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#51 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Reala

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Yea but there gonna make some awesome new addon
EDIT: How?
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#52 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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mr_wiggles

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Reala wrote:
EDIT: How?

??
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#53 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Reala

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How did u make ur own version
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#54 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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mr_wiggles

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oh i scripted my own version from XAS 3.7
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#55 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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BluE

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yeah, make it sound so simple why don't you?
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Want a real challenge? Try [You must be registered and logged in to see this link.]

If you read this message, please PM me. this is a test. And I'm serious, this isnt just some lousy time wasting paragraph that I wrote just to fill in my signature. It's here for a reason. PM ME.
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#56 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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G@MeF@Ce

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^,^ - yeah wiggles is much more than just amazing event systems...

he conjured up the core for XPLAT!


ok I had a rough weekend, but I found time to make this and share with y'all...
check out [You must be registered and logged in to see this link.] :-D

just a sample, still got some more tweakin' to do like bombs dropping with gravity and gravity speed so different enemies can show a different weight...

made edits to the XAS moving and tool effect scripts, added the 8-way shooting by Hackel and the killer platform script...



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Hey Guest, check out my demos!
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G101's theme colors

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https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr http://www.youtube.com/user/MrGameface101?feature=watch
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#57 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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calvin624

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That was fast Gameface Smile

Downloading now.
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#58 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Reala

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YEA! But i can barely use it cuz i got school in 30 min >Sad And that WAS fast thanx
Its a master piece, but the XAS fall system doesnt work good with it, so is it a way to make a common event thats parallel process and activatse when a terrain tag has a certain number?


EDIT: Nvm, i got it now and it works. one more problem. If theres a 2 row line of ground, when i jump on it, it looks normal. If theres a 3 row strip of land, then when i jump on it, im in between the walkable part (grass) and the unwalkable part (dirt un der the grass) idk the cause of this but its not gonna stop me from using this. And how do i disable the roll system. I mean after u jump and hold the button, u stay in jump position. Ik its suppose to be rolling, but how do i stop it?
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#59 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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G@MeF@Ce

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^ thanks for the bugz, next version will hopefully have those corrections...

to disable roll, try this edit to the script

Spoiler:
Code:
#==============================================================================
#                      XAS Platform Script! V2.2 (disable roll)
#==============================================================================
# By: Gameface101 and Mr Wiggles
#
# Based off of parts from Cogwheel's Platform Script (66rpg.com)
#============================================================================== 
#                              CONFIG
#==============================================================================
# Character graghic offset, used for makeing the character look like they are
# standing on the ground insted of floating on it. (valuse must be 0 - 63)
UP    = 48  # default = 48
DOWN  = 0  # default = 16
SIDE  = 32  # default = 32
#------------------------------------------------------------------------------
JUMPADD = 4                # How High can you jump, 0 (lowest) - 6 (highest)
#------------------------------------------------------------------------------
XPLAT_SWITCH_ID = 1        # platform disable Switch, to turn platform mode
                            # on or off.
#------------------------------------------------------------------------------                             
AIR_JUMP = 0                # number of jumps that can be done in the air.
                            # can be changed in game by useing a script command:
                            # $game_player.air_jump = value
                            # $game_variables[1]
                            # (set value to = 1, 2, or 3)
#------------------------------------------------------------------------------
JUMP_BUTTON = Input::X      # Button used to jump with
JUMP_SOUND = "V_attack2"            # Play Sound when jump
JUMP_VOLUME = 60            # set volume for jump sound
JUMP_PITCH = 100            # set the pitch for jump sound
#------------------------------------------------------------------------------
# Types of Events for platform:
# Add one of these words in upper case in a comment on the first page of the
# event.
#
# FIXED  = Event is un effected by platform
# AIR    = Event will be "flying"
#==============================================================================

 
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character           
  attr_reader  :event
  attr_accessor :airjump

  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias platform_init initialize
  def initialize
    platform_init #crash on reset
    @event = 4
    @jumpnow = 0
    @twojump = 0
    @apassed = false
    @revise_x = 0
    @revise_y = 0
    @move = false
    @airjump = AIR_JUMP
   
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  alias xplat_update update
  def update
    xplat_update
    if $game_switches[XPLAT_SWITCH_ID] # platform check
      if @revise_x == nil and @revise_y == nil
        @revise_x = 0
        @revise_y = 0
      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 !jumping? and !@move
          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
          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
          end
          anime_update
        else
          super
        end
      else
        @move = false
#---------------------------上下失效-----------------------------------------
        unless moving? or $game_system.map_interpreter.running? or
            @move_route_forcing or $game_temp.message_window_showing
          @event_run = false
          @move = true
          platform = $game_switches[XPLAT_SWITCH_ID]
          case Input.dir8
          when 1
            platform ? move_lower_left_p : move_left_p
          when 2
            move_down_p #if !platform
          when 3
            platform ? move_lower_right_p : move_right_p
          when 4
            move_left_p
          when 6
            move_right_p
          when 7
            platform ? move_upper_left_p : move_left_p
          when 8
            move_up_p if !platform
          when 9
            platform ? move_upper_right_p : move_right_p
          end
        end
#---------------------------上下失效-----------------------------------------
        last_real_x = @real_x
        last_real_y = @real_y
        @real_x = @x * 128 + @revise_x #---speed correction
        @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 == true
          if (last_real_x / 128.0).round != @x and
              (last_real_y / 128.0).round != @y
            if @direction == 2 or @direction == 8
              if (last_real_x / 128.0).round > @x
                turn_left
              else
                turn_right
              end
            else
              if (last_real_y / 128.0).round > @y
                turn_up
              else
                turn_down
              end
            end
          elsif (last_real_x / 128.0).round > @x
            turn_left
          elsif (last_real_x / 128.0).round < @x
            turn_right
          elsif (last_real_y / 128.0).round > @y
            turn_up
          elsif (last_real_y / 128.0).round < @y
            turn_down
          end
        end
        if result == false
          unless $DEBUG and Input.press?(Input::CTRL)
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
#----------------------- Jump -----------------------------------------------
      jump_max = (JUMPADD + 6) * 10
      # jump button!
      if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @twojump = 1 if @twojump == 0 and down1(((@x * 128 + @revise_x) / 128.0
          ).round, ((@y * 128 + @revise_y) / 128.0).round, 5, true)
        if (not @apassed) and @twojump <= @airjump
          @apassed = true
          @jumpnow = jump_max
          @twojump += 1
        else
          @jumpnow += 3       
        end
      else
        @apassed = false
      end
      # Play jump sound
      if Input.trigger?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @jumping_through = true#test
        $game_system.se_play(RPG::AudioFile.new(JUMP_SOUND, JUMP_VOLUME, JUMP_PITCH))
      end
#---------------------- Gravity --------------------------------
      @jumpnow -= 10
      if @jumpnow < 0
        @jumpnow = [@jumpnow, -jump_max].max
        if not down1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, -@jumpnow, true)
          @jumpnow = 0
          @twojump = 0
        end
      elsif @jumpnow > 0
        @jumpnow = [@jumpnow, jump_max].min
        if not up1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, @jumpnow, true)
          @jumpnow = 0
        end
      end
#---------------------- Temp Through --------------------------------
    # Jump through ground
    @wait_time = 0 if @wait_time == nil
    @old_y = @y if @old_y == nil
    if @y < @old_y
      if !$game_map.passable?(@x, @y-1, Cool and $game_map.passable?(@x, @y-1, 1)#2
        @jumping_through = true
        @through = true
        @wait_time = 8#-----------------------bug
      end
    end
    # Drop through ground
    if Input.trigger?(JUMP_BUTTON) and Input.press?(Input::DOWN)
      if !$game_map.passable?(@x, @y+1, Cool and $game_map.passable?(@x, @y+1, 2)
        @jumping_through = true
        @through = true
        @wait_time = 4
      end
    end
    @wait_time -= 1 if @wait_time > 0
    if @jumping_through and @wait_time == 0
      @jumping_through = false
      @through = false
    end
#---------------------- Unstuck fix --------------------------------
#    if !$game_map.passable?(@x, @y, 10)
#      @jumping_through = true
#      @through = true
#      @wait_time = 8#4
#      @y -= 1
#    end
#---------------------- Jump Character Set --------------------------------
    # change sprite
#    @chara_wait = 0 if @chara_wait == nil
#    actor = $game_party.actors[0]
#    if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
#      @character_name = actor.character_name + "_ROLL" # Jump Extension
#      @changed_set = true
#      @chara_wait = 10
#    end
    # change back
#    if @changed_set and @chara_wait == 0
#      @character_name = actor.character_name
#      @changed_set = false
#    else
#      @chara_wait -= 1 if @chara_wait > 0
#    end #-------------------------------------------------------------------
#  @old_y = @y
end # platform check
#---------------------- Event Check --------------------------------
    if Input.trigger?(Input::C)
      check_event_trigger_here([0])
      check_event_trigger_there([0,1,2])
    end
  end

