Pixel Movements Script + 8 dir script

Andrea87Sky

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There's any pixel movement scripts compatible also with the 8 dir system? (without the 8 dir graphics)

I have LittleDrago's Pixel Movement script but it don't have the 8 dir system. There's any way to make a 8 dir system compatible with his script, or there's any other scripts with both pixel movement and the 8 dir system?
 

DerVVulfman

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Okay, found one. Actually, this is a classic. It's the Pixelmovement and 8-directional system by Cogwheel (c) 2006-2007. I didn't have a pure unedited version (and his site is now gone). What I found was one that had all the header content removed, so I spent some time adding in what I could to be as close to the original in intent. Other versions are around that add extra nuances like jumping for platform system (of which I'm familiar). Either way... here's the closest to a pure copy of Cogwheel;'s system:

Code:
# 8-Directional Pixelmovement
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ** 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
  #--------------------------------------------------------------------------
  # * Invariables
  #--------------------------------------------------------------------------  
  UP     = 0
  DOWN  = 0
  SIDE  = 0
  SLANT = false
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :event                    # Event
  attr_accessor :move_speed               # Movement speed
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :update_original :update
  def update
    @walk  = 4
    @dash  = 5
    @event = 4
    @dot_m = true
    unless moving? or $game_system.map_interpreter.running? or
       @move_route_forcing or $game_temp.message_window_showing
      if @walk != @dash
        if Input.press?(Input::C)
           if @move_speed != @dash
             @move_speed = @dash
           end
        else
           if @move_speed != @walk
             @move_speed = @walk
           end
        end
      end
    end
    if @revise_x == nil and @revise_y == nil
      @revise_x = 0
      @revise_y = 0
    end
    unless @dot_m
      update_original
      return
     end
    if @move_route_forcing
      last_moving = moving?
      last_real_x = @real_x
      last_real_y = @real_y
      if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
        if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
          @revise_x = @real_x - @x * 128
          @revise_y = @real_y - @y * 128
        end
        distance1 = 2 ** @move_speed
        distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
        if distance1 > distance2
          @real_x = @real_x - @revise_x
          @real_y = @real_y - @revise_y
          @revise_x = 0
          @revise_y = 0
          anime_update
        else
          @real_x -= (distance1 * @revise_x / distance2).round
          @real_y -= (distance1 * @revise_y / distance2).round
          @revise_x = @real_x - @x * 128
          @revise_y = @real_y - @y * 128
          anime_update
        end
      else
        super
      end
    else
      @move = false
      unless moving? or $game_system.map_interpreter.running? or
        @move_route_forcing or $game_temp.message_window_showing
        @event_run = false
        case Input.dir8
        when 1
          move_lower_left_p
        when 2
          move_down_p
        when 3
          move_lower_right_p
        when 4
          move_left_p
        when 6
          move_right_p
        when 7
          move_upper_left_p
        when 8
          move_up_p
        when 9
          move_upper_right_p
        end
      end
      last_real_x = @real_x
      last_real_y = @real_y
      @real_x = @x * 128 + @revise_x
      @real_y = @y * 128 + @revise_y
      last_moving = moving?
      move_on
      if (last_real_x != @real_x or last_real_y != @real_y)
        @move_distance = 0 if @move_distance == nil
        @move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
          (last_real_y - @real_y) ** 2)
        if @move_distance >= 128
          @move_distance %= 128
          increase_steps
        end
        anime_update
      else
        @pattern = 0
      end
    end
    if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
      $game_map.scroll_down(@real_y - last_real_y)
    end
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      $game_map.scroll_left(last_real_x - @real_x)
    end
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      $game_map.scroll_right(@real_x - last_real_x)
    end
    if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
      $game_map.scroll_up(last_real_y - @real_y)
    end
    if last_moving
      result = check_event_trigger_here([1,2])
      if result == false
        unless $DEBUG and Input.press?(Input::CTRL)
          if @encounter_count > 0
            @encounter_count -= 1
          end
        end
      end
    end
    if Input.trigger?(Input::C)
      check_event_trigger_here([0])
      check_event_trigger_there([0,1,2])
    end
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @revise_x = 0
    @revise_y = 0
    @move == false
    super
  end
  #--------------------------------------------------------------------------
  # * Determine if Moving
  #--------------------------------------------------------------------------
  def moving?
    unless @dot_m
      result = super
      return result
    end
    if @move_route_forcing
      if @move == false
        return false
      end
      super
    else
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
  #--------------------------------------------------------------------------
  # * Pixelmovement Moving ?
  #--------------------------------------------------------------------------
  def moving_a?
    if @move == false
      if (@move_route.list[@move_route_index].code <= 14 or
        @move_route.list[@move_route_index].code == 25)
        @move = true
      end
      return false
    end
    moving?
  end
  #--------------------------------------------------------------------------
  # * Frame Update (jump)
  #--------------------------------------------------------------------------
  def update_jump
    # Reduce jump count by 1
    @jump_count -= 1
    @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
    @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
    if @jump_count == 0
      @revise_x = 0
      @revise_y = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    unless @dot_m
