Character Holograms

29 de junho de 2012
Character Holograms

Character Holograms (Version 1) é mais um script do SephirothSpawn para o RPG Maker XP. Este script foi projetado para permitir você a criar “hologramas” de todos os eventos e o jogador.

Os hologramas atravessam qualquer coisa e vão copiar os movimentos. Você pode fazer eles copiarem X simetricamente e/ou Y simetricamente. Também permite você a “empilhar” hologramas, assim seus hologramas podem ter hologramas, que também podem ter hologramas.

Este script, para funcionar, precisa do SDK. Você deve adicionar o código do Character Holograms, acima do Main e abaixo do SDK. O código do Character Hologramas está logo abaixo:

#==============================================================================
# ** Character Holograms
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 1
# 2006-10-07
#------------------------------------------------------------------------------
# * Description :
#
#   This script was designed to allow you to create "holograms" of all
#   events and the player. The holograms pass through anything and will
#   mirror your movements. You can make them mirror you x symmetrically and/or
#   y symmetrically. This also allows you to "stack" holograms, so your
#   holograms have holograms, as can those holograms have holograms.
#------------------------------------------------------------------------------
# * Instructions :
#
#   Place The Script Below the SDK and Above Main.
#   To Create, Delete, Push and Pop Holograms, Refer to Syntax
#------------------------------------------------------------------------------
# * Syntax :
#
#   Creating Character Hologram
#    - <game_character>.create_character_hologram(x, y, x_symmetric, 
#      y_symmetric, character_name, character_hue)
#
#   Deleting Character Hologram
#    - <game_character>.delete_character_hologram
#
#   Push Character Hologram
#    - <game_character>.push_character_hologram(x, y, x_symmetric, 
#      y_symmetric, character_name, character_hue)
#
#   Pop Character Hologram (Remove Last Hologram)
#    - <game_character>.pop_character_hologram
#
#   Retrieving Character Hologram Data (Based Of Parent Character)
#    - <game_character>.character_hologram
#
#   Replace <game_character> with :
#     player = $game_player
#     event  = $game_map.events[event_id]
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Character Holograms', 'SephirothSpawn', 1, '2006-09-07')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Character Holograms')