#--------------------------------------------------------------------------
  alias moveto_original moveto
  def moveto(x, y)
    @revise_x = 0
    @revise_y = 0
    moveto_original(x, y)
  end
#--------------------------------------------------------------------------
  def anime_update
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
    if @anime_count > 16 - @move_speed * 2 #crash
      if not @step_anime and @stop_count > 0
        @pattern = @original_pattern
      else
        @pattern = (@pattern + 1) % 4
      end
      @anime_count = 0
    end
  end
end

#==============================================================================
# Game_Event
#==============================================================================
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias origonal_update update
  def update
    #check_jump_event if $game_switches[XPLAT_SWITCH_ID]
    origonal_update
    if $game_switches[XPLAT_SWITCH_ID] and $game_map.passable?(@x, @y+1, 2)
      unless @id > 999 or @air_event or @fixed_event
        @y += 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # Check if jumped on event
  #--------------------------------------------------------------------------
  #def check_jump_event
  #  px = $game_player.real_x
  #  py = $game_player.real_y
  #  if (px >= @real_x - 28 and px <= @real_x + 28) and
  #      (py >= @real_y - 128 and py <= @real_y + 128)
  #    $game_player.shoot(4)
  #  end
  #end
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  alias refresh_origonal refresh
  def refresh
    refresh_origonal
    unless @page == nil
      for i in @page.list
        if i.code == 108 or i.code == 408
          # Code for Air event
          if i.parameters[0].upcase[/AIR/] != nil
            @air_event = true
          end
          # Code for Fixed event
          if i.parameters[0].upcase[/FIXED/] != nil
            @fixed_event = true
          end
        end
      end
    end
    if @air_event and $game_switches[XPLAT_SWITCH_ID]
      if @y != @old_y
        case rand(6)
          when 0..2; turn_right
          when 3..6; turn_left
        end
        @old_y = @y
      end
    end
  end
end

