Copy of PK8 Move during messages?

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Mawichan

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Hello, does anyone have a copy of PK8's move during messages script?
If you do, could you send me a link please?
The original links are down and I can't find it anywhere else.
I know Galv has a similar script, but I'm using a different script to show busts while displaying text and Galv's script is keeping them from showing up. I'd like to test how it goes with PK8's version.
Plus, Galv's script has a few small issues regarding interaction with events while text is going on.
Thank you.
 

ZirconStorms

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I have the XP version, maybe someone could convert it to Ace if no one can find PK8's Ace version.

Code:
=begin
 
 Move During Messages v1.1S
 by PK8
 Created: 5/22/2012
 Modified: 5/25/2012
 ------------------------------------------------------------------------------
 ¦ Author's Notes
   This script was originally made as an event system around the
   18th of October, 2005, purely out of accident. I was attempting to make a
   very quick Pacman-esque demo (I forgot why), and came across player
   characters moving around via move route while a message window was visible
   during a test play completely by accident.
  
   A few modifications to the event system and 7 years later, that system is
   now a script.
 ------------------------------------------------------------------------------
 ¦ Introduction
   Move During Messages allows players to... well, move during messages.
 ------------------------------------------------------------------------------
 ¦ Features
   o Players can move during messages.
   o Creators can set which maps enables/disables it.
   o Creators can set how far the player can move while a message is being
     displayed.
   o Set multiple maps at once using ranges. (New to v1.1S)
 ------------------------------------------------------------------------------
 ¦ Changelog
   o v1E    (10/18/2005): Event System initially released.
   o v2E    (11/14/2008): v2 released.
   o v1S    (05/22/2012): It's now a script.
   o v1.1S  (05/25/2012): Now users can set ranges, streamlining the process
                          of setting which maps (dis)allows moving during
                          messages.
 ------------------------------------------------------------------------------
 ¦ Methods Aliased
   Game_Player.update
 
=end
 
#==============================================================================
# ** Configuration
#==============================================================================
 
module PK8
  class Dialogue_Move
    #--------------------------------------------------------------------------
    # * General Settings
    #--------------------------------------------------------------------------
    Switch = true         # If TRUE, script is on. If FALSE, script is off.
    
    #--------------------------------------------------------------------------
    # * Map Settings
    # Integers, ranges, and nil values are allowed to be used in the array.
    #--------------------------------------------------------------------------
    Map_IDs = [1,2,3]
    Map_IDs_Flag = false # If TRUE, occurs in all maps but those specified.
                         # If FALSE, occurs in specified maps.
 
    #--------------------------------------------------------------------------
    # * Radius Settings
    #--------------------------------------------------------------------------
    Radius_Flag = true   # If TRUE, players get a limit on how far they can move
                         # while messages are visible. If FALSE, doesn't apply.
    Radius_X = 3         # Set how far players can move horizontally. (In tiles)
    Radius_Y = 3         # Set how far players can move vertically. (In tiles)
    
    #--------------------------------------------------------------------------
    # * Do Not Modify
    #--------------------------------------------------------------------------
    if Map_IDs.include?(nil)
      load_data("Data/Mapinfos.rxdata").keys.each { |item| Map_IDs.push(item) }
      Map_IDs.delete(nil)
    end
    Map_IDs.each { |item|
      if item.is_a?(Range)
        for i in item; Map_IDs.push(i); end
        Map_IDs.delete(item)
      elsif item.is_a?(Array)
        item.each { | i |
          if i.is_a?(Integer); Map_IDs.push[i]
          elsif i.is_a?(Range); for i2 in i; Map_IDs.push[i2]; end
          end
        }
        Map_IDs.delete(item)
      end
    }
    Map_IDs.compact
  end
end
 
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================
 
class Game_Player
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method(:pk8_dialoguemove_update, :update)
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    pk8_dialoguemove_update
    if PK8::Dialogue_Move::Switch == true
      if ((PK8::Dialogue_Move::Map_IDs.include?($game_map.map_id) and
      PK8::Dialogue_Move::Map_IDs_Flag == false) or
      (!PK8::Dialogue_Move::Map_IDs.include?($game_map.map_id) and
      PK8::Dialogue_Move::Map_IDs_Flag == true))
        @mdm_position = [@x, @y] if @mdm_position == nil
        if $game_temp.message_window_showing and !moving?
          case Input.dir4
          when 2
            if PK8::Dialogue_Move::Radius_Flag == true
              move_down if @y < @mdm_position[1] + PK8::Dialogue_Move::Radius_Y
            else
              move_down
            end
          when 4
            if PK8::Dialogue_Move::Radius_Flag == true
              move_left if @x > @mdm_position[0] - PK8::Dialogue_Move::Radius_X
            else
              move_left
            end
          when 6
            if PK8::Dialogue_Move::Radius_Flag == true
              move_right if @x < @mdm_position[0] + PK8::Dialogue_Move::Radius_X
            else
              move_right
            end
          when 8
            if PK8::Dialogue_Move::Radius_Flag == true
              move_up if @y > @mdm_position[1] - PK8::Dialogue_Move::Radius_Y
            else
              move_up
            end
          end
        elsif !$game_temp.message_window_showing
          @mdm_position = nil if @mdm_position != nil
        end
      end
    end
  end
end
 

Mawichan

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Thank you for replying! I don't think anyone will have the time to convert the script to rgss3 but I bet it will be helpful for someone who is using XP.
 