      super
      return
    end
    # Interrupt if not stopping
    if jumping? or moving_a?
      return
    end
    while @move_route_index < @move_route.list.size
      command = @move_route.list[@move_route_index]
      if command.code == 0
        if @move_route.repeat
          @move_route_index = 0
        end
        unless @move_route.repeat
          if @move_route_forcing and not @move_route.repeat
            @move_route_forcing = false
            @move_route = @original_move_route
            @move_route_index = @original_move_route_index
            @original_move_route = nil
          end
          @stop_count = 0
        end
        return
      end
      if command.code <= 14
        case command.code
        when 1
          move_down
        when 2
          move_left
        when 3
          move_right
        when 4
          move_up
        when 5
          move_lower_left
        when 6
          move_lower_right
        when 7
          move_upper_left
        when 8
          move_upper_right
        when 9
          move_random
        when 10
          move_toward_player
        when 11
          move_away_from_player
        when 12
          move_forward
        when 13
          move_backward
        when 14
          jump(command.parameters[0], command.parameters[1])
        end
        if not @move_route.skippable and not moving? and not jumping?
          return
        end
        @move_route_index += 1
        return
      end
      if command.code == 15
        @wait_count = command.parameters[0] * 2 - 1
        @move_route_index += 1
        return
      end
      if command.code >= 16 and command.code <= 26
        case command.code
        when 16
          turn_down
        when 17
          turn_left
        when 18
          turn_right
        when 19
          turn_up
        when 20
          turn_right_90
        when 21
          turn_left_90
        when 22
          turn_180
        when 23
          turn_right_or_left_90
        when 24
          turn_random
        when 25
          turn_toward_player
        when 26
          turn_away_from_player
        end
        @move_route_index += 1
        return
      end
      if command.code >= 27
        case command.code
        when 27
          $game_switches[command.parameters[0]] = true
          $game_map.need_refresh = true
        when 28
          $game_switches[command.parameters[0]] = false
          $game_map.need_refresh = true
        when 29
          @move_speed = command.parameters[0]
        when 30
          @move_frequency = command.parameters[0]
        when 31
          @walk_anime = true
        when 32
          @walk_anime = false
        when 33
          @step_anime = true
        when 34
          @step_anime = false
        when 35
          @direction_fix = true
        when 36
          @direction_fix = false
        when 37
          @through = true
        when 38
          @through = false
        when 39
          @always_on_top = true
        when 40
          @always_on_top = false
        when 41
          @tile_id = 0
          @character_name = command.parameters[0]
          @character_hue = command.parameters[1]
          if @original_direction != command.parameters[2]
            @direction = command.parameters[2]
            @original_direction = @direction
            @prelock_direction = 0
          end
          if @original_pattern != command.parameters[3]
            @pattern = command.parameters[3]
            @original_pattern = @pattern
          end
        when 42
          @opacity = command.parameters[0]
        when 43
          @blend_type = command.parameters[0]
        when 44
          $game_system.se_play(command.parameters[0])
        when 45
          result = eval(command.parameters[0])
        end
        @move_route_index += 1
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Down : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_down_p
    turn_down
    distance = 2 ** @move_speed
    down1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def down1(x, y, distance, down = false)
    result = down2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x, y+1)
      return result
     end
    if @revise_x < -SIDE
      result = down2(x, y + 1, distance, 4)
      result &= down2(x - 1, y, distance)
      if result == false
        if down
          move_lower_right_p
          if @revise_x > SIDE
            @revise_x = SIDE
          end
        end
        return result
      end
    elsif @revise_x > SIDE
      result = down2(x, y + 1, distance, 6)
      result &= down2(x + 1, y, distance)
      if result == false
        if down
          move_lower_left_p
          if @revise_x < -SIDE
            @revise_x = -SIDE
          end
        end
        return result
      end
    end
    @revise_y += distance
    return result
  end
  #--------------------------------------------------------------------------
  def down2(x, y, distance, d = 2)
    if @revise_y + distance > DOWN
      unless passable?(x, y, d)
        if @revise_y < DOWN
          @revise_y = DOWN
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Left : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_left_p
    turn_left
    distance = 2 ** @move_speed
    left1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def left1(x, y, distance, left = false)
    result = left2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x-1, y)
      return result
    end
    if @revise_y < -UP
      result = left2(x - 1, y, distance, 8)
      result &= left2(x, y - 1, distance)
      if result == false
        if left
          move_lower_left_p
          if @revise_y > DOWN
            @revise_y = DOWN
          end
        end
        return result
      end
    elsif @revise_y > DOWN
      result = left2(x - 1, y, distance, 2)
      result &= left2(x, y + 1, distance)
      if result == false
        if left
          move_upper_left_p
          if @revise_y < -UP
            @revise_y = -UP
          end
        end
        return result
      end
    end
    @revise_x -= distance
    return result
  end
  #--------------------------------------------------------------------------
  def left2(x, y, distance, d = 4)
    if @revise_x - distance < -SIDE
      unless passable?(x, y, d)
        if @revise_x > -SIDE
          @revise_x = -SIDE
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Right : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_right_p