#==============================================================================
# Game_Character
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  def last_move?(x, y, direction, distance)
    if direction == 2 or direction == 6
      distance *= -1
    end
    if (direction == 2 or direction == Cool 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
  #--------------------------------------------------------------------------
  def update_move
    distance = 2 ** @move_speed
    if @y * 128 > @real_y
      @real_y = [@real_y + distance, @y * 128].min
      # event gravity
      if self.is_a?(Game_Event) and $game_switches[XPLAT_SWITCH_ID] and
          @air_event == nil
        @real_y += DOWN
      end
    end
    if @x * 128 < @real_x
      @real_x = [@real_x - distance, @x * 128].max
    end
    if @x * 128 > @real_x
      @real_x = [@real_x + distance, @x * 128].min
    end
    if @y * 128 < @real_y
      @real_y = [@real_y - distance, @y * 128].max
    end
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
  end
  #--------------------------------------------------------------------------
  def moving?
    if not $game_switches[XPLAT_SWITCH_ID] or self.is_a?(Game_Event)
      result = (@real_x != @x * 128 or @real_y != @y * 128)
      return result
    end
    if @move_route_forcing
      return false
    else
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  alias default_update_jump update_jump
  def update_jump
    # if not in platform run old method
    unless $game_switches[XPLAT_SWITCH_ID]
      default_update_jump
      return
    end
    @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 Upper Left
  #--------------------------------------------------------------------------
  alias origonal_move_upper_left move_upper_left
  def move_upper_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    origonal_move_upper_left
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right
  #--------------------------------------------------------------------------
  alias origonal_move_upper_right move_upper_right
  def move_upper_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    origonal_move_upper_right
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left
  #--------------------------------------------------------------------------
  alias origonal_move_lower_left move_lower_left
  def move_lower_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    origonal_move_lower_left
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right
  #--------------------------------------------------------------------------
  alias origonal_move_lower_right move_lower_right
  def move_lower_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    origonal_move_lower_right
  end
  #--------------------------------------------------------------------------
  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 move_down_aaaagq
    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
  #--------------------------------------------------------------------------
  def move_left_p
    turn_left
    distance = 2 ** @move_speed #crash
    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 and $game_switches[XPLAT_SWITCH_ID]
      result = left2(x - 1, y, distance, Cool
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 and $game_switches[XPLAT_SWITCH_ID]
      result = right2(x + 1, y, distance, Cool
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 move_up_aaaagq
    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 = Cool
    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
  #--------------------------------------------------------------------------
  def move_lower_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if  @revise_x + distance> SIDE and -SIDE > @revise_x
          @revise_x = -SIDE
        end
        turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
#------------------------------------------------------------------------------
  def move_lower_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def check_event_triggers_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
  #--------------------------------------------------------------------------
  alias default_move_custom move_type_custom
  def move_type_custom
    # if not in platform run old method
    unless $game_switches[XPLAT_SWITCH_ID]
      default_move_custom
      return
    end
    # New method:
    if jumping? or moving_a?
      return
    end
    # 移動コマンドのリストの最後に到達するまでループ
    while @move_route_index < @move_route.list.size
      # 移動コマンドを取得
      command = @move_route.list[@move_route_index]
      # コマンドコード 0 番 (リストの最後) の場合
      if command.code == 0
        # オプション [動作を繰り返す] が ON の場合
        if @move_route.repeat
          # 移動ルートのインデックスを最初に戻す
          @move_route_index = 0
        end
        # オプション [動作を繰り返す] が OFF の場合
        unless @move_route.repeat
          # 移動ルート強制中の場合
          if @move_route_forcing and not @move_route.repeat
            # 移動ルートの強制を解除
            @move_route_forcing = false
            # オリジナルの移動ルートを復帰
            @move_route = @original_move_route
            @move_route_index = @original_move_route_index
            @original_move_route = nil
          end
          # 停止カウントをクリア
          @stop_count = 0
        end
        return
      end
      # 移動系コマンド (下に移動~ジャンプ) の場合
      if command.code <= 14
        # コマンドコードで分岐
        case command.code
        when 1  # 下に移動
          move_down
        when 2  # 左に移動
          move_left
        when 3  # 右に移動
          move_right
        when 4  # 上に移動
          move_up
        when 5  # 左下に移動
          move_lower_left
        when 6  # 右下に移動
          move_lower_right
        when 7  # 左上に移動
          move_upper_left
        when 8  # 右上に移動
          move_upper_right
        when 9  # ランダムに移動
          move_random
        when 10  # プレイヤーに近づく
          move_toward_player
        when 11  # プレイヤーから遠ざかる
          move_away_from_player
        when 12  # 一歩前進
          move_forward
        when 13  # 一歩後退
          move_backward
        when 14  # ジャンプ
          jump(command.parameters[0], command.parameters[1])
        end
        # オプション [移動できない場合は無視] が OFF で、移動失敗の場合
        if not @move_route.skippable and not moving? and not jumping?
          return
        end
        @move_route_index += 1
        return
      end
      # ウェイトの場合
      if command.code == 15
        # ウェイトカウントを設定
        @wait_count = command.parameters[0] * 2 - 1
        @move_route_index += 1
        return
      end
      # 向き変更系のコマンドの場合
      if command.code >= 16 and command.code <= 26
        # コマンドコードで分岐
        case command.code
        when 16  # 下を向く
          turn_down
        when 17  # 左を向く
          turn_left
        when 18  # 右を向く
          turn_right
        when 19  # 上を向く
          turn_up
        when 20  # 右に 90 度回転
          turn_right_90
        when 21  # 左に 90 度回転
          turn_left_90
        when 22  # 180 度回転
          turn_180
        when 23  # 右か左に 90 度回転
          turn_right_or_left_90
        when 24  # ランダムに方向転換
          turn_random
        when 25  # プレイヤーの方を向く
          turn_toward_player
        when 26  # プレイヤーの逆を向く
          turn_away_from_player
        end
        @move_route_index += 1
        return
      end
      # その他のコマンドの場合
      if command.code >= 27
        # コマンドコードで分岐
        case command.code
        when 27  # スイッチ ON
          $game_switches[command.parameters[0]] = true
          $game_map.need_refresh = true
        when 28  # スイッチ OFF
          $game_switches[command.parameters[0]] = false
          $game_map.need_refresh = true
        when 29  # 移動速度の変更
          @move_speed = command.parameters[0]
        when 30  # 移動頻度の変更
          @move_frequency = command.parameters[0]
        when 31  # 移動時アニメ ON
          @walk_anime = true
        when 32  # 移動時アニメ OFF
          @walk_anime = false
        when 33  # 停止時アニメ ON
          @step_anime = true
        when 34  # 停止時アニメ OFF
          @step_anime = false
        when 35  # 向き固定 ON
          @direction_fix = true
        when 36  # 向き固定 OFF
          @direction_fix = false
        when 37  # すり抜け ON
          @through = true
        when 38  # すり抜け OFF
          @through = false
        when 39  # 最前面に表示 ON
          @always_on_top = true
        when 40  # 最前面に表示 OFF
          @always_on_top = false
        when 41  # グラフィック変更
          @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  # 不透明度の変更
          @opacity = command.parameters[0]
        when 43  # 合成方法の変更
          @blend_type = command.parameters[0]
        when 44  # SE の演奏
          $game_system.se_play(command.parameters[0])
        when 45  # スクリプト
          result = eval(command.parameters[0])
        end
        @move_route_index += 1
        return
      end
    end
  end
end

*also did you see how I used the switch to disable jumping during a textbox?

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#60 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Reala

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Okay, disregard the walk through the ground thing. It was problems with how I setup my maps, but the new disable roll script gave me errors, is there a specific line that makes the actor roll after a jump?
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#61 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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G@MeF@Ce

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^ uh 1 too many "#" try the script again (updated)
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#62 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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still getting it. line 239, syntax(i think) error
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#63 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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G@MeF@Ce

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< does this work?

Spoiler:
Code:
#==============================================================================
#                      XAS Platform Script! V2.2 (disable roll v.2)
#==============================================================================
# By: Gameface101 and Mr Wiggles
#
# Based off of parts from Cogwheel's Platform Script (66rpg.com)
#============================================================================== 
#                              CONFIG
#==============================================================================
# Character graghic offset, used for makeing the character look like they are
# standing on the ground insted of floating on it. (valuse must be 0 - 63)
UP    = 48  # default = 48
DOWN  = 0  # default = 16
SIDE  = 32  # default = 32
#------------------------------------------------------------------------------
JUMPADD = 4                # How High can you jump, 0 (lowest) - 6 (highest)
#------------------------------------------------------------------------------
XPLAT_SWITCH_ID = 1        # platform disable Switch, to turn platform mode
                            # on or off.
#------------------------------------------------------------------------------                             
AIR_JUMP = 0                # number of jumps that can be done in the air.
                            # can be changed in game by useing a script command:
                            # $game_player.air_jump = value
                            # $game_variables[1]
                            # (set value to = 1, 2, or 3)
#------------------------------------------------------------------------------
JUMP_BUTTON = Input::X      # Button used to jump with
JUMP_SOUND = "V_attack2"            # Play Sound when jump
JUMP_VOLUME = 60            # set volume for jump sound
JUMP_PITCH = 100            # set the pitch for jump sound
#------------------------------------------------------------------------------
# Types of Events for platform:
# Add one of these words in upper case in a comment on the first page of the
# event.
#
# FIXED  = Event is un effected by platform
# AIR    = Event will be "flying"
#==============================================================================

 
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character           
  attr_reader  :event
  attr_accessor :airjump

