Seguindo O Líder No RMXP Com Caterpillar

23 de dezembro de 2011

Neste post vamos postar dois scripts que fazem os heróis seguirem o líder em um jogo do RPG Maker XP. Os dois scripts são o Caterpillar e o Caterpillar EX, que é o mesmo com algumas inclusões como: mudança de líder em tempo de jogo, ativar/desativar Caterpillar em tempo de jogo e mudar a quantidade de heróis que o Caterpillar vai exibir.

O script original foi criado por fukuyama e as inclusões da versão EX são de JOAONETO.

Caterpillar

# SEGUIR O LIDER
# Criado por fukuyama
# TRAIN_ACTOR_TRANSPARENT_SWITCH = false

TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
#
#
#
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

class Game_Party_Actor < Game_Character
def initialize
super()
@through = true
end
def setup(actor)
# 
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# 
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#
# 
# 
#
def move_down(turn_enabled = true)
# 
if turn_enabled
turn_down
end
# 
if passable?(@x, @y, Input::DOWN)
# 
turn_down
# 
@y += 1
end
end
#
# 
# 
#
def move_left(turn_enabled = true)
# 
if turn_enabled
turn_left
end
# 
if passable?(@x, @y, Input::LEFT)
# 
turn_left
# 
@x -= 1
end
end
#
#
# 
#
def move_right(turn_enabled = true)
# 
if turn_enabled
turn_right
end
# 
if passable?(@x, @y, Input::RIGHT)
# 
turn_right
# 
@x += 1
end
end
#
# 
# 
#
def move_up(turn_enabled = true)
# 
if turn_enabled
turn_up
end
# 
if passable?(@x, @y, Input::UP)
# 
turn_up
# 
@y -= 1
end
end
#
#
#
def move_lower_left
# 
unless @direction_fix
# 
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# 
@x -= 1
@y += 1
end
end
#
# 
#
def move_lower_right
# 
unless @direction_fix
# 
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# 
@x += 1
@y += 1
end
end
#
# 
#
def move_upper_left
# 
unless @direction_fix
# 
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# 
@x -= 1
@y -= 1
end
end
#
# 
#
def move_upper_right
# 
unless @direction_fix
# 
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# 
@x += 1
@y -= 1
end
end

def set_move_speed(move_speed)
@move_speed = move_speed
end
end

class Spriteset_Map
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites[i].character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

class Scene_Map
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end

class Game_Party
def set_transparent_actors(transparent)
@transparent = transparent
end
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 .. 4
@characters.push(Game_Party_Actor.new)
end
end
if @actors_chach == nil
@actors_chach = []
end
if @actors_chach != @actors
@actors_chach = @actors.clone
for i in 1 .. 4
@characters[i - 1].setup(actors[i])
end
end
if $scene.instance_of?(Scene_Map)
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
else
transparent = $game_player.transparent
end
end
for character in @characters
character.transparent = transparent
character.set_move_speed($game_player.get_move_speed)
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
for i in 0 .. 10
@move_list[i] = nil
end
end
def move_party_actors
if @move_list == nil
@move_list = []
for i in 0 .. 10
@move_list[i] = nil
end
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end

module Game_Player_Module
def update
$game_party.update_party_actors
super
end
def moveto( x, y )
super
$game_party.moveto_party_actors( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# 
new_x = @x + x_plus
new_y = @y + y_plus
# 
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end

# 
# 
# 
def get_move_speed
return @move_speed
end
end

class Game_Player
include Game_Player_Module
end

Caterpillar EX

CODE  
################################################################# 
################## CATERPILLAR EX ############################### 
####### Caterpillar - http://www4.big.or.jp/~fukuyama/ ########## 
####### Seleção rápida - JOAONETO - mr_mcloud@hotmail.com ####### 
####### Ativar/Desativar Caterpillar - JOAONETO ################# 
####### Quantidade de Heróis - JOAONETO ######################### 
################################################################# 

# Este é o mesmo Caterppilar, porém com algumas inclusões: 
#1º - Mudança de líder em tempo de jogo 
#2º - Ativar/Desativar Caterpillar em tempo de jogo 
#3º - Mudar a quantidade de heróis que o Caterpillar vai exibir 

# Para mudar a equipe, aperte L(A tecla Q) 
# Para On/Off o Caterpillar, Aperte R(A tecla W) 
#Para mudar as Teclas, apenas troque-as no código logo abaixo. 

