#==============================================================================
# - Citizens Script ~ v1.0 # ( 13/12/06 )
#--------------------------#---------------------------------------------------
# by Alato ~ www.rpg2s.net #
#--------------------------#
# Contiene l'XPML Script di Rataime e una versione
# modificata da me dell'Anti Event Lag Script di
# Near Fantastica.
#------------------------------------------------------------------------------
# Incollato questo script in una pagina sopra il Main
# avrete a disposizione un nuovo comando per gli eventi.
# Scrivendo "begin passante" in un commento dell'evento
# questo verrà considerato come un passante, cioè sarà
# sempre presente vicino allo schermo.
# Grafica, velocità e frequenza sono gestiti dallo
# script in maniera casuale (per la grafica utilizza
# i character di default "Civilian").
#
# In caso di domande o problemi chiedete nel forum
# di www.rpg2s.net
#==============================================================================
############################################
######## Aggiunte a Game_Character #########
############################################
class Game_Character
#--------------------------------------------------------------------------
# - Aggiornamento
#--------------------------------------------------------------------------
def update
if passante?
@move_type = 77 # Movimento Passanti
@move_frequency = 6
end
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
if @anime_count > 18 - @move_speed * 2
if not @step_anime and @stop_count > 0
@pattern = @original_pattern
else
@pattern = (@pattern + 1) % 4
end
@anime_count = 0
end
if @wait_count > 0
@wait_count -= 1
return
end
if @move_route_forcing
move_type_custom
return
end
if @starting or lock?
return
end
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
case @move_type
when 1
move_type_random
when 2
move_type_toward_player
when 3
move_type_custom
when 77
move_type_passante
end
end
end
#--------------------------------------------------------------------------
# - Riposiziona
#--------------------------------------------------------------------------
def riposiziona
case rand(3)
when 0
r_x = $game_map.display_x + rand(21)*128 - 128*3
r_y = $game_map.display_y - 128*3
when 1
r_x = $game_map.display_x + rand(21)*128 - 128*3
r_y = $game_map.display_y + 2176 + 128*3
when 2
r_x = $game_map.display_x - 128*3
r_y = $game_map.display_y + rand(16)*128 - 128*3
when 3
r_x = $game_map.display_x + 2816 + 128*3
r_y = $game_map.display_y + rand(16)*128 - 128*3
end
x = r_x / 128
y = r_y / 128
if $game_map.passable?(x, y, 0)
@real_x = r_x
@real_y = r_y
@x = x
@y = y
else
riposiziona
end
r = rand(23) + 1
if r < 10
name = "10" + r.to_s + "-Civilian0" + r.to_s
else
name = "1" + r.to_s + "-Civilian" + r.to_s
end
@character_name = name
@move_speed = rand(2)+ 1
end
#--------------------------------------------------------------------------
# - Movimento Passante
#--------------------------------------------------------------------------
def move_type_passante
case rand(19)
when 0..16
move_forward
when 17
move_random
when 18
@stop_count = 0
end
end
end
############################################
######### Aggiunte a GAme_Event ############
############################################
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# - Controlla se è un passante
#--------------------------------------------------------------------------
def passante?
params = XPML_read("passante",@id,2)
return (params != nil)
end
end
############################################
######### Aggiunte a Game_Player ###########
############################################
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# - Il Player non è mai un passante
#--------------------------------------------------------------------------
def passante?
return false
end
end
###################
############ XPML Definition ###############
# by Rataime #
###################
def XPML_read(markup,event_id,max_param_number=0)
parameter_list = nil
event=$game_map.events[event_id]
return if event.list==nil
for i in 0...event.list.size
if event.list[i].code == 108 and event.list[i].parameters[0].downcase == "begin "+markup.downcase
parameter_list = [] if parameter_list == nil
for j in i+1...event.list.size
if event.list[j].code == 108
parts = event.list[j].parameters[0].split
if parts.size!=1 and parts[0].downcase!="begin"
if parts[1].to_i!=0 or parts[1]=="0"
parameter_list.push(parts[1].to_i)
else
parameter_list.push(parts[1])
end
else
return parameter_list
end
else
return parameter_list
end
return parameter_list if max_param_number!=0 and j==i+max_param_number
end
end
end
return parameter_list
end
############################
####### Anti Event Lag Script v3 ###############
# by Near Fantastica #
############################
# ~ mod by Alato #
############################
#====
# ¦ Game_Map
#====
class Game_Map
#------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#------
def in_big_range?(object)
screne_x = $game_map.display_x
screne_x -= 256*6
screne_y = $game_map.display_y
screne_y -= 256*6
screne_width = $game_map.display_x
screne_width += 2816 + 256*5
screne_height = $game_map.display_y
screne_height += 2176 + 256*5
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#------
def update
if $game_map.need_refresh
refresh
end
if @scroll_rest > 0
distance = 2 ** @scroll_speed
case @scroll_direction
when 2
scroll_down(distance)
when 4
scroll_left(distance)
when 6
scroll_right(distance)
when 8
scroll_up(distance)
end
@scroll_rest -= distance
end
for event in @events.values
if in_range?(event) or event.trigger == 3 or event.trigger == 4
event.update
elsif event.passante? # se è un passante riposizionalo
event.update
until in_big_range?(event)
event.riposiziona
end
end
end
for common_event in @common_events.values
common_event.update
end
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
if @fog_tone_duration >= 1
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
if @fog_opacity_duration >= 1
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
end
end
#====
# ¦ Spriteset_Map
#====
class Spriteset_Map
#------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#------
def in_big_range?(object)
screne_x = $game_map.display_x
screne_x -= 256*6
screne_y = $game_map.display_y
screne_y -= 256*6
screne_width = $game_map.display_x
screne_width += 2816 + 256*5
screne_height = $game_map.display_y
screne_height += 2176 + 256*5
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#------
def update
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
i=0
for sprite in @character_sprites
if sprite.character.is_a?(Game_Event)
if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4 or (sprite.character.passante? and in_big_range?(sprite.character))
sprite.update
i+=1
end
else
sprite.update
i+=1
end
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end