04-24-2008, 01:00 PM (This post was last modified: 08-20-2017, 04:19 AM by DerVVulfman.)
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Requested by Arrow-1 and produced by me, the amazingly new but old 8-way movement script! The part that makes it new is that this one is for VX!!!
Now you can enjoy walking diagonally through your blocky VX maps! (wooo!)
This script supports 8-directional movement along with diagonally oriented sprites so you can actually see them walking diagonally, it doesn't look like some weird line-dancing half diagonal strafe thing! YAY!
Please be advised that this script has only included methods for the hero/party to move diagonally and eventas are at this time unsupported. I can update it, but that would take more time and there might be an update later on if people need it.
Updates: 1.1
* Fixed compatibility with Anaryu's Anti-Lag script (this script must be loaded before the anti-lag script)
* Fixed option that disables the use of custom diagonal sprites
THE CODE
Code:
#==============================================================================
# 8 Way Directional Movement
#------------------------------------------------------------------------------
# Kylock
# 21.3.2008
# Version 1.1
#==============================================================================
# Special thanks to Arrow-1 for the script request and supplying sprites for
# testing purposes.
#==============================================================================
# Instructions:
# Add this script towards the top, since methods are rewritten and not
# aliased. Once you add it and run your game, the script will
# automagically enable 8-way directional movement for your hero.
# Features:
# * Added movement functionality to allow your hero to move in diagonal
# directions
# * Corrects directional issues resulting from trying to activate events
# while facing a diaganol direction. (could be better implemented,
# but does work as it is)
#==============================================================================
# Changelog
# 1.0 Initial Release
# 1.1 Added support for no custom sprites and added compatibility with
# Anaryu's Anti-Lag script (must be loaded above the anti-lag script)
#==============================================================================
#==============================================================================
# ** Script Configuration
#==============================================================================
module KMDM
DIRSPRITE = false # set to true if you are using a custom
# character sprite for diagonal movement
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# rewrote def move_by-input to enable extra directions
#==============================================================================
class Game_Player < Game_Character
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
case Input.dir8
when 1; move_lower_left
when 2; move_down
when 3; move_lower_right
when 4; move_left
when 7; move_upper_left
when 6; move_right
when 8; move_up
when 9; move_upper_right
end
end
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# Corrects direction so events will respond when hero is facing diagonal.
# Modifies: def move_lower_left, def move_lower_right, def move_upper_left,
# and def move_upper_right
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left(turn_ok = true)
set_direction(5)
if (passable?(@x, @y+1) and passable?(@x-1, @y+1)) or
(passable?(@x-1, @y) and passable?(@x-1, @y+1))
@x -= 1
@y += 1
increase_steps
@move_failed = false
else
@move_failed = true
end
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right(turn_ok = true)
set_direction(3)
if (passable?(@x, @y+1) and passable?(@x+1, @y+1)) or
(passable?(@x+1, @y) and passable?(@x+1, @y+1))
@x += 1
@y += 1
increase_steps
@move_failed = false
else
@move_failed = true
end
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left(turn_ok = true)
if KMDM::DIRSPRITE == true
set_direction(7)
else
set_direction(8)
end
if (passable?(@x, @y-1) and passable?(@x-1, @y-1)) or
(passable?(@x-1, @y) and passable?(@x-1, @y-1))
@x -= 1
@y -= 1
increase_steps
@move_failed = false
else
@move_failed = true
end
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right(turn_ok = true)
set_direction(9)
if (passable?(@x, @y-1) and passable?(@x+1, @y-1)) or
(passable?(@x+1, @y) and passable?(@x+1, @y-1))
@x += 1
@y -= 1
increase_steps
@move_failed = false
else
@move_failed = true
end
end
end
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# Adds functionality for diagonal character sprites.
# Modifies: def update_src_rect
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# * Update Transfer Origin Rectangle
#--------------------------------------------------------------------------
def update_src_rect
if @tile_id == 0
index = @character.character_index
#if the character is facing diagonally, use the second spriteset
if @character.direction % 2 != 0 && KMDM::DIRSPRITE == true
index = @character.character_index + 1
end
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end
Also need to create a custom sprite sheet for your heroes and import it into the Characters section/folder. It should look something like what I have sampled below.
SAMPLE SPRITE SHEET
Oh yeah, almost forgot. To use this script, be sure the character sprite sheet is named as <character name>.png or whatever.