#==============================================================================
# ** Game_Character
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :character_hologram
  attr_reader  :move_speed
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_chrholo_gmchr_init initialize
  alias seph_chrholo_gmchr_md move_down
  alias seph_chrholo_gmchr_ml move_left
  alias seph_chrholo_gmchr_mr move_right
  alias seph_chrholo_gmchr_mu move_up
  alias seph_chrholo_gmchr_mll move_lower_left
  alias seph_chrholo_gmchr_mlr move_lower_right
  alias seph_chrholo_gmchr_mul move_upper_left
  alias seph_chrholo_gmchr_mur move_upper_right
  alias seph_chrholo_gmchr_j jump
  alias seph_chrholo_gmchr_td turn_down
  alias seph_chrholo_gmchr_tl turn_left
  alias seph_chrholo_gmchr_tr turn_right
  alias seph_chrholo_gmchr_tu turn_up
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    seph_chrholo_gmchr_init
    @character_hologram = nil
  end
  #--------------------------------------------------------------------------
  # * Create Character Hologram
  #--------------------------------------------------------------------------
  def create_character_hologram(x = @x, y = @y, x_sym = false, y_sym = true,
      name = @character_name, hue = @character_hue)
    unless @character_hologram.nil?
      delete_character_hologram
    end
    @character_hologram = Game_HolographicCharacter.new(self, x, y, 
      x_sym, y_sym, name, hue)
    $game_map.add_character(@character_hologram)
  end
  #--------------------------------------------------------------------------
  # * Delete Character Hologram
  #--------------------------------------------------------------------------
  def delete_character_hologram
    $game_map.delete_character(@character_hologram)
    @character_hologram = nil
  end
  #--------------------------------------------------------------------------
  # * Push Character Hologram
  #--------------------------------------------------------------------------
  def push_character_hologram(x = @x, y = @y, x_sym = false, y_sym = true,
      name = @character_name, hue = @character_hue)
    # If No Character Hologram
    if @character_hologram.nil?
      create_character_hologram(x, y, x_sym, y_sym, name, hue)
      return
    end
    # Pass to Character Hologram
    @character_hologram.push_character_hologram(x, y, x_sym, y_sym, name, hue)
  end
  #--------------------------------------------------------------------------
  # * Pop Character Hologram
  #--------------------------------------------------------------------------
  def pop_character_hologram
    # Return if No Character Hologram
    return if @character_hologram.nil?
    # Delete Character Hologram if Holograms Has No Child Hologram
    if @character_hologram.character_hologram.nil?
      delete_character_hologram
      return
    end
    # Pass to Character Hologram
    @character_hologram.pop_character_hologram
  end
  #--------------------------------------------------------------------------
  # * Move Down
  #--------------------------------------------------------------------------
  def move_down(turn_enabled = true)
    # Move Hologram
    move_hologram = passable?(@x, @y, 2)
    # Original Move
    seph_chrholo_gmchr_md(turn_enabled)
    # If passable
    return unless move_hologram
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric
        @character_hologram.move_up(turn_enabled)
      else
        @character_hologram.move_down(turn_enabled)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Left
  #--------------------------------------------------------------------------
  def move_left(turn_enabled = true)
    # Move Hologram
    move_hologram = passable?(@x, @y, 4)
    # Original Move
    seph_chrholo_gmchr_ml(turn_enabled)
    # If passable
    return unless move_hologram
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.y_symmetric
        @character_hologram.move_right(turn_enabled)
      else
        @character_hologram.move_left(turn_enabled)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Right
  #--------------------------------------------------------------------------
  def move_right(turn_enabled = true)
    # Move Hologram
    move_hologram = passable?(@x, @y, 6)
    # Original Move
    seph_chrholo_gmchr_mr(turn_enabled)
    # If passable
    return unless move_hologram
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.y_symmetric
        @character_hologram.move_left(turn_enabled)
      else
        @character_hologram.move_right(turn_enabled)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move up
  #--------------------------------------------------------------------------
  def move_up(turn_enabled = true)
    # Move Hologram
    move_hologram = passable?(@x, @y, 8)
    # Original Move
    seph_chrholo_gmchr_mu(turn_enabled)
    # If passable
    return unless move_hologram
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric
        @character_hologram.move_down(turn_enabled)
      else
        @character_hologram.move_up(turn_enabled)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Down
  #--------------------------------------------------------------------------
  def turn_down
    # Original Move
    seph_chrholo_gmchr_td
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric
        @character_hologram.turn_up
      else
        @character_hologram.turn_down
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Left
  #--------------------------------------------------------------------------
  def turn_left
    # Original Move
    seph_chrholo_gmchr_tl
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.y_symmetric
        @character_hologram.turn_right
      else
        @character_hologram.turn_left
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Right
  #--------------------------------------------------------------------------
  def turn_right
    # Original Move
    seph_chrholo_gmchr_tr
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.y_symmetric
        @character_hologram.turn_left
      else
        @character_hologram.turn_right
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Up
  #--------------------------------------------------------------------------
  def turn_up
    # Original Move
    seph_chrholo_gmchr_tu
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric
        @character_hologram.turn_down
      else
        @character_hologram.turn_up
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left
  #--------------------------------------------------------------------------
  def move_lower_left
    # Move Hologram
    move_holo1 = (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4))
    move_holo2 = (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
    # Original Move
    seph_chrholo_gmchr_mll(turn_enabled)
    # When a down to left or a left to down course is passable
    return unless move_holo1 or move_holo2
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric && @character_hologram.y_symmetric
        @character_hologram.move_upper_right
      elsif @character_hologram.x_symmetric
        @character_hologram.move_upper_left
      elsif @character_hologram.y_symmetric
        @character_hologram.move_lower_right
      else
        @character_hologram.move_lower_left
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right
  #--------------------------------------------------------------------------
  def move_lower_right
    # Move Hologram
    move_holo1 = (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6))
    move_holo2 = (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
    # Original Move
    seph_chrholo_gmchr_mlr(turn_enabled)
    # When a down to right or a right to down course is passable
    return unless move_holo1 or move_holo2
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric && @character_hologram.y_symmetric
        @character_hologram.move_upper_left
      elsif @character_hologram.x_symmetric
        @character_hologram.move_upper_right
      elsif @character_hologram.y_symmetric
        @character_hologram.move_lower_left
      else
        @character_hologram.move_lower_right
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Left
  #--------------------------------------------------------------------------
  def move_upper_left
    # Move Hologram
    move_holo1 = (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4))
    move_holo2 = (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
    # Original Move
    seph_chrholo_gmchr_mul(turn_enabled)
    # When an up to left or a left to up course is passable
    return unless move_holo1 or move_holo2
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric && @character_hologram.y_symmetric
        @character_hologram.move_lower_right
      elsif @character_hologram.x_symmetric
        @character_hologram.move_upper_left
      elsif @character_hologram.y_symmetric
        @character_hologram.move_upper_right
      else
        @character_hologram.move_upper_left
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right
  #--------------------------------------------------------------------------
  def move_upper_right
    # Move Hologram
    move_holo1 = (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6))
    move_holo2 = (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
    # Original Move
    seph_chrholo_gmchr_mur(turn_enabled)
    # When an up to right or a right to up course is passable
    return unless move_holo1 or move_holo2
    # If hologram exist
    unless @character_hologram.nil?
      if @character_hologram.x_symmetric && @character_hologram.y_symmetric
        @character_hologram.move_lower_left
      elsif @character_hologram.x_symmetric
        @character_hologram.move_lower_right
      elsif @character_hologram.y_symmetric
        @character_hologram.move_upper_left
      else
        @character_hologram.move_upper_right
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Jump
  #--------------------------------------------------------------------------
  def jump(x_plus, y_plus)
    # Move Hologram
    move_holo1 = (x_plus == 0 and y_plus == 0)
    move_holo2 = passable?(new_x, new_y, 0)
    # Original Move
    seph_chrholo_gmchr_j(x_plus, y_plus)
    # Calculate new coordinates
    new_x = @x + x_plus
    new_y = @y + y_plus
    # If plus value is (0,0) or jump destination is passable
    return unless move_holo1 or move_holo2
    # If hologram exist
    unless @character_hologram.nil?
      x_plus *= -1 if @y_symmetric
      y_plus *= -1 if @x_symmetric
      @character_hologram.jump(x_plus, y_plus)
    end
  end
end

