So what I have is Zeriab's Caterpillar Script, and Im trying to modify it so that I can delete the last registerd move event or two from the Caterpillar Actors Move Array. I'll post the code I have because I made some other edits to it as well, such as a Caterpillar Pause, so I can run a cutscene and not kick members from my party. Seems to be easier to do it this way, at least for me, I dont know if that feature would be useful to anyone else. But my big problem right now is trying to delete one or two of the Main Actors (Player) move events so that the Caterpillar wont walk over an event that, after triggering a touch event, will be unmoveable.
Something quick, look at about line 160
#==============================================================================
# ** Zeriab's Caterpillar Script
#------------------------------------------------------------------------------
# Zeriab
# 1.0
# 2008-08-16
#------------------------------------------------------------------------------
# This script creates a caterpillar of the party members by using events.
#------------------------------------------------------------------------------
# Paste this script just above main.
#
# Put \cat_actor[3] in the name of an event and it will be considered the event
# for the actor with id 3. The name could for example be "Cyrus\cat_actor[3]"
#
# The switch number specified with CATERPILLAR_ACTIVE_SWITCH (default is 23) is
# used to determine whether the events should be positioned in the caterpillar
# or not. Then the switch is off they are just like any other event.
#
# The REMOVE_VISIBLE_ACTORS (default is true) is used to determine whether
# actor event not in the party should be erased or not.
# If it is set to an integer rather than true or false the switch with the
# corresponding id is used. For example REMOVE_VISIBLE_ACTORS = 21 will allow
# you to determine whether the events should be erased or not depending whether
# switch 21 is OFF or ON.
#
# The MAX_ACTORS (default is 4) is used to determine how many player moves
# should be remembered. Only change this if you can have a party with more than
# 4 actors.
#==============================================================================
class Game_Caterpillar
CATERPILLAR_PAUSE_SWITCH = 22 #NEW
CATERPILLAR_ACTIVE_SWITCH = 23
REMOVE_VISIBLE_ACTORS = false
MAX_ACTORS = 4
##
# Initialize the caterpillar
#
def initialize
@actors = []
@actor_id_to_event = {}
@move_list = []
end
##
# Clear the caterpillar data
#
def clear
@actors.clear
@actor_id_to_event.clear
@move_list.clear
end
##
# Clear the Move data
#
def clear_moves
@move_list.clear
end
##
# Add an actor event to the caterpillar
#
def add_actor(event, actor_id)
@actor_id_to_event[actor_id] = event
event.move_list.clear
added = false
for actor in $game_party.actors
if actor.id == actor_id
@actors << event
if !$game_switches[CATERPILLAR_PAUSE_SWITCH]
event.moveto($game_player.x, $game_player.y)
added = true
end
end
end
if remove_visible_actors? && !added && $game_switches[CATERPILLAR_ACTIVE_SWITCH]
event.erase
end
end
##
# Check if visible actors should be removed
#
def remove_visible_actors?
if REMOVE_VISIBLE_ACTORS.is_a?(Integer)
return $game_switches[REMOVE_VISIBLE_ACTORS]
else
return REMOVE_VISIBLE_ACTORS
end
end
##
# If the game player has been center. I.e. teleported somewhere.
#
def center
# Check if the caterpillar is active
return unless $game_switches[CATERPILLAR_ACTIVE_SWITCH] && !$game_switches[CATERPILLAR_PAUSE_SWITCH]
# Clear the move_llist
@move_list.clear
# Refresh the caterpillar
update
# Move the actors to the new place
for event in @actors
event.moveto($game_player.x, $game_player.y)
event.move_list.clear
end
end
##
# Refresh the caterpillar. (Use sparingly)
#
def refresh
# Check if the caterpillar is active
return unless $game_switches[CATERPILLAR_ACTIVE_SWITCH] && !$game_switches[CATERPILLAR_PAUSE_SWITCH]
# Clear the data
clear
# Check each event
for event in $game_map.events.values
if event.is_a?(Game_Event)
event.check_caterpillar
end
end
# Center the events around the player
center
# Update the caterpillar
update
end
##
# Register a player move
#
def register_player_move(move_speed, *args)
# Check if the caterpillar is active
return unless $game_switches[CATERPILLAR_ACTIVE_SWITCH] && !$game_switches[CATERPILLAR_PAUSE_SWITCH]
# Add the new command
@move_list.unshift([move_speed, args])
# Append the new moves to the caterpillar events
update_actor_movement
# Check if the last command should be removed
if @move_list.size > MAX_ACTORS + 1
# Remove the last move command
@move_list.pop
end
end
##
# Updates the actors movement.
#
def update_actor_movement
if !$game_switches[CATERPILLAR_PAUSE_SWITCH]
#While Paused, prevents new events from being added to move_list
#This prevents the need of clearing moves during cutscenes without
#disabling the CATERPILLAR_ACTIVE_SWITCH
for i in 0...@actors.size
if i + 1 < @move_list.size
command = @move_list[i + 1]
actor = @actors[i]
actor.move_list.unshift(command[1])
actor.move_speed = command[0]
end
end
end
end
##
# Delete Last Move Event of Actor
#
# NOT WORKING
#
# call by Script: $game_system.caterpillar.del_last_move
def del_last_move
for i in 0...@actors.size
if i + 1 < @move_list.size
#command = @move_list[i + 1]
actor = @actors[i]
actor.move_list.delete_at(i)
#actor.move_speed = command[0]
end
end
end
##
# Update the caterpillar.
#
def update
# Check if the caterpillar is active
return unless $game_switches[CATERPILLAR_ACTIVE_SWITCH]
old_actors = @actors
@actors = []
# Create a copy of the party actors
caterpillar = $game_party.actors.dup
# Remove the first element
caterpillar.shift
# Go through each actor that's possible present in the caterpillar
for actor in caterpillar
event = @actor_id_to_event[actor.id]
unless event.nil?
@actors << event
event.unerase if remove_visible_actors?
event.character_name = actor.character_name
end
end
if remove_visible_actors?
# Go through the old actors to see if any should be erased
for actor in old_actors
unless @actors.include?(actor)
actor.erase
end
end
end
end
##
# Unerase all erased actor events
#
def unerase_all
for event in @actor_id_to_event.values
event.unerase
end
end
##
# Erase actor events not in the party
#
def erase_non_party_events
for event in @actor_id_to_event.values
event.erase unless @actors.include?(event)
end
end
end
class Game_Player < Game_Character
unless self.method_defined?('zeriab_caterpillar_game_player_center')
alias_method(:zeriab_caterpillar_game_player_center, :center)
end
##
# When the player is centered (i.e. teleported somewhere)
#
def center(*args)
zeriab_caterpillar_game_player_center(*args)
$game_system.caterpillar.center
end
##
# Generate registration of player moves to the caterpillar code
#
MOVE_METHODS = ['move_down', 'move_left', 'move_right', 'move_up',
'move_lower_left', 'move_lower_right', 'move_upper_left',
'move_upper_right', 'jump']
# Go through each method
for method in MOVE_METHODS
# Create the script for the specific method
PROG = <<_END_
def #{method}(*args)
x,y = self.x, self.y
super(*args)
unless self.x == x && self.y == y
$game_system.caterpillar.register_player_move(@move_speed, '#{method}', args, [self.x, self.y])
end
end
_END_
# Run the script
eval(PROG)
end
end
class Module
# Prevent adding the method again should it already be present.
unless self.method_defined?('attr_sec_accessor')
def attr_sec_accessor(sym, default = 0)
attr_writer sym
attr_sec_reader sym, default
end
def attr_sec_reader(sym, default = 0)
sym = sym.id2name
string = "def #{sym};" +
" @#{sym} = #{default} if @#{sym}.nil?;" +
" @#{sym};" +
"end;"
module_eval(string)
end
end
end
class Game_System
attr_sec_accessor :caterpillar, 'Game_Caterpillar.new'
end
class Game_Event < Game_Character
##
# Attributes
#
attr_sec_accessor :move_list, '[]'
attr_accessor :move_speed
attr_writer :character_name
##
# Aliases
#
unless self.method_defined?('zeriab_caterpillar_game_event_passable?')
alias zeriab_caterpillar_game_event_initialize :initialize
alias zeriab_caterpillar_game_event_passable? :passable?