#Para mudar a quantidade de exibição de heróis, apenas mude o 
#Valor de $HEROS para o valor que você quer mais um. 
#EX: $HEROS = 3 vai mostrar o Líder mais 3 aliados 
#--------------------------------------------------------------- 
class Scene_Map 
alias new_update update 
def update 
new_update 
if Input.trigger?(Input::L) 
$game_system.se_play($data_system.decision_se) 
change_party 
end 
if Input.trigger?(Input::R) 
$game_system.se_play($data_system.decision_se) 
$TRAIN_ACTOR_TRANSPARENT == false ? $TRAIN_ACTOR_TRANSPARENT = true : $TRAIN_ACTOR_TRANSPARENT = false 
end 
end 

def change_party 
@heros = [] 
for i in 0...$game_party.actors.size 
@heros[i] = $game_party.actors[i] 
end 
for i in 1...@heros.size 
$game_party.actors[i - 1] = @heros[i] 
end 
$game_party.actors[@heros.size - 1] = @heros[0] 
$game_player.refresh 
end 
end 

TRAIN_ACTOR_TRANSPARENT_SWITCH = true 
$TRAIN_ACTOR_TRANSPARENT = false 
$HEROS = 5 

DOWN_LEFT = 1 
DOWN_RIGHT = 3 
UP_LEFT = 7 
UP_RIGHT = 9 
JUMP = 5 

class Game_Party_Actor < Game_Character 
def initialize 
super() 
@through = true 
end 
def setup(actor) 
if actor != nil 
@character_name = actor.character_name 
@character_hue = actor.character_hue 
else 
@character_name = "" 
@character_hue = 0 
end 
@opacity = 255 
@blend_type = 0 
end 
def screen_z(height = 0) 
if $game_player.x == @x and $game_player.y == @y 
return $game_player.screen_z(height) - 1 
end 
super(height) 
end 
def move_down(turn_enabled = true) 
if turn_enabled 
turn_down 
end 
if passable?(@x, @y, Input::DOWN) 
turn_down 
@y += 1 
end 
end 
def move_left(turn_enabled = true) 
if turn_enabled 
turn_left 
end 
if passable?(@x, @y, Input::LEFT) 
turn_left 
@x -= 1 
end 
end 
def move_right(turn_enabled = true) 
if turn_enabled 
turn_right 
end 
if passable?(@x, @y, Input::RIGHT) 
turn_right 
@x += 1 
end 
end 
def move_up(turn_enabled = true) 
if turn_enabled 
turn_up 
end 
if passable?(@x, @y, Input::UP) 
turn_up 
@y -= 1 
end 
end 
def move_lower_left 
unless @direction_fix 
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) 
end 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) 
@x -= 1 
@y += 1 
end 
end 
def move_lower_right 
unless @direction_fix 
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) 
end 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) 
@x += 1 
@y += 1 
end 
end 
def move_upper_left 
unless @direction_fix 
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) 
end 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
@x -= 1 
@y -= 1 
end 
end 
def move_upper_right 
unless @direction_fix 
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) 
end 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
@x += 1 
@y -= 1 
end 
end 

def set_move_speed(move_speed) 
@move_speed = move_speed 
end 
end 

class Spriteset_Map 
def setup_actor_character_sprites? 
return @setup_actor_character_sprites_flag != nil 
end 
def setup_actor_character_sprites(characters) 
if !setup_actor_character_sprites? 
index_game_player = 0 
@character_sprites.each_index do |i| 
if @character_sprites[i].character.instance_of?(Game_Player) 
index_game_player = i 
break 
end 
end 
for character in characters.reverse 
@character_sprites.unshift( 
Sprite_Character.new(@viewport1, character) 
) 
end 
@setup_actor_character_sprites_flag = true 
end 
end 
end 
class Scene_Map 
def setup_actor_character_sprites(characters) 
@spriteset.setup_actor_character_sprites(characters) 
end 
end 