#==============================================================================
# ** Game_HolographicCharacter
#==============================================================================

class Game_HolographicCharacter < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :x_symmetric
  attr_reader :y_symmetric
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(parent, x = parent.x, y = parent.y, 
                 x_sym = false, y_sym = true, 
                 name = parent.character_hue, hue = parent.character_hue)
    super()
    @parent = parent
    @x, @y = x, y
    @real_x, @real_y = x * 128, y * 128
    @character_name, @character_hue = name, hue
    @x_symmetric, @y_symmetric = x_sym, y_sym
    @opacity = [parent.opacity - 50, 55].max
    @direction, @move_speed = parent.direction, parent.move_speed
    @through = true
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #--------------------------------------------------------------------------
  def passable?(x, y, d)
    # passable
    return true
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    @move_speed = @parent.move_speed
  end
end

#==============================================================================
# ** Game_Map
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_chrholo_gmmap_setup setup
  alias seph_chrholo_gmmap_refresh refresh
  alias seph_chrholo_gmmap_update update
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def setup(map_id)
    # Original Setup
    seph_chrholo_gmmap_setup(map_id)
    # Sets Up Hologram Sprites
    @character_holograms = []
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Original Update
    seph_chrholo_gmmap_update
    # Updates Character Holograms
    @character_holograms.each {|x| x.update}
  end
  #--------------------------------------------------------------------------
  # * Add Character
  #--------------------------------------------------------------------------
  def add_character(character)
    @character_holograms << character
    $scene.spriteset.add_character(character)
  end
  #--------------------------------------------------------------------------
  # * Delete Character
  #--------------------------------------------------------------------------
  def delete_character(character)
    $scene.spriteset.delete_character(character)
    @character_holograms.delete(character)
  end
end

#==============================================================================
# ** Sprite_Character
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_chrholo_sprchr_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    return if self.disposed?
    seph_chrholo_sprchr_update
  end
end

#==============================================================================
# ** Spriteset_Map
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Add Character
  #--------------------------------------------------------------------------
  def add_character(character)
    @character_sprites.push(Sprite_Character.new(@viewport1, character))    
  end
  #--------------------------------------------------------------------------
  # * Delete Character
  #--------------------------------------------------------------------------
  def delete_character(character)
    for sprite_character in @character_sprites
      if sprite_character.character === character
        sprite_character.dispose
        @character_sprites.delete(character)
        return
      end
    end
  end
end

#==============================================================================
# ** Scene_Map
#==============================================================================

class Scene_Map
  attr_reader :spriteset
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end

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