  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias platform_init initialize
  def initialize
    platform_init #crash on reset
    @event = 4
    @jumpnow = 0
    @twojump = 0
    @apassed = false
    @revise_x = 0
    @revise_y = 0
    @move = false
    @airjump = AIR_JUMP
   
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  alias xplat_update update
  def update
    xplat_update
    if $game_switches[XPLAT_SWITCH_ID] # platform check
      if @revise_x == nil and @revise_y == nil
        @revise_x = 0
        @revise_y = 0
      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 !jumping? and !@move
          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
          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
          end
          anime_update
        else
          super
        end
      else
        @move = false
#---------------------------上下失效-----------------------------------------
        unless moving? or $game_system.map_interpreter.running? or
            @move_route_forcing or $game_temp.message_window_showing
          @event_run = false
          @move = true
          platform = $game_switches[XPLAT_SWITCH_ID]
          case Input.dir8
          when 1
            platform ? move_lower_left_p : move_left_p
          when 2
            move_down_p #if !platform
          when 3
            platform ? move_lower_right_p : move_right_p
          when 4
            move_left_p
          when 6
            move_right_p
          when 7
            platform ? move_upper_left_p : move_left_p
          when 8
            move_up_p if !platform
          when 9
            platform ? move_upper_right_p : move_right_p
          end
        end
#---------------------------上下失效-----------------------------------------
        last_real_x = @real_x
        last_real_y = @real_y
        @real_x = @x * 128 + @revise_x #---speed correction
        @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 == true
          if (last_real_x / 128.0).round != @x and
              (last_real_y / 128.0).round != @y
            if @direction == 2 or @direction == 8
              if (last_real_x / 128.0).round > @x
                turn_left
              else
                turn_right
              end
            else
              if (last_real_y / 128.0).round > @y
                turn_up
              else
                turn_down
              end
            end
          elsif (last_real_x / 128.0).round > @x
            turn_left
          elsif (last_real_x / 128.0).round < @x
            turn_right
          elsif (last_real_y / 128.0).round > @y
            turn_up
          elsif (last_real_y / 128.0).round < @y
            turn_down
          end
        end
        if result == false
          unless $DEBUG and Input.press?(Input::CTRL)
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
#----------------------- Jump -----------------------------------------------
      jump_max = (JUMPADD + 6) * 10
      # jump button!
      if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @twojump = 1 if @twojump == 0 and down1(((@x * 128 + @revise_x) / 128.0
          ).round, ((@y * 128 + @revise_y) / 128.0).round, 5, true)
        if (not @apassed) and @twojump <= @airjump
          @apassed = true
          @jumpnow = jump_max
          @twojump += 1
        else
          @jumpnow += 3       
        end
      else
        @apassed = false
      end
      # Play jump sound
      if Input.trigger?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @jumping_through = true#test
        $game_system.se_play(RPG::AudioFile.new(JUMP_SOUND, JUMP_VOLUME, JUMP_PITCH))
      end
#---------------------- Gravity --------------------------------
      @jumpnow -= 10
      if @jumpnow < 0
        @jumpnow = [@jumpnow, -jump_max].max
        if not down1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, -@jumpnow, true)
          @jumpnow = 0
          @twojump = 0
        end
      elsif @jumpnow > 0
        @jumpnow = [@jumpnow, jump_max].min
        if not up1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, @jumpnow, true)
          @jumpnow = 0
        end
      end
#---------------------- Temp Through --------------------------------
    # Jump through ground
    @wait_time = 0 if @wait_time == nil
    @old_y = @y if @old_y == nil
    if @y < @old_y
      if !$game_map.passable?(@x, @y-1, Cool and $game_map.passable?(@x, @y-1, 1)#2
        @jumping_through = true
        @through = true
        @wait_time = 8#-----------------------bug
      end
    end
    # Drop through ground
    if Input.trigger?(JUMP_BUTTON) and Input.press?(Input::DOWN)
      if !$game_map.passable?(@x, @y+1, Cool and $game_map.passable?(@x, @y+1, 2)
        @jumping_through = true
        @through = true
        @wait_time = 4
      end
    end
    @wait_time -= 1 if @wait_time > 0
    if @jumping_through and @wait_time == 0
      @jumping_through = false
      @through = false
    end
#---------------------- Unstuck fix --------------------------------
#    if !$game_map.passable?(@x, @y, 10)
#      @jumping_through = true
#      @through = true
#      @wait_time = 8#4
#      @y -= 1
#    end
#---------------------- Jump Character Set --------------------------------
    # change sprite
#    @chara_wait = 0 if @chara_wait == nil
#    actor = $game_party.actors[0]
#    if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
#      @character_name = actor.character_name + "_ROLL" # Jump Extension
#      @changed_set = true
#      @chara_wait = 10
#    end
    # change back
#    if @changed_set and @chara_wait == 0
#      @character_name = actor.character_name
#      @changed_set = false
#    else
#      @chara_wait -= 1 if @chara_wait > 0
#    end #-------------------------------------------------------------------
#  @old_y = @y
end # platform check
#---------------------- Event Check --------------------------------
    if Input.trigger?(Input::C)
      check_event_trigger_here([0])
      check_event_trigger_there([0,1,2])
    end
  end

#--------------------------------------------------------------------------
  alias moveto_original moveto
  def moveto(x, y)
    @revise_x = 0
    @revise_y = 0
    moveto_original(x, y)
  end
#--------------------------------------------------------------------------
  def anime_update
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
    if @anime_count > 16 - @move_speed * 2 #crash
      if not @step_anime and @stop_count > 0
        @pattern = @original_pattern
      else
        @pattern = (@pattern + 1) % 4
      end
      @anime_count = 0
    end
  end
end

#==============================================================================
# Game_Event
#==============================================================================
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias origonal_update update
  def update
    #check_jump_event if $game_switches[XPLAT_SWITCH_ID]
    origonal_update
    if $game_switches[XPLAT_SWITCH_ID] and $game_map.passable?(@x, @y+1, 2)
      unless @id > 999 or @air_event or @fixed_event
        @y += 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # Check if jumped on event
  #--------------------------------------------------------------------------
  #def check_jump_event
  #  px = $game_player.real_x
  #  py = $game_player.real_y
  #  if (px >= @real_x - 28 and px <= @real_x + 28) and
  #      (py >= @real_y - 128 and py <= @real_y + 128)
  #    $game_player.shoot(4)
  #  end
  #end
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  alias refresh_origonal refresh
  def refresh
    refresh_origonal
    unless @page == nil
      for i in @page.list
        if i.code == 108 or i.code == 408
          # Code for Air event
          if i.parameters[0].upcase[/AIR/] != nil
            @air_event = true
          end
          # Code for Fixed event
          if i.parameters[0].upcase[/FIXED/] != nil
            @fixed_event = true
          end
        end
      end
    end
    if @air_event and $game_switches[XPLAT_SWITCH_ID]
      if @y != @old_y
        case rand(6)
          when 0..2; turn_right
          when 3..6; turn_left
        end
        @old_y = @y
      end
    end
  end
end

