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Problem getting a script to function like I want it to

pkmn.master

Hobbyist Game Developer
299
Posts
16
Years
  • Well, I found a script that works exactly like I want it to, however, I can't get it to function right.

    The script below was created by someone to allow 8 directional movement. I have multiple player characters in the game, aside from the Player A(Boy) and Player B(Girl). The script I have makes character movement 8 directional automatically when I install it. Say I only want the 8 directional character movement script to only work on a single player (Player C) which I have created in the Pokemon Essentials editor. How can I pull this off?

    Untitled-1.png


    If this is not possible, how can I make it so that I can turn the script off/on within an event?

    Script:

    Code:
    #==============================================================================
    # ++ 8-Direction Characterset Edit ver. 1.01 ++
    #  Script by ParaDog
    #  [URL]http://2d6.parasite.jp/[/URL]
    #------------------------------------------------------------------------------
    # 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 the very first
    # characterset: 001-Fighter01_quarter.
    #------------------------------------------------------------------------------
    # Additional notes:
    # This system can be used with the 'Dash Characterset Edit' system, but please
    # place this script 'BELOW' the fore-mentioned Dash script for it to work.
    #
    # As you can combine the two scripts (Dash and 8-Directional), you can also use
    # charactersets that show diagonal running action, also stored within the same
    # "Graphics/Characters" folder.
    #
    # Naming the new graphics would require the inclusion of both '_dash' and the 
    # '_quarter' extensions as shown here: 001-Fighter01_dash_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 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
     @move_route_forcing or $game_temp.message_window_showing
     # 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
     # 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
     # 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
     # 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
     # 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
     
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