• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Forum moderator applications are now open! Click here for details.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Diagonal Movement

PiaCRT

[i]Orange Dev[/i]
934
Posts
13
Years
Original script is by Paradog, I've messed with this script a lot and fixed most of the Essentials-related bugs. Read the instructions carefully.

Code:
#==============================================================================
#     Diagonal Movement for Essentials V1.0
#  Script by ParaDog and Modified by Pia Carrot
#------------------------------------------------------------------------------
# Additional 'diagonal' movement is now possible by pushing combinations of the
# vertical and horizontal controls (up & left, etc) simultaneously.
#
# Additional charsets  for the  8-directional movement  are to be stored within
# the "Graphics/Characters" folder, just like the regular charactersets.
#
# Name the new  diagonal movement charactersets  the same  as the regular ones,
# but with a new '_quarter' extension.   As such, you would name a copy of a character 
#file named "Red" as: Red_quarter.
#
#
#==============================================================================
# ** 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 PokemonMenu_Scene
  def pbShowCommands(commands)
    ret=-1
    cmdwindow=@sprites["cmdwindow"]
    cmdwindow.viewport=@viewport
    cmdwindow.index=$PokemonTemp.menuLastChoice
    cmdwindow.resizeToFit(commands)
    cmdwindow.commands=commands
    cmdwindow.x=Graphics.width-cmdwindow.width
    cmdwindow.y=0
    cmdwindow.visible=true
    loop do
      $game_switches[60]=true
      cmdwindow.update
      Graphics.update
      Input.update
      pbUpdateSceneMap
      if Input.trigger?(Input::B)
        $game_switches[60]=false
        ret=-1
        break
      end
      if Input.trigger?(Input::C)
        ret=cmdwindow.index
        $PokemonTemp.menuLastChoice=ret
        break
      end
    end
    return ret
  end
  end
  