#==============================================================================
# Game_Character
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  def last_move?(x, y, direction, distance)
    if direction == 2 or direction == 6
      distance *= -1
    end
    if (direction == 2 or direction == Cool 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
  #--------------------------------------------------------------------------
  def update_move
    distance = 2 ** @move_speed
    if @y * 128 > @real_y
      @real_y = [@real_y + distance, @y * 128].min
      # event gravity
      if self.is_a?(Game_Event) and $game_switches[XPLAT_SWITCH_ID] and
          @air_event == nil
        @real_y += DOWN
      end
    end
    if @x * 128 < @real_x
      @real_x = [@real_x - distance, @x * 128].max
    end
    if @x * 128 > @real_x
      @real_x = [@real_x + distance, @x * 128].min
    end
    if @y * 128 < @real_y
      @real_y = [@real_y - distance, @y * 128].max
    end
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
  end
  #--------------------------------------------------------------------------
  def moving?
    if not $game_switches[XPLAT_SWITCH_ID] or self.is_a?(Game_Event)
      result = (@real_x != @x * 128 or @real_y != @y * 128)
      return result
    end
    if @move_route_forcing
      return false
    else
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  alias default_update_jump update_jump
  def update_jump
    # if not in platform run old method
    unless $game_switches[XPLAT_SWITCH_ID]
      default_update_jump
      return
    end
    @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 Upper Left
  #--------------------------------------------------------------------------
  alias origonal_move_upper_left move_upper_left
  def move_upper_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    origonal_move_upper_left
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right
  #--------------------------------------------------------------------------
  alias origonal_move_upper_right move_upper_right
  def move_upper_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    origonal_move_upper_right
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left
  #--------------------------------------------------------------------------
  alias origonal_move_lower_left move_lower_left
  def move_lower_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    origonal_move_lower_left
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right
  #--------------------------------------------------------------------------
  alias origonal_move_lower_right move_lower_right
  def move_lower_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    origonal_move_lower_right
  end
  #--------------------------------------------------------------------------
  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 move_down_aaaagq
    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
  #--------------------------------------------------------------------------
  def move_left_p
    turn_left
    distance = 2 ** @move_speed #crash
    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 and $game_switches[XPLAT_SWITCH_ID]
      result = left2(x - 1, y, distance, Cool
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 and $game_switches[XPLAT_SWITCH_ID]
      result = right2(x + 1, y, distance, Cool
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 move_up_aaaagq
    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 = Cool
    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
  #--------------------------------------------------------------------------
  def move_lower_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if  @revise_x + distance> SIDE and -SIDE > @revise_x
          @revise_x = -SIDE
        end
        turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
#------------------------------------------------------------------------------
  def move_lower_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def check_event_triggers_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
  #--------------------------------------------------------------------------
  alias default_move_custom move_type_custom
  def move_type_custom
    # if not in platform run old method
    unless $game_switches[XPLAT_SWITCH_ID]
      default_move_custom
      return
    end
    # New method:
    if jumping? or moving_a?
      return
    end
    # 移動コマンドのリストの最後に到達するまでループ
    while @move_route_index < @move_route.list.size
      # 移動コマンドを取得
      command = @move_route.list[@move_route_index]
      # コマンドコード 0 番 (リストの最後) の場合
      if command.code == 0
        # オプション [動作を繰り返す] が ON の場合
        if @move_route.repeat
          # 移動ルートのインデックスを最初に戻す
          @move_route_index = 0
        end
        # オプション [動作を繰り返す] が OFF の場合
        unless @move_route.repeat
          # 移動ルート強制中の場合
          if @move_route_forcing and not @move_route.repeat
            # 移動ルートの強制を解除
            @move_route_forcing = false
            # オリジナルの移動ルートを復帰
            @move_route = @original_move_route
            @move_route_index = @original_move_route_index
            @original_move_route = nil
          end
          # 停止カウントをクリア
          @stop_count = 0
        end
        return
      end
      # 移動系コマンド (下に移動~ジャンプ) の場合
      if command.code <= 14
        # コマンドコードで分岐
        case command.code
        when 1  # 下に移動
          move_down
        when 2  # 左に移動
          move_left
        when 3  # 右に移動
          move_right
        when 4  # 上に移動
          move_up
        when 5  # 左下に移動
          move_lower_left
        when 6  # 右下に移動
          move_lower_right
        when 7  # 左上に移動
          move_upper_left
        when 8  # 右上に移動
          move_upper_right
        when 9  # ランダムに移動
          move_random
        when 10  # プレイヤーに近づく
          move_toward_player
        when 11  # プレイヤーから遠ざかる
          move_away_from_player
        when 12  # 一歩前進
          move_forward
        when 13  # 一歩後退
          move_backward
        when 14  # ジャンプ
          jump(command.parameters[0], command.parameters[1])
        end
        # オプション [移動できない場合は無視] が OFF で、移動失敗の場合
        if not @move_route.skippable and not moving? and not jumping?
          return
        end
        @move_route_index += 1
        return
      end
      # ウェイトの場合
      if command.code == 15
        # ウェイトカウントを設定
        @wait_count = command.parameters[0] * 2 - 1
        @move_route_index += 1
        return
      end
      # 向き変更系のコマンドの場合
      if command.code >= 16 and command.code <= 26
        # コマンドコードで分岐
        case command.code
        when 16  # 下を向く
          turn_down
        when 17  # 左を向く
          turn_left
        when 18  # 右を向く
          turn_right
        when 19  # 上を向く
          turn_up
        when 20  # 右に 90 度回転
          turn_right_90
        when 21  # 左に 90 度回転
          turn_left_90
        when 22  # 180 度回転
          turn_180
        when 23  # 右か左に 90 度回転
          turn_right_or_left_90
        when 24  # ランダムに方向転換
          turn_random
        when 25  # プレイヤーの方を向く
          turn_toward_player
        when 26  # プレイヤーの逆を向く
          turn_away_from_player
        end
        @move_route_index += 1
        return
      end
      # その他のコマンドの場合
      if command.code >= 27
        # コマンドコードで分岐
        case command.code
        when 27  # スイッチ ON
          $game_switches[command.parameters[0]] = true
          $game_map.need_refresh = true
        when 28  # スイッチ OFF
          $game_switches[command.parameters[0]] = false
          $game_map.need_refresh = true
        when 29  # 移動速度の変更
          @move_speed = command.parameters[0]
        when 30  # 移動頻度の変更
          @move_frequency = command.parameters[0]
        when 31  # 移動時アニメ ON
          @walk_anime = true
        when 32  # 移動時アニメ OFF
          @walk_anime = false
        when 33  # 停止時アニメ ON
          @step_anime = true
        when 34  # 停止時アニメ OFF
          @step_anime = false
        when 35  # 向き固定 ON
          @direction_fix = true
        when 36  # 向き固定 OFF
          @direction_fix = false
        when 37  # すり抜け ON
          @through = true
        when 38  # すり抜け OFF
          @through = false
        when 39  # 最前面に表示 ON
          @always_on_top = true
        when 40  # 最前面に表示 OFF
          @always_on_top = false
        when 41  # グラフィック変更
          @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  # 不透明度の変更
          @opacity = command.parameters[0]
        when 43  # 合成方法の変更
          @blend_type = command.parameters[0]
        when 44  # SE の演奏
          $game_system.se_play(command.parameters[0])
        when 45  # スクリプト
          result = eval(command.parameters[0])
        end
        @move_route_index += 1
        return
      end
    end
  end
end
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#64 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Reala

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Nope, same error
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#65 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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BluE

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I thinks it's because you need to disable smilies or atleast put it in a code box that has no smilies. They kill it. This happened to me before
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If you read this message, please PM me. this is a test. And I'm serious, this isnt just some lousy time wasting paragraph that I wrote just to fill in my signature. It's here for a reason. PM ME.
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#66 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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mr_wiggles

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yea i think blue is right
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#67 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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G@MeF@Ce

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>,< - DOH! I see smileys in the code box... thought I fixed that>? checkin'it.

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Hey Guest, check out my demos!
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#68 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Lol at the asian comments in the code Razz.
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<'))))><
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#69 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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G@MeF@Ce

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^HA! I know, I wonder what it says :-P

that must of been Cogswheel's comments...

ok I'm disabling the smileys in this post ^,^

< yeah?

Spoiler:
Code:
#==============================================================================
#                      XAS Platform Script! V2.2 (disable roll v.2)
#==============================================================================
# By: Gameface101 and Mr Wiggles
#
# Based off of parts from Cogwheel's Platform Script (66rpg.com)
#============================================================================== 
#                              CONFIG
#==============================================================================
# Character graghic offset, used for makeing the character look like they are
# standing on the ground insted of floating on it. (valuse must be 0 - 63)
UP    = 48  # default = 48
DOWN  = 0  # default = 16
SIDE  = 32  # default = 32
#------------------------------------------------------------------------------
JUMPADD = 4                # How High can you jump, 0 (lowest) - 6 (highest)
#------------------------------------------------------------------------------
XPLAT_SWITCH_ID = 1        # platform disable Switch, to turn platform mode
                            # on or off.
#------------------------------------------------------------------------------                             
AIR_JUMP = 0                # number of jumps that can be done in the air.
                            # can be changed in game by useing a script command:
                            # $game_player.air_jump = value
                            # $game_variables[1]
                            # (set value to = 1, 2, or 3)
#------------------------------------------------------------------------------
JUMP_BUTTON = Input::X      # Button used to jump with
JUMP_SOUND = "V_attack2"            # Play Sound when jump
JUMP_VOLUME = 60            # set volume for jump sound
JUMP_PITCH = 100            # set the pitch for jump sound
#------------------------------------------------------------------------------
# Types of Events for platform:
# Add one of these words in upper case in a comment on the first page of the
# event.
#
# FIXED  = Event is un effected by platform
# AIR    = Event will be "flying"
#==============================================================================

 
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character           
  attr_reader  :event
  attr_accessor :airjump

  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias platform_init initialize
  def initialize
    platform_init #crash on reset
    @event = 4
    @jumpnow = 0
    @twojump = 0
    @apassed = false
    @revise_x = 0
    @revise_y = 0
    @move = false
    @airjump = AIR_JUMP
   
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  alias xplat_update update
  def update
    xplat_update
    if $game_switches[XPLAT_SWITCH_ID] # platform check
      if @revise_x == nil and @revise_y == nil
        @revise_x = 0
        @revise_y = 0
      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 !jumping? and !@move
          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
          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
          end
          anime_update
        else
          super
        end
      else
        @move = false
#---------------------------上下失效-----------------------------------------
        unless moving? or $game_system.map_interpreter.running? or
            @move_route_forcing or $game_temp.message_window_showing
          @event_run = false
          @move = true
          platform = $game_switches[XPLAT_SWITCH_ID]
          case Input.dir8
          when 1
            platform ? move_lower_left_p : move_left_p
          when 2
            move_down_p #if !platform
          when 3
            platform ? move_lower_right_p : move_right_p
          when 4
            move_left_p
          when 6
            move_right_p
          when 7
            platform ? move_upper_left_p : move_left_p
          when 8
            move_up_p if !platform
          when 9
            platform ? move_upper_right_p : move_right_p
          end
        end
#---------------------------上下失效-----------------------------------------
        last_real_x = @real_x
        last_real_y = @real_y
        @real_x = @x * 128 + @revise_x #---speed correction
        @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 == true
          if (last_real_x / 128.0).round != @x and
              (last_real_y / 128.0).round != @y
            if @direction == 2 or @direction == 8
              if (last_real_x / 128.0).round > @x
                turn_left
              else
                turn_right
              end
            else
              if (last_real_y / 128.0).round > @y
                turn_up
              else
                turn_down
              end
            end
          elsif (last_real_x / 128.0).round > @x
            turn_left
          elsif (last_real_x / 128.0).round < @x
            turn_right
          elsif (last_real_y / 128.0).round > @y
            turn_up
          elsif (last_real_y / 128.0).round < @y
            turn_down
          end
        end
        if result == false
          unless $DEBUG and Input.press?(Input::CTRL)
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
#----------------------- Jump -----------------------------------------------
      jump_max = (JUMPADD + 6) * 10
      # jump button!
      if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @twojump = 1 if @twojump == 0 and down1(((@x * 128 + @revise_x) / 128.0
          ).round, ((@y * 128 + @revise_y) / 128.0).round, 5, true)
        if (not @apassed) and @twojump <= @airjump
          @apassed = true
          @jumpnow = jump_max
          @twojump += 1
        else
          @jumpnow += 3       
        end
      else
        @apassed = false
      end
      # Play jump sound
      if Input.trigger?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @jumping_through = true#test
        $game_system.se_play(RPG::AudioFile.new(JUMP_SOUND, JUMP_VOLUME, JUMP_PITCH))
      end
#---------------------- Gravity --------------------------------
      @jumpnow -= 10
      if @jumpnow < 0
        @jumpnow = [@jumpnow, -jump_max].max
        if not down1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, -@jumpnow, true)
          @jumpnow = 0
          @twojump = 0
        end
      elsif @jumpnow > 0
        @jumpnow = [@jumpnow, jump_max].min
        if not up1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, @jumpnow, true)
          @jumpnow = 0
        end
      end
#---------------------- Temp Through --------------------------------
    # Jump through ground
    @wait_time = 0 if @wait_time == nil
    @old_y = @y if @old_y == nil
    if @y < @old_y
      if !$game_map.passable?(@x, @y-1, 8) and $game_map.passable?(@x, @y-1, 1)#2
        @jumping_through = true
        @through = true
        @wait_time = 8#-----------------------bug
      end
    end
    # Drop through ground
    if Input.trigger?(JUMP_BUTTON) and Input.press?(Input::DOWN)
      if !$game_map.passable?(@x, @y+1, 8) and $game_map.passable?(@x, @y+1, 2)
        @jumping_through = true
        @through = true
        @wait_time = 4
      end
    end
    @wait_time -= 1 if @wait_time > 0
    if @jumping_through and @wait_time == 0
      @jumping_through = false
      @through = false
    end
#---------------------- Unstuck fix --------------------------------
#    if !$game_map.passable?(@x, @y, 10)
#      @jumping_through = true
#      @through = true
#      @wait_time = 8#4
#      @y -= 1
#    end
#---------------------- Jump Character Set --------------------------------
    # change sprite
#    @chara_wait = 0 if @chara_wait == nil
#    actor = $game_party.actors[0]
#    if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
#      @character_name = actor.character_name + "_ROLL" # Jump Extension
#      @changed_set = true
#      @chara_wait = 10
#    end
    # change back
#    if @changed_set and @chara_wait == 0
#      @character_name = actor.character_name
#      @changed_set = false
#    else
#      @chara_wait -= 1 if @chara_wait > 0
#    end #-------------------------------------------------------------------
#  @old_y = @y
end # platform check
#---------------------- Event Check --------------------------------
    if Input.trigger?(Input::C)
      check_event_trigger_here([0])
      check_event_trigger_there([0,1,2])
    end
  end