if Module.constants.include?('SDK')
alias zeriab_caterpillar_game_event_update_movement :update_movement
else
alias zeriab_caterpillar_game_event_update :update
end
end
##
# Object Initialization
#
def initialize(map_id, event, *args)
# Default update
zeriab_caterpillar_game_event_initialize(map_id, event, *args)
# Check if the caterpillar is active
return unless $game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH]
# Check for caterpillar actor denomination
check_caterpillar
end
##
# Check for caterpillar actor denomination
#
def check_caterpillar
# Check for caterpillar actor denomination (Last is used if more present)
@event.name.gsub(/\\cat_actor\[([0-9]+)\]/i) {@caterpillar_actor = $1 }
# Check if an valid denomination is found.
if @caterpillar_actor.is_a?(String)
@caterpillar_actor = @caterpillar_actor.to_i
if $data_actors[@caterpillar_actor].nil?
@caterpillar_actor = nil
else
$game_system.caterpillar.add_actor(self, @caterpillar_actor)
end
end
end
##
# Check passability
#
def passable?(*args)
if @caterpillar_actor.nil? || move_list.empty? ||
!$game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH]
return zeriab_caterpillar_game_event_passable?(*args)
else
return true
end
end
##
# SDK and Non-SDK stuff
#
if Module.constants.include?('SDK')
##
# Update Movement
#
def update_movement
if @caterpillar_actor.nil? || move_list.empty? ||
!$game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH]
return zeriab_caterpillar_game_event_update_movement
end
# Interrupt if not stopping
if jumping? or moving?
return
end
# Retrive the command
command = move_list[0]
# Call the command
method(command[0]).call(*command[1])
# Make sure the x and y are right in the end
@x, @y = *command[2]
# Remove the command
move_list.pop
end
else # Non-SDK version
##
# Update Movement
#
def update
# Interrupt if not stopping
no_move = jumping? or moving?
# Update
zeriab_caterpillar_game_event_update
# Check if it should return
if $game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH] &&
@caterpillar_actor != nil && !move_list.empty? && !no_move
# Retrive the command
command = move_list[0]
# Call the command
method(command[0]).call(*command[1])
# Make sure the x and y are right in the end
@x, @y = *command[2]
# Remove the command
move_list.pop
end
end
end
##
# Bring back an erased event
#
def unerase
@erased = false
refresh
end
end
class Game_Map
##
# Aliases
#
unless self.method_defined?('zeriab_caterpillar_game_map_setup')
alias zeriab_caterpillar_game_map_setup :setup
end
##
# Transfer Player
#
def setup(*args)
$game_system.caterpillar.clear
zeriab_caterpillar_game_map_setup(*args)
end
end
class Game_Switches
##
# Aliases
#
unless self.method_defined?('zeriab_caterpillar_game_switches_setter')
alias zeriab_caterpillar_game_switches_setter :[]=
end
##
# Setter
#
def []=(switch_id, value, *args)
zeriab_caterpillar_game_switches_setter(switch_id, value, *args)
if switch_id == Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH
$game_system.caterpillar.refresh
elsif switch_id == Game_Caterpillar::REMOVE_VISIBLE_ACTORS
if value
$game_system.caterpillar.erase_non_party_events
else
$game_system.caterpillar.unerase_all
end
end
end
end
class Interpreter
##
# Aliases
#
unless self.method_defined?('zeriab_caterpillar_interpreter_command_129')
alias zeriab_caterpillar_interpreter_command_129 :command_129
alias zeriab_caterpillar_interpreter_command_322 :command_322
end
##
# Change Party Member
#
def command_129
result = zeriab_caterpillar_interpreter_command_129
$game_system.caterpillar.refresh
return result
end
##
# Change Actor Graphic
#
def command_322
result = zeriab_caterpillar_interpreter_command_322
$game_system.caterpillar.update
return result
end
end
DISREGARD - PROBLEM RESOLVED
So what I have is Zeriab's Caterpillar Script, and Im trying to modify it so that I can delete the last registerd move event or two from the Caterpillar Actors Move Array. I'll post the code I have because I made some other edits to it as well, such as a Caterpillar Pause, so I can run a cutscene and not kick members from my party. Seems to be easier to do it this way, at least for me, I dont know if that feature would be useful to anyone else. But my big problem right now is trying to delete one or two of the Main Actors (Player) move events so that the Caterpillar wont walk over an event that, after triggering a touch event, will be unmoveable.
Something quick, look at about line 160
Share this post
Link to post
Share on other sites