    turn_right
    distance = 2 ** @move_speed
    right1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def right1(x, y, distance, right = false)
    result = right2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x+1, y)
      return result
    end
    if @revise_y < -UP
      result = right2(x + 1, y, distance, 8)
      result &= right2(x, y - 1, distance)
      if result == false
        if right
          move_lower_right_p
          if @revise_y > DOWN
            @revise_y = DOWN
          end
        end
        return result
      end
    elsif @revise_y > DOWN
      result = right2(x + 1, y, distance, 2)
      result &= right2(x, y + 1, distance)
      if result == false
        if right
          move_upper_right_p
          if @revise_y < -UP
            @revise_y = -UP
          end
        end
        return result
      end
    end
    @revise_x += distance
    return result
  end
  #--------------------------------------------------------------------------
  def right2(x, y, distance, d = 6)
    if @revise_x + distance > SIDE
      unless passable?(x, y, d)
        if @revise_x < SIDE
          @revise_x = SIDE
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Up : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_up_p
    turn_up
    distance = 2 ** @move_speed
    up1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def up1(x, y, distance, up = false)
    result = up2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x, y-1)
      return result
    end
    if @revise_x < -SIDE
      result = up2(x, y - 1, distance, 4)
      result &= up2(x - 1, y, distance)
      if result == false
        if up
          move_upper_right_p
          if @revise_x > SIDE
            @revise_x = SIDE
          end
        end
        return result
      end
    elsif @revise_x > SIDE
      result = up2(x, y - 1, distance, 6)
      result &= up2(x + 1, y, distance)
      if result == false
        if up
          move_upper_left_p
          if @revise_x < -SIDE
            @revise_x = -SIDE
          end
        end
        return result
      end
    end
    @revise_y -= distance
    return result
  end
  #--------------------------------------------------------------------------
  def up2(x, y, distance, d = 8)
    if @revise_y - distance < -UP
      unless passable?(x, y, d)
        if @revise_y > -UP
          @revise_y = -UP
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def move_lower_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_down if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 2, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
    move_on
    if @revise_y > DOWN and -UP > @revise_y - distance
      @revise_y = DOWN
    end
    turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_left if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def move_lower_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_down if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 2, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
      move_on
      if @revise_y > DOWN and -UP > @revise_y - distance
        @revise_y = DOWN
      end
      turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_right if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Move Ypper Left : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def  move_upper_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
              ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_up if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 8, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
      move_on
      if @revise_y + distance > DOWN and -UP > @revise_y
        @revise_y = -UP
      end
      turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
                  ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def move_upper_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
              ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_up if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 8, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
      move_on
      if @revise_y + distance > DOWN and -UP > @revise_y
        @revise_y = -UP
      end
      turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
                  ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Same Position Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_here(triggers, run = true)
    result = false
    if $game_system.map_interpreter.running?
      return result
    end
    for event in $game_map.events.values
      if event.x == ((@x * 128 + @revise_x) / 128.0).round and
        event.y == ((@y * 128 + @revise_y) / 128.0).round and
        triggers.include?(event.trigger)
        if not event.jumping? and event.over_trigger?
          if event.list.size > 1
            if run == true
              event.start
            end
            result = true
          end
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Move On
  #--------------------------------------------------------------------------
  def move_on
    if @y < (@y + @revise_y / 128.0).round
      @y += 1
      @revise_y -= 128
    end
    if @x > (@x + @revise_x / 128.0).round
      @x -= 1
      @revise_x += 128
    end
    if @x < (@x + @revise_x / 128.0).round
      @x += 1
      @revise_x -= 128
    end
    if @y > (@y + @revise_y / 128.0).round
      @y -= 1
      @revise_y += 128
    end
  end
  #--------------------------------------------------------------------------
  # * Pixelmovement Animation Update
  #--------------------------------------------------------------------------
  def anime_update
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    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
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :moveto_original :moveto
  def moveto(x, y)
    @revise_x = 0
    @revise_y = 0
    moveto_original(x, y)
  end
  #--------------------------------------------------------------------------
  # * Last Pixelmovement Animation Update
  #--------------------------------------------------------------------------
  def last_move?(x, y, direction, distance)
    if direction == 2 or direction == 6
      distance *= -1
    end
    if (direction == 2 or direction == 8) and
      (y / 128.0).round != ((y - distance) / 128.0).round
      return true
    end
    if (direction == 4 or direction == 6) and
      (x / 128.0).round != ((x - distance) / 128.0).round
      return true
    end
    return false
  end
end



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Update frame (move)
  #--------------------------------------------------------------------------
  def update_move
    # Convert map coordinates from map move speed into move distance
    distance = 2 ** @move_speed
    if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT
      distance /= Math.sqrt(2)
    end
    # If logical coordinates are further down than real coordinates
    if @y * 128 > @real_y
      # Move down
      @real_y = [@real_y + distance, @y * 128].min
    end
    # If logical coordinates are more to the left than real coordinates
    if @x * 128 < @real_x
      # Move left
      @real_x = [@real_x - distance, @x * 128].max
    end
    # If logical coordinates are more to the right than real coordinates
    if @x * 128 > @real_x
      # Move right
      @real_x = [@real_x + distance, @x * 128].min
    end
    # If logical coordinates are further up than real coordinates
    if @y * 128 < @real_y
      # Move up
      @real_y = [@real_y - distance, @y * 128].max
    end
    # If move animation is ON
    if @walk_anime
      # Increase animation count by 1.5
      @anime_count += 1.5
    # If move animation is OFF, and stop animation is ON
    elsif @step_anime
      # Increase animation count by 1
      @anime_count += 1
    end
  end
end



#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
#  switching via condition determinants, and running parallel process events.
#  It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Start Event
  #--------------------------------------------------------------------------
  def start
    # If list of event commands is not empty
    if @list.size > 1
      if $game_player.event != 0
        $game_player.move_speed = $game_player.event
      end
      @starting = true
    end
  end
end
 

Andrea87Sky

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RM2k3
Okay, found one. Actually, this is a classic. It's the Pixelmovement and 8-directional system by Cogwheel (c) 2006-2007. I didn't have a pure unedited version (and his site is now gone). What I found was one that had all the header content removed, so I spent some time adding in what I could to be as close to the original in intent. Other versions are around that add extra nuances like jumping for platform system (of which I'm familiar). Either way... here's the closest to a pure copy of Cogwheel;'s system:

Code:
# 8-Directional Pixelmovement
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ** 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
  #--------------------------------------------------------------------------
  # * Invariables
  #-------------------------------------------------------------------------- 
  UP     = 0
  DOWN  = 0
  SIDE  = 0
  SLANT = false
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :event                    # Event
  attr_accessor :move_speed               # Movement speed
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :update_original :update
  def update
    @walk  = 4
    @dash  = 5
    @event = 4
    @dot_m = true
    unless moving? or $game_system.map_interpreter.running? or
       @move_route_forcing or $game_temp.message_window_showing
      if @walk != @dash
        if Input.press?(Input::C)
           if @move_speed != @dash
             @move_speed = @dash
           end
        else
           if @move_speed != @walk
             @move_speed = @walk
           end
        end
      end
    end
    if @revise_x == nil and @revise_y == nil
      @revise_x = 0
      @revise_y = 0
    end
    unless @dot_m
      update_original
      return
     end
    if @move_route_forcing
      last_moving = moving?
      last_real_x = @real_x
      last_real_y = @real_y
      if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
        if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
          @revise_x = @real_x - @x * 128
          @revise_y = @real_y - @y * 128
        end
        distance1 = 2 ** @move_speed
        distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
        if distance1 > distance2
          @real_x = @real_x - @revise_x
          @real_y = @real_y - @revise_y
          @revise_x = 0
          @revise_y = 0
          anime_update
        else
          @real_x -= (distance1 * @revise_x / distance2).round
          @real_y -= (distance1 * @revise_y / distance2).round
          @revise_x = @real_x - @x * 128
          @revise_y = @real_y - @y * 128
          anime_update
        end
      else
        super
      end
    else
      @move = false
      unless moving? or $game_system.map_interpreter.running? or
        @move_route_forcing or $game_temp.message_window_showing
        @event_run = false
        case Input.dir8
        when 1
          move_lower_left_p
        when 2
          move_down_p
        when 3
          move_lower_right_p
        when 4
          move_left_p
        when 6
          move_right_p
        when 7
          move_upper_left_p
        when 8
          move_up_p
        when 9
          move_upper_right_p
        end
      end
      last_real_x = @real_x
      last_real_y = @real_y
      @real_x = @x * 128 + @revise_x
      @real_y = @y * 128 + @revise_y
      last_moving = moving?
      move_on
      if (last_real_x != @real_x or last_real_y != @real_y)
        @move_distance = 0 if @move_distance == nil
        @move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
          (last_real_y - @real_y) ** 2)
        if @move_distance >= 128
          @move_distance %= 128
          increase_steps
        end
        anime_update
      else
        @pattern = 0
      end
    end
    if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
      $game_map.scroll_down(@real_y - last_real_y)
    end
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      $game_map.scroll_left(last_real_x - @real_x)
    end
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      $game_map.scroll_right(@real_x - last_real_x)
    end
    if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
      $game_map.scroll_up(last_real_y - @real_y)
    end
    if last_moving
      result = check_event_trigger_here([1,2])
      if result == false
        unless $DEBUG and Input.press?(Input::CTRL)
          if @encounter_count > 0
            @encounter_count -= 1
          end
        end
      end
    end
    if Input.trigger?(Input::C)
      check_event_trigger_here([0])
      check_event_trigger_there([0,1,2])
    end
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @revise_x = 0
    @revise_y = 0
    @move == false
    super
  end
  #--------------------------------------------------------------------------
  # * Determine if Moving
  #--------------------------------------------------------------------------
  def moving?
    unless @dot_m
      result = super
      return result
    end
    if @move_route_forcing
      if @move == false
        return false
      end
      super
    else
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
  #--------------------------------------------------------------------------
  # * Pixelmovement Moving ?
  #--------------------------------------------------------------------------
  def moving_a?
    if @move == false
      if (@move_route.list[@move_route_index].code <= 14 or
        @move_route.list[@move_route_index].code == 25)
        @move = true
      end
      return false
    end
    moving?
  end
  #--------------------------------------------------------------------------
  # * Frame Update (jump)
  #--------------------------------------------------------------------------
  def update_jump
    # Reduce jump count by 1
    @jump_count -= 1
    @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
    @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
    if @jump_count == 0
      @revise_x = 0
      @revise_y = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    unless @dot_m
      super
      return
    end
    # Interrupt if not stopping
    if jumping? or moving_a?
      return
    end
    while @move_route_index < @move_route.list.size
      command = @move_route.list[@move_route_index]
      if command.code == 0
        if @move_route.repeat
          @move_route_index = 0
        end
        unless @move_route.repeat
          if @move_route_forcing and not @move_route.repeat
            @move_route_forcing = false
            @move_route = @original_move_route
            @move_route_index = @original_move_route_index
            @original_move_route = nil
          end
          @stop_count = 0
        end
        return
      end
      if command.code <= 14
        case command.code
        when 1
          move_down
        when 2
          move_left
        when 3
          move_right
        when 4
          move_up
        when 5
          move_lower_left
        when 6
          move_lower_right
        when 7
          move_upper_left
        when 8
          move_upper_right
        when 9
          move_random
        when 10
          move_toward_player
        when 11
          move_away_from_player
        when 12
          move_forward
        when 13
          move_backward
        when 14
          jump(command.parameters[0], command.parameters[1])
        end
        if not @move_route.skippable and not moving? and not jumping?
          return
        end
        @move_route_index += 1
        return
      end
      if command.code == 15
        @wait_count = command.parameters[0] * 2 - 1
        @move_route_index += 1
        return
      end
      if command.code >= 16 and command.code <= 26
        case command.code
        when 16
          turn_down
        when 17
          turn_left
        when 18
          turn_right
        when 19
          turn_up
        when 20
          turn_right_90
        when 21
          turn_left_90
        when 22
          turn_180
        when 23
          turn_right_or_left_90
        when 24
          turn_random
        when 25
          turn_toward_player
        when 26
          turn_away_from_player
        end
        @move_route_index += 1
        return
      end
      if command.code >= 27
        case command.code
        when 27
          $game_switches[command.parameters[0]] = true
          $game_map.need_refresh = true
        when 28
          $game_switches[command.parameters[0]] = false
          $game_map.need_refresh = true
        when 29
          @move_speed = command.parameters[0]
        when 30
          @move_frequency = command.parameters[0]
        when 31
          @walk_anime = true
        when 32
          @walk_anime = false
        when 33
          @step_anime = true
        when 34
          @step_anime = false
        when 35
          @direction_fix = true
        when 36
          @direction_fix = false
        when 37
          @through = true
        when 38
          @through = false
        when 39
          @always_on_top = true
        when 40
          @always_on_top = false
        when 41
          @tile_id = 0
          @character_name = command.parameters[0]
          @character_hue = command.parameters[1]
          if @original_direction != command.parameters[2]
            @direction = command.parameters[2]
            @original_direction = @direction
            @prelock_direction = 0
          end
          if @original_pattern != command.parameters[3]
            @pattern = command.parameters[3]
            @original_pattern = @pattern
          end
        when 42
          @opacity = command.parameters[0]
        when 43
          @blend_type = command.parameters[0]
        when 44
          $game_system.se_play(command.parameters[0])
        when 45
          result = eval(command.parameters[0])
        end
        @move_route_index += 1
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Down : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_down_p
    turn_down
    distance = 2 ** @move_speed