#--------------------------------------------------------------------------
  alias moveto_original moveto
  def moveto(x, y)
    @revise_x = 0
    @revise_y = 0
    moveto_original(x, y)
  end
#--------------------------------------------------------------------------
  def anime_update
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
    if @anime_count > 16 - @move_speed * 2 #crash
      if not @step_anime and @stop_count > 0
        @pattern = @original_pattern
      else
        @pattern = (@pattern + 1) % 4
      end
      @anime_count = 0
    end
  end
end

#==============================================================================
# Game_Event
#==============================================================================
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias origonal_update update
  def update
    #check_jump_event if $game_switches[XPLAT_SWITCH_ID]
    origonal_update
    if $game_switches[XPLAT_SWITCH_ID] and $game_map.passable?(@x, @y+1, 2)
      unless @id > 999 or @air_event or @fixed_event
        @y += 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # Check if jumped on event
  #--------------------------------------------------------------------------
  #def check_jump_event
  #  px = $game_player.real_x
  #  py = $game_player.real_y
  #  if (px >= @real_x - 28 and px <= @real_x + 28) and
  #      (py >= @real_y - 128 and py <= @real_y + 128)
  #    $game_player.shoot(4)
  #  end
  #end
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  alias refresh_origonal refresh
  def refresh
    refresh_origonal
    unless @page == nil
      for i in @page.list
        if i.code == 108 or i.code == 408
          # Code for Air event
          if i.parameters[0].upcase[/AIR/] != nil
            @air_event = true
          end
          # Code for Fixed event
          if i.parameters[0].upcase[/FIXED/] != nil
            @fixed_event = true
          end
        end
      end
    end
    if @air_event and $game_switches[XPLAT_SWITCH_ID]
      if @y != @old_y
        case rand(6)
          when 0..2; turn_right
          when 3..6; turn_left
        end
        @old_y = @y
      end
    end
  end
end