class Game_Party 
def set_transparent_actors(transparent) 
@transparent = transparent 
end 
def setup_actor_character_sprites 
if @characters == nil 
@characters = [] 
for i in 1 .. $HEROS 
@characters.push(Game_Party_Actor.new) 
end 
end 
if @actors_chach == nil 
@actors_chach = [] 
end 
if @actors_chach != @actors 
@actors_chach = @actors.clone 
for i in 1 .. $HEROS 
@characters[i - 1].setup(actors[i]) 
end 
end 
if $scene.instance_of?(Scene_Map) 
$scene.setup_actor_character_sprites(@characters) 
end 
end 
def update_party_actors 
setup_actor_character_sprites 
transparent = $game_player.transparent 
if transparent == false 
if TRAIN_ACTOR_TRANSPARENT_SWITCH 
transparent = $TRAIN_ACTOR_TRANSPARENT 
else 
transparent = $game_player.transparent 
end 
end 
for character in @characters 
character.transparent = transparent 
character.set_move_speed($game_player.get_move_speed) 
character.update 
end 
end 
def moveto_party_actors( x, y ) 
setup_actor_character_sprites 
for character in @characters 
character.moveto( x, y ) 
end 
if @move_list == nil 
@move_list = [] 
end 
for i in 0 .. 10 
@move_list[i] = nil 
end 
end 
def move_party_actors 
if @move_list == nil 
@move_list = [] 
for i in 0 .. 10 
@move_list[i] = nil 
end 
end 
@move_list.each_index do |i| 
if @characters[i] != nil 
case @move_list[i].type 
when Input::DOWN 
@characters[i].move_down(@move_list[i].args[0]) 
when Input::LEFT 
@characters[i].move_left(@move_list[i].args[0]) 
when Input::RIGHT 
@characters[i].move_right(@move_list[i].args[0]) 
when Input::UP 
@characters[i].move_up(@move_list[i].args[0]) 
when DOWN_LEFT 
@characters[i].move_lower_left 
when DOWN_RIGHT 
@characters[i].move_lower_right 
when UP_LEFT 
@characters[i].move_upper_left 
when UP_RIGHT 
@characters[i].move_upper_right 
when JUMP 
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) 
end 
end 
end 
end 
class Move_List_Element 
def initialize(type,args) 
@type = type 
@args = args 
end 
def type() return @type end 
def args() return @args end 
end 
def add_move_list(type,*args) 
@move_list.unshift(Move_List_Element.new(type,args)).pop 
end 
def move_down_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input::DOWN,turn_enabled) 
end 
def move_left_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input::LEFT,turn_enabled) 
end 
def move_right_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input::RIGHT,turn_enabled) 
end 
def move_up_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input::UP,turn_enabled) 
end 
def move_lower_left_party_actors 
move_party_actors 
add_move_list(DOWN_LEFT) 
end 
def move_lower_right_party_actors 
move_party_actors 
add_move_list(DOWN_RIGHT) 
end 
def move_upper_left_party_actors 
move_party_actors 
add_move_list(UP_LEFT) 
end 
def move_upper_right_party_actors 
move_party_actors 
add_move_list(UP_RIGHT) 
end 
def jump_party_actors(x_plus, y_plus) 
move_party_actors 
add_move_list(JUMP,x_plus, y_plus) 
end 
end 
module Game_Player_Module 
def update 
$game_party.update_party_actors 
super 
end 
def moveto( x, y ) 
super 
$game_party.moveto_party_actors( x, y ) 
end 
def move_down(turn_enabled = true) 
if passable?(@x, @y, Input::DOWN) 
$game_party.move_down_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_left(turn_enabled = true) 
if passable?(@x, @y, Input::LEFT) 
$game_party.move_left_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_right(turn_enabled = true) 
if passable?(@x, @y, Input::RIGHT) 
$game_party.move_right_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_up(turn_enabled = true) 
if passable?(@x, @y, Input::UP) 
$game_party.move_up_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_lower_left 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) 
$game_party.move_lower_left_party_actors 
end 
super 
end 
def move_lower_right 
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) 
$game_party.move_lower_right_party_actors 
end 
super 
end 
def move_upper_left 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
$game_party.move_upper_left_party_actors 
end 
super 
end 
def move_upper_right 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
$game_party.move_upper_right_party_actors 
end 
super 
end 
def jump(x_plus, y_plus) 
new_x = @x + x_plus 
new_y = @y + y_plus 
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0) 
$game_party.jump_party_actors(x_plus, y_plus) 
end 
super(x_plus, y_plus) 
end 
def get_move_speed 
return @move_speed 
end 
end 
class Game_Player 
include Game_Player_Module 
end

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