    down1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def down1(x, y, distance, down = false)
    result = down2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x, y+1)
      return result
     end
    if @revise_x < -SIDE
      result = down2(x, y + 1, distance, 4)
      result &= down2(x - 1, y, distance)
      if result == false
        if down
          move_lower_right_p
          if @revise_x > SIDE
            @revise_x = SIDE
          end
        end
        return result
      end
    elsif @revise_x > SIDE
      result = down2(x, y + 1, distance, 6)
      result &= down2(x + 1, y, distance)
      if result == false
        if down
          move_lower_left_p
          if @revise_x < -SIDE
            @revise_x = -SIDE
          end
        end
        return result
      end
    end
    @revise_y += distance
    return result
  end
  #--------------------------------------------------------------------------
  def down2(x, y, distance, d = 2)
    if @revise_y + distance > DOWN
      unless passable?(x, y, d)
        if @revise_y < DOWN
          @revise_y = DOWN
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Left : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_left_p
    turn_left
    distance = 2 ** @move_speed
    left1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def left1(x, y, distance, left = false)
    result = left2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x-1, y)
      return result
    end
    if @revise_y < -UP
      result = left2(x - 1, y, distance, 8)
      result &= left2(x, y - 1, distance)
      if result == false
        if left
          move_lower_left_p
          if @revise_y > DOWN
            @revise_y = DOWN
          end
        end
        return result
      end
    elsif @revise_y > DOWN
      result = left2(x - 1, y, distance, 2)
      result &= left2(x, y + 1, distance)
      if result == false
        if left
          move_upper_left_p
          if @revise_y < -UP
            @revise_y = -UP
          end
        end
        return result
      end
    end
    @revise_x -= distance
    return result
  end
  #--------------------------------------------------------------------------
  def left2(x, y, distance, d = 4)
    if @revise_x - distance < -SIDE
      unless passable?(x, y, d)
        if @revise_x > -SIDE
          @revise_x = -SIDE
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Right : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_right_p
    turn_right
    distance = 2 ** @move_speed
    right1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def right1(x, y, distance, right = false)
    result = right2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x+1, y)
      return result
    end
    if @revise_y < -UP
      result = right2(x + 1, y, distance, 8)
      result &= right2(x, y - 1, distance)
      if result == false
        if right
          move_lower_right_p
          if @revise_y > DOWN
            @revise_y = DOWN
          end
        end
        return result
      end
    elsif @revise_y > DOWN
      result = right2(x + 1, y, distance, 2)
      result &= right2(x, y + 1, distance)
      if result == false
        if right
          move_upper_right_p
          if @revise_y < -UP
            @revise_y = -UP
          end
        end
        return result
      end
    end
    @revise_x += distance
    return result
  end
  #--------------------------------------------------------------------------
  def right2(x, y, distance, d = 6)
    if @revise_x + distance > SIDE
      unless passable?(x, y, d)
        if @revise_x < SIDE
          @revise_x = SIDE
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Up : Pixelmovement Variation
  #--------------------------------------------------------------------------
  def move_up_p
    turn_up
    distance = 2 ** @move_speed
    up1(((@x * 128 + @revise_x) / 128.0).round,
      ((@y * 128 + @revise_y) / 128.0).round, distance, true)
  end
  #--------------------------------------------------------------------------
  def up1(x, y, distance, up = false)
    result = up2(x, y, distance)
    if result == false
      @event_run = check_event_trigger_touch(x, y-1)
      return result
    end
    if @revise_x < -SIDE
      result = up2(x, y - 1, distance, 4)
      result &= up2(x - 1, y, distance)
      if result == false
        if up
          move_upper_right_p
          if @revise_x > SIDE
            @revise_x = SIDE
          end
        end
        return result
      end
    elsif @revise_x > SIDE
      result = up2(x, y - 1, distance, 6)
      result &= up2(x + 1, y, distance)
      if result == false
        if up
          move_upper_left_p
          if @revise_x < -SIDE
            @revise_x = -SIDE
          end
        end
        return result
      end
    end
    @revise_y -= distance
    return result
  end
  #--------------------------------------------------------------------------
  def up2(x, y, distance, d = 8)
    if @revise_y - distance < -UP
      unless passable?(x, y, d)
        if @revise_y > -UP
          @revise_y = -UP
        end
        return false
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def move_lower_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_down if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 2, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
    move_on
    if @revise_y > DOWN and -UP > @revise_y - distance
      @revise_y = DOWN
    end
    turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_left if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def move_lower_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_down if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 2, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
      move_on
      if @revise_y > DOWN and -UP > @revise_y - distance
        @revise_y = DOWN
      end
      turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
                ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_right if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Move Ypper Left : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def  move_upper_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
              ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_up if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 8, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
      move_on
      if @revise_y + distance > DOWN and -UP > @revise_y
        @revise_y = -UP
      end
      turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
                  ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right : Pixelmovement Variant
  #--------------------------------------------------------------------------
  def move_upper_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
              ((@y * 128 + @revise_y) / 128.0).round, distance)
    turn_up if @event_run
    unless @event_run
      if last_move?(@real_x, @real_y, 8, distance)
        result = check_event_trigger_here([1,2], false)
        if result == true
          return
        end
      end
      move_on
      if @revise_y + distance > DOWN and -UP > @revise_y
        @revise_y = -UP
      end
      turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
                  ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
    end
  end
  #--------------------------------------------------------------------------
  # * Same Position Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_here(triggers, run = true)
    result = false
    if $game_system.map_interpreter.running?
      return result
    end
    for event in $game_map.events.values
      if event.x == ((@x * 128 + @revise_x) / 128.0).round and
        event.y == ((@y * 128 + @revise_y) / 128.0).round and
        triggers.include?(event.trigger)
        if not event.jumping? and event.over_trigger?
          if event.list.size > 1
            if run == true
              event.start
            end
            result = true
          end
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Move On
  #--------------------------------------------------------------------------
  def move_on
    if @y < (@y + @revise_y / 128.0).round
      @y += 1
      @revise_y -= 128
    end
    if @x > (@x + @revise_x / 128.0).round
      @x -= 1
      @revise_x += 128
    end
    if @x < (@x + @revise_x / 128.0).round
      @x += 1
      @revise_x -= 128
    end
    if @y > (@y + @revise_y / 128.0).round
      @y -= 1
      @revise_y += 128
    end
  end
  #--------------------------------------------------------------------------
  # * Pixelmovement Animation Update
  #--------------------------------------------------------------------------
  def anime_update
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    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
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :moveto_original :moveto
  def moveto(x, y)
    @revise_x = 0
    @revise_y = 0
    moveto_original(x, y)
  end
  #--------------------------------------------------------------------------
  # * Last Pixelmovement Animation Update
  #--------------------------------------------------------------------------
  def last_move?(x, y, direction, distance)
    if direction == 2 or direction == 6
      distance *= -1
    end
    if (direction == 2 or direction == 8) and
      (y / 128.0).round != ((y - distance) / 128.0).round
      return true
    end
    if (direction == 4 or direction == 6) and
      (x / 128.0).round != ((x - distance) / 128.0).round
      return true
    end
    return false
  end
end



