- Joined
- Nov 26, 2015
- Messages
- 106
- Reaction score
- 20
- First Language
- Italian
I created this for myself and I thought that I might aswell upload it.
To use it you must:
1 - insert "8dir" in the name of the file (wherever you want)
2 - put the 4 diagonal graphics right below the normal cross movement graphics, just as they where an another character
3 - be sure the diagonal movement graphics are facing directions in this order: South-West, NW, SE, NE
4 - choose either both top(normal) and bottom(diagonal) graphic sheet for the character, the code accounts for it
5 - if you want a cahracter to face a diagonal direction during, for example, a set-mouve-route, just call "this.setDirection(direction_id)" via script.
if you want to know which id(number) stands for which direction just look at your numpad and imagine the character instead of the "5" key
You can find this same instructions also in the plugin help.
Here is an example graphic if you want to see how the 8dr graphic should be like
(ps i didnt' create this graphic, i found it on goole, i just rearranged the sprites and resized the image)
| ---
basically is the standard 4 x 2 character sheet, you just put the diag graphics in the bottom slot.
I hope you'll find this usefull
Plugin code (dowload here: View attachment 8dir_graphics.js)
To use it you must:
1 - insert "8dir" in the name of the file (wherever you want)
2 - put the 4 diagonal graphics right below the normal cross movement graphics, just as they where an another character
3 - be sure the diagonal movement graphics are facing directions in this order: South-West, NW, SE, NE
4 - choose either both top(normal) and bottom(diagonal) graphic sheet for the character, the code accounts for it
5 - if you want a cahracter to face a diagonal direction during, for example, a set-mouve-route, just call "this.setDirection(direction_id)" via script.
if you want to know which id(number) stands for which direction just look at your numpad and imagine the character instead of the "5" key
You can find this same instructions also in the plugin help.
Here is an example graphic if you want to see how the 8dr graphic should be like
(ps i didnt' create this graphic, i found it on goole, i just rearranged the sprites and resized the image)
basically is the standard 4 x 2 character sheet, you just put the diag graphics in the bottom slot.
I hope you'll find this usefull
Plugin code (dowload here: View attachment 8dir_graphics.js)
Code:
//=============================================================================
// 8dir_graphics.js
//=============================================================================
/*:
* @plugindesc you can use 8 directions graphics
*
* @author Orcomarcio
*
* @help to use 8 direction graphics:
1 - insert "8dir" in the name of the file (wherever you want)
2 - put the 4 diagonal graphics right below the normal cross movement graphics, just as they where an another character
3 - be sure the diagonal movement graphics are facing directions in this order: South-West, NW, SE, NE
4 - choose either both top(normal) and bottom(diagonal) graphic sheet for the character, the code accounts for it
5 - if you want a cahracter to face a diagonal direction during, for example, a set-mouve-route, just call "this.setDirection(direction_id)" via script.
if you want to know which id(number) stands for which direction just look at your numpad and imagine the character instead of the "5" key
*
* Free for commercial and non commercial use.
*/
ImageManager.is8DirCharacter = function(filename) {
return filename.contains('8dir');
};
var alias_Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
Game_CharacterBase.prototype.initMembers = function() {
alias_Game_CharacterBase_initMembers.call(this); //calls original method
// added lines
this._dir8 = this._direction;
this._isDir8 = false;
this._originalCharacterIndex;
};
var alias_CharacterBase_update = Game_CharacterBase.prototype.update
Game_CharacterBase.prototype.update = function() {
alias_CharacterBase_update.call(this); //calls original method
// added lines
this.updateDir8();
};
Game_CharacterBase.prototype.setImage = function(characterName, characterIndex) {
this._tileId = 0;
this._characterName = characterName;
this._characterIndex = characterIndex;
this._isObjectCharacter = ImageManager.isObjectCharacter(characterName);
// added lines
this._isDir8 = ImageManager.is8DirCharacter(characterName);
this._originalCharacterIndex = (this._isDir8 && this._characterIndex > 3) ? this._characterIndex - 4 : this._characterIndex;
};
Game_CharacterBase.prototype.setDirection = function(d) {
if (!this.isDirectionFixed() && d) {
var dir4;
switch (d) {
case 1:
dir4 = 2;
break;
case 3:
dir4 = 6;
break;
case 7:
dir4 = 4;
break;
case 9:
dir4 = 8;
break;
default:
dir4 = d;
}
this._direction = dir4;
this._dir8 = d;
}
this.resetStopCount();
};
Game_CharacterBase.prototype.updateDir8 = function() {
if (this._isDir8) {
if (this._dir8 % 2 == 0) {
// direzione a croce
this._characterIndex = this._originalCharacterIndex;
}
else {
// direzione in diagonale
this._characterIndex = this._originalCharacterIndex + 4;
}
}
};
Game_CharacterBase.prototype.moveDiagonally = function(horz, vert) {
this.setMovementSuccess(this.canPassDiagonally(this._x, this._y, horz, vert));
if (this.isMovementSucceeded()) {
this._x = $gameMap.roundXWithDirection(this._x, horz);
this._y = $gameMap.roundYWithDirection(this._y, vert);
this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(horz));
this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(vert));
this.increaseSteps();
}
if (horz == 4) {
if (vert == 2) this.setDirection(1);
else this.setDirection(7);
} else {
if (vert == 2) this.setDirection(3);
else this.setDirection(9);
}
};
Last edited by a moderator:

