#============================================================================== # ** Game_Character (part 2) #------------------------------------------------------------------------------ # This class deals with characters. It's used as a superclass for the # Game_Player and Game_Event classes. #============================================================================== class Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Branch with jumping, moving, and stopping if jumping? update_jump elsif moving? update_move else update_stop end # If animation count exceeds maximum value # * Maximum value is move speed * 1 taken from basic value 18 if @anime_count > 18 - @move_speed * 2 # If stop animation is OFF when stopping if not @step_anime and @stop_count > 0 # Return to original pattern @pattern = @original_pattern # If stop animation is ON when moving else # Update pattern @pattern = (@pattern + 1) % 4 end # Clear animation count @anime_count = 0 end # If waiting if @wait_count > 0 # Reduce wait count @wait_count -= 1 return end # If move route is forced if @move_route_forcing # Custom move move_type_custom return end # When waiting for event execution or locked if @starting or lock? # Not moving by self return end # If stop count exceeds a certain value (computed from move frequency) if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency) # Branch by move type case @move_type when 1 # Random move_type_random when 2 # Approach move_type_toward_player when 3 # Custom move_type_custom end end end #-------------------------------------------------------------------------- # * Frame Update (jump) #-------------------------------------------------------------------------- def update_jump # Reduce jump count by 1 @jump_count -= 1 # Calculate new coordinates @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1) @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1) end #-------------------------------------------------------------------------- # * Update frame (move) #-------------------------------------------------------------------------- def update_move # Convert map coordinates from map move speed into move distance distance = 2 ** @move_speed # If logical coordinates are further down than real coordinates if @y * 128 > @real_y # Move down @real_y = [@real_y + distance, @y * 128].min end # If logical coordinates are more to the left than real coordinates if @x * 128 < @real_x # Move left @real_x = [@real_x - distance, @x * 128].max end # If logical coordinates are more to the right than real coordinates if @x * 128 > @real_x # Move right @real_x = [@real_x + distance, @x * 128].min end # If logical coordinates are further up than real coordinates if @y * 128 < @real_y # Move up @real_y = [@real_y - distance, @y * 128].max end # If move animation is ON if @walk_anime # Increase animation count by 1.5 @anime_count += 1.5 # If move animation is OFF, and stop animation is ON elsif @step_anime # Increase animation count by 1 @anime_count += 1 end end #-------------------------------------------------------------------------- # * Frame Update (stop) #-------------------------------------------------------------------------- def update_stop # If stop animation is ON if @step_anime # Increase animation count by 1 @anime_count += 1 # If stop animation is OFF, but current pattern is different from original elsif @pattern != @original_pattern # Increase animation count by 1.5 @anime_count += 1.5 end # When waiting for event execution, or not locked # * If lock deals with event execution coming to a halt unless @starting or lock? # Increase stop count by 1 @stop_count += 1 end end #-------------------------------------------------------------------------- # * Move Type : Random #-------------------------------------------------------------------------- def move_type_random # Branch by random numbers 0-5 case rand(6) when 0..3 # Random move_random when 4 # 1 step forward move_forward when 5 # Temporary stop @stop_count = 0 end end #-------------------------------------------------------------------------- # * Move Type : Approach #-------------------------------------------------------------------------- def move_type_toward_player # Get difference in player coordinates sx = @x - $game_player.x sy = @y - $game_player.y # Get absolute value of difference abs_sx = sx > 0 ? sx : -sx abs_sy = sy > 0 ? sy : -sy # If separated by 20 or more tiles matching up horizontally and vertically if sx + sy >= 20 # Random move_random return end # Branch by random numbers 0-5 case rand(6) when 0..3 # Approach player move_toward_player when 4 # random move_random when 5 # 1 step forward move_forward end end #-------------------------------------------------------------------------- # * Move Type : Custom #-------------------------------------------------------------------------- def move_type_custom # Interrupt if not stopping if jumping? or moving? return end # Loop until finally arriving at move command list while @move_route_index < @move_route.list.size # Acquiring move command command = @move_route.list[@move_route_index] # If command code is 0 (last part of list) if command.code == 0 # If [repeat action] option is ON if @move_route.repeat # First return to the move route index @move_route_index = 0 end # If [repeat action] option is OFF unless @move_route.repeat # If move route is forcing if @move_route_forcing and not @move_route.repeat # Release forced move route @move_route_forcing = false # Restore original move route @move_route = @original_move_route @move_route_index = @original_move_route_index @original_move_route = nil end # Clear stop count @stop_count = 0 end return end # During move command (from move down to jump) if command.code <= 14 # Branch by command code case command.code when 1 # Move down move_down when 2 # Move left move_left when 3 # Move right move_right when 4 # Move up move_up when 5 # Move lower left move_lower_left when 6 # Move lower right move_lower_right when 7 # Move upper left move_upper_left when 8 # Move upper right move_upper_right when 9 # Move at random move_random when 10 # Move toward player move_toward_player when 11 # Move away from player move_away_from_player when 12 # 1 step forward move_forward when 13 # 1 step backward move_backward when 14 # Jump jump(command.parameters[0], command.parameters[1]) end # If movement failure occurs when [Ignore if can't move] option is OFF if not @move_route.skippable and not moving? and not jumping? return end @move_route_index += 1 return end # If waiting if command.code == 15 # Set wait count @wait_count = command.parameters[0] * 2 - 1 @move_route_index += 1 return end # If direction change command if command.code >= 16 and command.code <= 26 # Branch by command code case command.code when 16 # Turn down turn_down when 17 # Turn left turn_left when 18 # Turn right turn_right when 19 # Turn up turn_up when 20 # Turn 90° right turn_right_90 when 21 # Turn 90° left turn_left_90 when 22 # Turn 180° turn_180 when 23 # Turn 90° right or left turn_right_or_left_90 when 24 # Turn at Random turn_random when 25 # Turn toward player turn_toward_player when 26 # Turn away from player turn_away_from_player end @move_route_index += 1 return end # If other command if command.code >= 27 # Branch by command code case command.code when 27 # Switch ON $game_switches[command.parameters[0]] = true $game_map.need_refresh = true when 28 # Switch OFF $game_switches[command.parameters[0]] = false $game_map.need_refresh = true when 29 # Change speed @move_speed = command.parameters[0] when 30 # Change freq @move_frequency = command.parameters[0] when 31 # Move animation ON @walk_anime = true when 32 # Move animation OFF @walk_anime = false when 33 # Stop animation ON @step_anime = true when 34 # Stop animation OFF @step_anime = false when 35 # Direction fix ON @direction_fix = true when 36 # Direction fix OFF @direction_fix = false when 37 # Through ON @through = true when 38 # Through OFF @through = false when 39 # Always on top ON @always_on_top = true when 40 # Always on top OFF @always_on_top = false when 41 # Change Graphic @tile_id = 0 @character_name = command.parameters[0] @character_hue = command.parameters[1] if @original_direction != command.parameters[2] @direction = command.parameters[2] @original_direction = @direction @prelock_direction = 0 end if @original_pattern != command.parameters[3] @pattern = command.parameters[3] @original_pattern = @pattern end when 42 # Change Opacity @opacity = command.parameters[0] when 43 # Change Blending @blend_type = command.parameters[0] when 44 # Play SE $game_system.se_play(command.parameters[0]) when 45 # Script result = eval(command.parameters[0]) end @move_route_index += 1 end end end #-------------------------------------------------------------------------- # * Increase Steps #-------------------------------------------------------------------------- def increase_steps # Clear stop count @stop_count = 0 end end