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Update frame (move)
  #--------------------------------------------------------------------------
  def update_move
    # Convert map coordinates from map move speed into move distance
    distance = 2 ** @move_speed
    if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT
      distance /= Math.sqrt(2)
    end
    # If logical coordinates are further down than real coordinates
    if @y * 128 > @real_y
      # Move down
      @real_y = [@real_y + distance, @y * 128].min
    end
    # If logical coordinates are more to the left than real coordinates
    if @x * 128 < @real_x
      # Move left
      @real_x = [@real_x - distance, @x * 128].max
    end
    # If logical coordinates are more to the right than real coordinates
    if @x * 128 > @real_x
      # Move right
      @real_x = [@real_x + distance, @x * 128].min
    end
    # If logical coordinates are further up than real coordinates
    if @y * 128 < @real_y
      # Move up
      @real_y = [@real_y - distance, @y * 128].max
    end
    # If move animation is ON
    if @walk_anime
      # Increase animation count by 1.5
      @anime_count += 1.5
    # If move animation is OFF, and stop animation is ON
    elsif @step_anime
      # Increase animation count by 1
      @anime_count += 1
    end
  end
end



#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
#  switching via condition determinants, and running parallel process events.
#  It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Start Event
  #--------------------------------------------------------------------------
  def start
    # If list of event commands is not empty
    if @list.size > 1
      if $game_player.event != 0
        $game_player.move_speed = $game_player.event
      end
      @starting = true
    end
  end
end
It gave me an error (i'll paste the errorlog that my game creates with a my script)