Roninator2

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Made an attempt.

Seems to work. @Mawichan
Code:
=begin
 
 Move During Messages v1.1S
 by PK8
 Created: 5/22/2012
 Modified: 5/25/2012
 Coverted for VXAce by Roninator2 on 19 Jan 2019
 ------------------------------------------------------------------------------
 ¦ Author's Notes
   This script was originally made as an event system around the
   18th of October, 2005, purely out of accident. I was attempting to make a
   very quick Pacman-esque demo (I forgot why), and came across player
   characters moving around via move route while a message window was visible
   during a test play completely by accident.
 
   A few modifications to the event system and 7 years later, that system is
   now a script.
 ------------------------------------------------------------------------------
 ¦ Introduction
   Move During Messages allows players to... well, move during messages.
 ------------------------------------------------------------------------------
 ¦ Features
   o Players can move during messages.
   o Creators can set which maps enables/disables it.
   o Creators can set how far the player can move while a message is being
     displayed.
   o Set multiple maps at once using ranges. (New to v1.1S)
 ------------------------------------------------------------------------------
 ¦ Changelog
   o v1E    (10/18/2005): Event System initially released.
   o v2E    (11/14/2008): v2 released.
   o v1S    (05/22/2012): It's now a script.
   o v1.1S  (05/25/2012): Now users can set ranges, streamlining the process
                          of setting which maps (dis)allows moving during
                          messages.
 ------------------------------------------------------------------------------
 ¦ Methods Aliased
   Game_Player.update
 
=end
 
#==============================================================================
# ** Configuration
#==============================================================================
 
module PK8
  class Dialogue_Move
    #--------------------------------------------------------------------------
    # * General Settings
    #--------------------------------------------------------------------------
    Switch = true         # If TRUE, script is on. If FALSE, script is off.
 
    #--------------------------------------------------------------------------
    # * Map Settings
    # Integers, ranges, and nil values are allowed to be used in the array.
    #--------------------------------------------------------------------------
    Map_IDs = [1,2,3]
    Map_IDs_Flag = false # If TRUE, occurs in all maps but those specified.
                         # If FALSE, occurs in specified maps.
 
    #--------------------------------------------------------------------------
    # * Radius Settings
    #--------------------------------------------------------------------------
    Radius_Flag = true   # If TRUE, players get a limit on how far they can move
                         # while messages are visible. If FALSE, doesn't apply.
    Radius_X = 3         # Set how far players can move horizontally. (In tiles)
    Radius_Y = 3         # Set how far players can move vertically. (In tiles)
 
    #--------------------------------------------------------------------------
    # * Do Not Modify
    #--------------------------------------------------------------------------
    if Map_IDs.include?(nil)
      load_data("Data/Mapinfos.rxdata").keys.each { |item| Map_IDs.push(item) }
      Map_IDs.delete(nil)
    end
    Map_IDs.each { |item|
      if item.is_a?(Range)
        for i in item; Map_IDs.push(i); end
        Map_IDs.delete(item)
      elsif item.is_a?(Array)
        item.each { | i |
          if i.is_a?(Integer); Map_IDs.push[i]
          elsif i.is_a?(Range); for i2 in i; Map_IDs.push[i2]; end
          end
        }
        Map_IDs.delete(item)
      end
    }
    Map_IDs.compact
  end
end
 
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================
 
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method(:pk8_dialoguemove_update, :update)
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    pk8_dialoguemove_update
    if PK8::Dialogue_Move::Switch == true
      if ((PK8::Dialogue_Move::Map_IDs.include?($game_map.map_id) and
      PK8::Dialogue_Move::Map_IDs_Flag == false) or
      (!PK8::Dialogue_Move::Map_IDs.include?($game_map.map_id) and
      PK8::Dialogue_Move::Map_IDs_Flag == true))
        @mdm_position = [@x, @y] if @mdm_position == nil
        if $game_message.busy? and !moving?
          case Input.dir4
          when 2
            if PK8::Dialogue_Move::Radius_Flag == true
              move_straight(2) if @y < @mdm_position[1] + PK8::Dialogue_Move::Radius_Y
            else
              move_straight(2)
            end
          when 4
            if PK8::Dialogue_Move::Radius_Flag == true
              move_straight(4) if @x > @mdm_position[0] - PK8::Dialogue_Move::Radius_X
            else
              move_straight(4)
            end
          when 6
            if PK8::Dialogue_Move::Radius_Flag == true
              move_straight(6) if @x < @mdm_position[0] + PK8::Dialogue_Move::Radius_X
            else
              move_straight(6)
            end
          when 8
            if PK8::Dialogue_Move::Radius_Flag == true
              move_straight(8) if @y > @mdm_position[1] - PK8::Dialogue_Move::Radius_Y
            else
              move_straight(8)
            end
          end
        elsif !$game_message.busy?
          @mdm_position = nil if @mdm_position != nil
        end
      end
    end
  end
end
 

Mawichan

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It even works with the script for dialogue portraits I wanted to use.
Thank you very much!
I'll be closing the thread then.
Have a good day~
 

hiddenone

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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