class PokemonMenu
  def initialize(scene)
    @scene=scene
  end

  def pbShowMenu
    @scene.pbRefresh
    @scene.pbShowMenu
  end

  def pbStartPokemonMenu
    @scene.pbStartScene
    endscene=true
    pbSetViableDexes
    commands=[]
    cmdPokedex=-1
    cmdPokemon=-1
    cmdBag=-1
    cmdTrainer=-1
    cmdSave=-1
    cmdOption=-1
    cmdPokegear=-1
    cmdDebug=-1
    cmdQuit=-1
    if !$Trainer
      if $DEBUG
        Kernel.pbMessage(_INTL("The player trainer was not defined, so the menu can't be displayed."))
        Kernel.pbMessage(_INTL("Please see the documentation to learn how to set up the trainer player."))
      end
      return
    end
    commands[cmdPokedex=commands.length]=_INTL("Pokédex") if $Trainer.pokedex && $PokemonGlobal.pokedexViable.length>0
    commands[cmdPokemon=commands.length]=_INTL("Pokémon") if $Trainer.party.length>0
    commands[cmdBag=commands.length]=_INTL("Bag") if !pbInBugContest?
    commands[cmdPokegear=commands.length]=_INTL("Pokégear") if $Trainer.pokegear
    commands[cmdTrainer=commands.length]=$Trainer.name
    if pbInSafari?
      if SAFARISTEPS<=0
        @scene.pbShowInfo(_INTL("Balls: {1}",pbSafariState.ballcount))
      else
        @scene.pbShowInfo(_INTL("Steps: {1}/{2}\nBalls: {3}",pbSafariState.steps,SAFARISTEPS,pbSafariState.ballcount))
      end
      commands[cmdQuit=commands.length]=_INTL("Quit")
    elsif pbInBugContest?
      if pbBugContestState.lastPokemon
        @scene.pbShowInfo(_INTL("Caught: {1}\nLevel: {2}\nBalls: {3}",
           PBSpecies.getName(pbBugContestState.lastPokemon.species),
           pbBugContestState.lastPokemon.level,
           pbBugContestState.ballcount))
      else
        @scene.pbShowInfo(_INTL("Caught: None\nBalls: {1}",pbBugContestState.ballcount))
      end
      commands[cmdQuit=commands.length]=_INTL("Quit")
    else
      commands[cmdSave=commands.length]=_INTL("Save") if !$game_system || !$game_system.save_disabled
    end
    commands[cmdOption=commands.length]=_INTL("Options")
    commands[cmdDebug=commands.length]=_INTL("Debug") if $DEBUG
    commands[commands.length]=_INTL("Exit")
    loop do
      [email protected](commands)
      if cmdPokedex>=0 && command==cmdPokedex
        if DEXDEPENDSONLOCATION
          pbFadeOutIn(99999) {
             scene=PokemonPokedexScene.new
             screen=PokemonPokedex.new(scene)
             screen.pbStartScreen
             @scene.pbRefresh
          }
        else
          if $PokemonGlobal.pokedexViable.length==1
            $PokemonGlobal.pokedexDex=$PokemonGlobal.pokedexViable[0]
            $PokemonGlobal.pokedexDex=-1 if $PokemonGlobal.pokedexDex==$PokemonGlobal.pokedexUnlocked.length-1
            pbFadeOutIn(99999) {
               scene=PokemonPokedexScene.new
               screen=PokemonPokedex.new(scene)
               screen.pbStartScreen
               @scene.pbRefresh
            }
          else
            pbLoadRpgxpScene(Scene_PokedexMenu.new)
          end
        end
      elsif cmdPokegear>=0 && command==cmdPokegear
        pbLoadRpgxpScene(Scene_Pokegear.new)
      elsif cmdPokemon>=0 && command==cmdPokemon
        sscene=PokemonScreen_Scene.new
        sscreen=PokemonScreen.new(sscene,$Trainer.party)
        hiddenmove=nil
        pbFadeOutIn(99999) { 
           hiddenmove=sscreen.pbPokemonScreen
           if hiddenmove
             @scene.pbEndScene
           else
             @scene.pbRefresh
           end
        }
        if hiddenmove
          Kernel.pbUseHiddenMove(hiddenmove[0],hiddenmove[1])
          return
        end
      elsif cmdBag>=0 && command==cmdBag
        item=0
        scene=PokemonBag_Scene.new
        screen=PokemonBagScreen.new(scene,$PokemonBag)
        pbFadeOutIn(99999) { 
           item=screen.pbStartScreen 
           if item>0
             @scene.pbEndScene
           else
             @scene.pbRefresh
           end
        }
        if item>0
          Kernel.pbUseKeyItemInField(item)
          return
        end
      elsif cmdTrainer>=0 && command==cmdTrainer
        PBDebug.logonerr {
           scene=PokemonTrainerCardScene.new
           screen=PokemonTrainerCard.new(scene)
           pbFadeOutIn(99999) { 
              screen.pbStartScreen
              @scene.pbRefresh
           }
        }
      elsif cmdQuit>=0 && command==cmdQuit
        @scene.pbHideMenu
        if pbInSafari?
          if Kernel.pbConfirmMessage(_INTL("Would you like to leave the Safari Game right now?"))
            @scene.pbEndScene
            pbSafariState.decision=1
            pbSafariState.pbGoToStart
            return
          else
            pbShowMenu
          end
        else
          if Kernel.pbConfirmMessage(_INTL("Would you like to end the Contest now?"))
            @scene.pbEndScene
            pbBugContestState.pbStartJudging
            return
          else
            pbShowMenu
          end
        end
      elsif cmdSave>=0 && command==cmdSave
        @scene.pbHideMenu
        scene=PokemonSaveScene.new
        screen=PokemonSave.new(scene)
        if screen.pbSaveScreen
          $game_switches[60]=false
          @scene.pbEndScene
          endscene=false
          break
        else
          pbShowMenu
        end
      elsif cmdDebug>=0 && command==cmdDebug
        pbFadeOutIn(99999) { 
           pbDebugMenu
           @scene.pbRefresh
        }
      elsif cmdOption>=0 && command==cmdOption
        scene=PokemonOptionScene.new
        screen=PokemonOption.new(scene)
        pbFadeOutIn(99999) {
           screen.pbStartScreen
           pbUpdateSceneMap
           @scene.pbRefresh
        }
      else
        break
      end
    end
    @scene.pbEndScene if endscene
  end  
end