Time: Thu 26 Sep 2019, 11:26:47
Error type: ArgumentError
Class: Scene_Map
Message: wrong number of arguments(2 for 1)
at
, line 601, at `check_event_trigger_here'
, line 601, at `move_lower_left_p'
, line 91, at `update'
Scene_Map, line 38, at `drg77_update'
Scene_Map, line 31, at `loop'
Scene_Map, line 52, at `drg77_update'
Scene_Pause, line 75, at `wrap_original_scene_map_update'
Wrap Maps, line 444, at `animation_update'
Advanced Scene Map Animations, line 27, at `ums_update'
UMS, line 396, at `update'
Automatic Transitions, line 35, at `animation_main'
Advanced Scene Map Animations, line 10, at `main'
Main - Splash, line 131
--------------------

(where there's only the "," it's the script you gave me, because i didn't put a name yet.)
 

DerVVulfman

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First, the script itself has no problems.
Second, it has a DASH feature? Accidentally pressed the spacebar and he's running like a champ!
Third, I put it into a demo with the UMS 1.80 by ccoa... no problems except the 'slave' feature. But it's defective in my original copy too. Grrr...

Wrap Maps?
Advanced Scene Map Animations
Automatic Transitions?

Sounds like script conflict with other scripts. This script has several bits of rewritten code. The update and move_type_custom methods in Game_Player are pretty entertaining, and uses its own update_jump method and not using the one built into Game_Character. Game_Character's update_move method is a total rewrite. And the start method in Game_Event is a rewrite, short though it may be.

Sounds like you're trying to develop a pretty ReGaL system.
 

Andrea87Sky

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First, the script itself has no problems.
Second, it has a DASH feature? Accidentally pressed the spacebar and he's running like a champ!
Third, I put it into a demo with the UMS 1.80 by ccoa... no problems except the 'slave' feature. But it's defective in my original copy too. Grrr...

Wrap Maps?
Advanced Scene Map Animations
Automatic Transitions?

Sounds like script conflict with other scripts. This script has several bits of rewritten code. The update and move_type_custom methods in Game_Player are pretty entertaining, and uses its own update_jump method and not using the one built into Game_Character. Game_Character's update_move method is a total rewrite. And the start method in Game_Event is a rewrite, short though it may be.

Sounds like you're trying to develop a pretty ReGaL system.
Sorry I forgot to say now it all works, I had just to put above this script your "Immense Events" script or whatever its called, and it worked perfectly, idk why but before i had Immense Events below this script and everytime I did a 8 dir movement (I mean, left-up, right-up, left-down right-up) it gave me that error i sent to you, anyway now it's all right, i don't have problems anymore with it, anyway what problem you encountered with the slave windows of UMS? Because I use them and I don't want to mess with them.
 

DerVVulfman

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Could be the version I have. 1.80 But that's a different topic.
Ccoa's UMS does dictate what forums can host it. Fortunately, she listed RMVXP, which was Save-Point's name until 2009.
 
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Andrea87Sky

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Could be the version I have. 1.80 But that's a different topic.
Ccoa's UMS does dictate what forums can host it. Fortunately, she listed RMVXP, which was Save-Point's name until 2009.
I have that version too but I don't see any problems with them.
 

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