like to use this script but I have not created custom graphics yet, need to script before graphics? Please if you have this file post it at like imageshack.us or somewhere where I can save the file from.
 
Here's what I have found...

This script works fine in a new project with the latest SDK & MACL v2.0 Alpha, but does not work with MACL v2.1.
What happens is, the footprints do not show up.

Would anyone know of a way to make the script compatible with the MACL v2.1.?

Here is a link to a Demo with all the scripts in it:
  http://www.megaupload.com/?d=B6C26HYS

If you can figure it out, it would help me out with this script also...!  :blush:
 
 
Well since this topic exists I should just use it instead of creating a new topic wasting forum space. I have an error with the Dynamic Footprints, here it is, it happens every time I take a step. Here is the error "Script 'Dynamic Footprints' line 323: ArgumentError occurred. wrong number of arguments(2 for 0)". Someone please help me fix this up. Also Arbiter thanks for the image.


EDIT: Fenwick maybe you should try repositioning the script above and below MACL v2.1, the position of scripts can actually effect with errors like that.
 

boon

Sponsor

Lol, it seems you complete took over my own thread.

Anyway, Mode07 has major incompatibility issues with several scripts, and I don't think without massacring this script will it work.
 

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