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Frame update
  #--------------------------------------------------------------------------
  alias update_para_quarter update
  def update
    update_para_quarter
    unless moving? or $game_system.map_interpreter.running? or $game_switches[61] or
      pbGetTerrainTag($game_player)==PBTerrain::Ice or @move_route_forcing or $game_temp.message_window_showing or 
      $game_switches[60]
      # If the direction button is pushed, move the player in that direction
      case Input.dir8
      when 1  # Move Lower Left
        move_lower_left
      when 3  # Move Lower Right
        move_lower_right
      when 7  # Move Upper Left
        move_upper_left
      when 9  # Move Upper Right
        move_upper_right
      end
    end
  end
end

#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display the character.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias update_para_quarter update
  def update
    update_para_quarter
    if @tile_id == 0
      if (@character.direction - 2) % 2 == 1
        # Checking the presence of the diagonal charset
        if quarter_graphic_exist?(@character)
          # Set the diagonal charset
          if character.dash_on and dash_quarter_graphic_exist?(@character)
            @character_name = @character.character_name + "_dash_quarter"
          else
            @character_name = @character.character_name + "_quarter"
          end
          self.bitmap = RPG::Cache.character(@character_name,
            @character.character_hue)
          # Acquire direction
          case @character.direction
            when 1
              n = 0
            when 3
              n = 2
            when 7
              n = 1
            when 9
              n = 3
          end
        else
          @character.direction = @character.sub_direction
          # When the diagonal charset does not exist, direction
          n = (@character.direction - 2) / 2
        end
        # Set original transfer rectangle
        sx = @character.pattern * @cw
        sy = n * @ch
        self.src_rect.set(sx, sy, @cw, @ch)
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        # Set original transfer rectangle
        sx = @character.pattern * @cw
        sy = (@character.direction - 2) / 2 * @ch
        self.src_rect.set(sx, sy, @cw, @ch)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Diagonal Charset?
  #--------------------------------------------------------------------------
  def quarter_graphic_exist?(character)
    # Reading check
    begin
      RPG::Cache.character(character.character_name.to_s + "_quarter", character.character_hue)
    rescue
      return false
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Dashing Diagonal Charset?
  #--------------------------------------------------------------------------
  def dash_quarter_graphic_exist?(character)
    # Reading check
    begin
      RPG::Cache.character(character.character_name.to_s + "_dash_quarter", character.character_hue)
    rescue
      return false
    end
    return true
  end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor   :direction        # direction
  attr_accessor   :sub_direction    # sub_direction
  #--------------------------------------------------------------------------
  # * Move Lower Left
  #--------------------------------------------------------------------------
  def move_lower_left
    # If no direction fix
    unless @direction_fix
      @sub_direction = @direction
      @direction = 1
      # Face left if facing right, and face down if facing up
      @sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 8 ? 2 : @sub_direction)
    end
      return if pbLedge(-1,1)
      return if pbEndSurf(-1,1)
      return if moving?
    # When a down to left or a left to down course is passable
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
       (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
      # Update coordinates
      @x -= 1
      @y += 1
      # Increase steps
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right
  #--------------------------------------------------------------------------
  def move_lower_right
    # If no direction fix
    unless @direction_fix
      @sub_direction = @direction
      @direction = 3
      # Face right if facing left, and face down if facing up
      @sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 8 ? 2 : @sub_direction)
    end
      return if pbLedge(1,1)
      return if pbEndSurf(1,1)
      return if moving?
    # When a down to right or a right to down course is passable
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
       (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
      # Update coordinates
      @x += 1
      @y += 1
      # Increase steps
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Left
  #--------------------------------------------------------------------------
  def move_upper_left
    # If no direction fix
    unless @direction_fix
      @sub_direction = @direction
      @direction = 7
      # Face left if facing right, and face up if facing down
      @sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 2 ? 8 : @sub_direction)
    end
      return if pbLedge(-1,-1)
      return if pbEndSurf(-1,-1)
      return if moving?
    # When an up to left or a left to up course is passable
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
       (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
      # Update coordinates
      @x -= 1
      @y -= 1
      # Increase steps
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right
  #--------------------------------------------------------------------------
  def move_upper_right
    # If no direction fix
    unless @direction_fix
      @sub_direction = @direction
      @direction = 9
      # Face right if facing left, and face up if facing down
      @sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 2 ? 8 : @sub_direction)
    end
      return if pbLedge(1,-1)
      return if pbEndSurf(1,-1)
      return if moving?
    # When an up to right or a right to up course is passable
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
       (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
      # Update coordinates
      @x += 1
      @y -= 1
      # Increase steps
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Dash
  #--------------------------------------------------------------------------
  def dash_on
    if @dash_on != nil
      return @dash_on
    else
      return false
    end
  end
end

Instructions

README:
First off, if you walk diagonally on ice tiles you will break the game with a hangover error.
So, I have disabled diagonal walking on ice tiles. I do not know how I can remedy this.
Also, two switches (60 and 61) if left on will cause diagonal walking to cease. Use this
to your advantage. If you want to change the switches find $game_switches[61] and
$game_switches[60] to whatever you want (the number only).

Credits

Credit Paradog and Pia Carrot for the script.

Screenshots

Hard to tell but ehhh
mint.png


Compatability and Bugs

I've fixed them all as far as I'm concerned. But if one pops up, let me know.

Yay for add-ons!
 
Last edited:

PiaCRT

[i]Orange Dev[/i]
934
Posts
13
Years
If anyone has used this and has encountered a bug please let me know. I have yet to try this on Essentials v13 with its new Ice terrain fixes.
 
489
Posts
16
Years
Installed the script, no problems so far. I've actually wanted to have something like the 8-directional script in Essentials since I started my little project, so thanks :D

Could you perhaps upload an example for character sheet layouts?
 

G-Master

Lead of Pokémon Roll
61
Posts
10
Years
  • Age 29
  • AZ
  • Seen May 10, 2022
One thing to note about this script is that it breaks the current animation for climbing sideways stairs (since it uses a "Move: Upper Right/Left" command in the event screen). An easy fix, but important to note that you will be changing all of your stair animations if you used the default included with Essentials.

EDIT: Of course, you could also turn on the two switches that disable diagonal movement before the stair animation. You'll still be copy/pasting to all of your staircases though.
 
Last edited:

PiaCRT

[i]Orange Dev[/i]
934
Posts
13
Years
Installed the script, no problems so far. I've actually wanted to have something like the 8-directional script in Essentials since I started my little project, so thanks :D

Could you perhaps upload an example for character sheet layouts?

yellow_isometric_sprites_by_pokemon_tiler-d4my3b1.png

As for FRLG styled ones I know I have seen isometric sprites of Red.

One thing to note about this script is that it breaks the current animation for climbing sideways stairs (since it uses a "Move: Upper Right/Left" command in the event screen). An easy fix, but important to note that you will be changing all of your stair animations if you used the default included with Essentials.

EDIT: Of course, you could also turn on the two switches that disable diagonal movement before the stair animation. You'll still be copy/pasting to all of your staircases though.

This is true, I'd most likely just disable the diagonal on stairs anyway though. Eventually I'd love to have this script plug-and-play, I will work on it sometime.

Update: Script is now plug-and-play, no longer do you need to edit pre-existing scripts!
 
Last edited:
5
Posts
3
Years
  • Age 28
  • Seen Jan 15, 2024
I tested it out, and can now confirm that it works as of version 17.2. (except for the ice tiles, they are still buggy.) But I do recommend making diagonal facing trchars, since it looks awkward for the player to be disappearing in thin air when moving diagonally.
 

YashPokeFan123

#PokeFan
283
Posts
3
Years
  • Age 25
  • Seen Apr 28, 2023
Those who want to know that this scipt works with 19.1. Yes it works. There is just one line which is causing error so i fix it.
Spoiler:
 
Back
Top