#==============================================================================
# Game_Character
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  def update_move
    distance = 2 ** @move_speed
    if @y * 128 > @real_y
      @real_y = [@real_y + distance, @y * 128].min
      # event gravity
      if self.is_a?(Game_Event) and $game_switches[XPLAT_SWITCH_ID] and
          @air_event == nil
        @real_y += DOWN
      end
    end
    if @x * 128 < @real_x
      @real_x = [@real_x - distance, @x * 128].max
    end
    if @x * 128 > @real_x
      @real_x = [@real_x + distance, @x * 128].min
    end
    if @y * 128 < @real_y
      @real_y = [@real_y - distance, @y * 128].max
    end
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
  end
  #--------------------------------------------------------------------------
  def moving?
    if not $game_switches[XPLAT_SWITCH_ID] or self.is_a?(Game_Event)
      result = (@real_x != @x * 128 or @real_y != @y * 128)
      return result
    end
    if @move_route_forcing
      return false
    else
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  alias default_update_jump update_jump
  def update_jump
    # if not in platform run old method
    unless $game_switches[XPLAT_SWITCH_ID]
      default_update_jump
      return
    end
    @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 Upper Left
  #--------------------------------------------------------------------------
  alias origonal_move_upper_left move_upper_left
  def move_upper_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    origonal_move_upper_left
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right
  #--------------------------------------------------------------------------
  alias origonal_move_upper_right move_upper_right
  def move_upper_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    origonal_move_upper_right
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left
  #--------------------------------------------------------------------------
  alias origonal_move_lower_left move_lower_left
  def move_lower_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    origonal_move_lower_left
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right
  #--------------------------------------------------------------------------
  alias origonal_move_lower_right move_lower_right
  def move_lower_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    origonal_move_lower_right
  end
  #--------------------------------------------------------------------------
  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 move_down_aaaagq
    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
  #--------------------------------------------------------------------------
  def move_left_p
    turn_left
    distance = 2 ** @move_speed #crash
    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 and $game_switches[XPLAT_SWITCH_ID]
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 and $game_switches[XPLAT_SWITCH_ID]
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 move_up_aaaagq
    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
  #--------------------------------------------------------------------------
  def move_lower_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if  @revise_x + distance> SIDE and -SIDE > @revise_x
          @revise_x = -SIDE
        end
        turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
#------------------------------------------------------------------------------
  def move_lower_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def check_event_triggers_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
  #--------------------------------------------------------------------------
  alias default_move_custom move_type_custom
  def move_type_custom
    # if not in platform run old method
    unless $game_switches[XPLAT_SWITCH_ID]
      default_move_custom
      return
    end
    # New method:
    if jumping? or moving_a?
      return
    end
    # 移動コマンドのリストの最後に到達するまでループ
    while @move_route_index < @move_route.list.size
      # 移動コマンドを取得
      command = @move_route.list[@move_route_index]
      # コマンドコード 0 番 (リストの最後) の場合
      if command.code == 0
        # オプション [動作を繰り返す] が ON の場合
        if @move_route.repeat
          # 移動ルートのインデックスを最初に戻す
          @move_route_index = 0
        end
        # オプション [動作を繰り返す] が OFF の場合
        unless @move_route.repeat
          # 移動ルート強制中の場合
          if @move_route_forcing and not @move_route.repeat
            # 移動ルートの強制を解除
            @move_route_forcing = false
            # オリジナルの移動ルートを復帰
            @move_route = @original_move_route
            @move_route_index = @original_move_route_index
            @original_move_route = nil
          end
          # 停止カウントをクリア
          @stop_count = 0
        end
        return
      end
      # 移動系コマンド (下に移動~ジャンプ) の場合
      if command.code <= 14
        # コマンドコードで分岐
        case command.code
        when 1  # 下に移動
          move_down
        when 2  # 左に移動
          move_left
        when 3  # 右に移動
          move_right
        when 4  # 上に移動
          move_up
        when 5  # 左下に移動
          move_lower_left
        when 6  # 右下に移動
          move_lower_right
        when 7  # 左上に移動
          move_upper_left
        when 8  # 右上に移動
          move_upper_right
        when 9  # ランダムに移動
          move_random
        when 10  # プレイヤーに近づく
          move_toward_player
        when 11  # プレイヤーから遠ざかる
          move_away_from_player
        when 12  # 一歩前進
          move_forward
        when 13  # 一歩後退
          move_backward
        when 14  # ジャンプ
          jump(command.parameters[0], command.parameters[1])
        end
        # オプション [移動できない場合は無視] が OFF で、移動失敗の場合
        if not @move_route.skippable and not moving? and not jumping?
          return
        end
        @move_route_index += 1
        return
      end
      # ウェイトの場合
      if command.code == 15
        # ウェイトカウントを設定
        @wait_count = command.parameters[0] * 2 - 1
        @move_route_index += 1
        return
      end
      # 向き変更系のコマンドの場合
      if command.code >= 16 and command.code <= 26
        # コマンドコードで分岐
        case command.code
        when 16  # 下を向く
          turn_down
        when 17  # 左を向く
          turn_left
        when 18  # 右を向く
          turn_right
        when 19  # 上を向く
          turn_up
        when 20  # 右に 90 度回転
          turn_right_90
        when 21  # 左に 90 度回転
          turn_left_90
        when 22  # 180 度回転
          turn_180
        when 23  # 右か左に 90 度回転
          turn_right_or_left_90
        when 24  # ランダムに方向転換
          turn_random
        when 25  # プレイヤーの方を向く
          turn_toward_player
        when 26  # プレイヤーの逆を向く
          turn_away_from_player
        end
        @move_route_index += 1
        return
      end
      # その他のコマンドの場合
      if command.code >= 27
        # コマンドコードで分岐
        case command.code
        when 27  # スイッチ ON
          $game_switches[command.parameters[0]] = true
          $game_map.need_refresh = true
        when 28  # スイッチ OFF
          $game_switches[command.parameters[0]] = false
          $game_map.need_refresh = true
        when 29  # 移動速度の変更
          @move_speed = command.parameters[0]
        when 30  # 移動頻度の変更
          @move_frequency = command.parameters[0]
        when 31  # 移動時アニメ ON
          @walk_anime = true
        when 32  # 移動時アニメ OFF
          @walk_anime = false
        when 33  # 停止時アニメ ON
          @step_anime = true
        when 34  # 停止時アニメ OFF
          @step_anime = false
        when 35  # 向き固定 ON
          @direction_fix = true
        when 36  # 向き固定 OFF
          @direction_fix = false
        when 37  # すり抜け ON
          @through = true
        when 38  # すり抜け OFF
          @through = false
        when 39  # 最前面に表示 ON
          @always_on_top = true
        when 40  # 最前面に表示 OFF
          @always_on_top = false
        when 41  # グラフィック変更
          @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  # 不透明度の変更
          @opacity = command.parameters[0]
        when 43  # 合成方法の変更
          @blend_type = command.parameters[0]
        when 44  # SE の演奏
          $game_system.se_play(command.parameters[0])
        when 45  # スクリプト
          result = eval(command.parameters[0])
        end
        @move_route_index += 1
        return
      end
    end
  end
end
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#70 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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It works but its not animated when i jump, and thats mandatory for my game, or else it would look wierd.
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#71 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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I have a problem now. The Cog extra frames script doesnt go with this very well. Instead of running the whole 16 frames, it locks the character in the first one. It works normally when the platform script is disabled but can u fix this?
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#72 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Bumpity Bump
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#73 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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#74 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Bump!!!!!!!!!!
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#75 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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heya Reala, been bizzy, I should have some more time during the holidays to look into this, yeah the extra frames animation doesn't work when standing still and a few other touches are needed for the jump, hang tight ^,^
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#76 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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yo Reala thanks for hangin in there^

... currently working on sprites / graphics, will make time for scripts closer to the weekend. eager to have some of these issues resolved for a newer release of 8Xplat!
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#77 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Alright. is it gonna be for xas 3.8 or u gonna wait for xas 4?
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#78 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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i think should wait till 4, less work converting into it then.
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#79 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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I'll whip up a new 3.82 demo, but if XAS4 has all of these issues worked out, then no reason to waste any brain cells... LOL! this stuff makes makes my head hurt

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@Reala - is this for your Lavot game?
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#80 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Yea. I already told you about the bugs, but theres one more thing. When you jump it makes a sound. Something annoying is that while ur in the air and u keep pressing the jump button, the sound plays everytime u press it. Other than that it's fine. BTW how do u alter the gravity force in the script, like the speed u fall n all that. My enemies fall really slow, like they're walking down. But my actors come FLYING down with all piss n vinegar. Not really an issue cuz my new game doesnt have pitfalls, but it wud be helpful.
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#81 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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@reala - yes I made that adjustment on my version I will share with you after I post a few things... as simple as a side scrolling platform game may look, there's alot of touches to it huh? ^,^
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#82 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Yea lol, I think it's cause it's on XP n XP was meant for Overhead games.
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#83 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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exactly... many have said to use gamemaker and that RMXP couldn't handle it...
well after a few years later... suprise! ^,^

runs real smooth even with the dash and blurr...
have you tried the double tap dash blurr and double jump?
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#84 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Yea, used it in my last game. I wanna know how to get the character to blur when they're running normally, like in Castlevania.
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#85 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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instructions are in the blur script... you can use the blur on enemies too!
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will update the Xplat script with a new module to set different weight for each enemy as wiggles recommended.

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#86 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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So in $game_map.events[X].blur = true
Wut do i replace X with for it to blur on the actor. I put 0 n got a error
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#87 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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ok Gamerz we have a newer version of the Xplat!
this newer version includes setting different weight for your enemies based upon enemy_ID.
First I will include the edited XAS-Movement then the Xplat script in the following post.

~(G|F

1.) Replace the XAS-Movement script with this one:
Spoiler:
Code:
#===============================================================================
#===============================================================================
# MOVEMENT SYSTEM / THROW / JUMP / FALL - Xplat edit
#===============================================================================
#===============================================================================


#===============================================================================
# Game_Character
#===============================================================================
class Game_Character

 #--------------------------------------------------------------------------
 # Throw
 #--------------------------------------------------------------------------
  def jump_forward(range)   
  jump_range = range
  dc = @direction
  unless jumping?       
        p = jump_range
        range.times do
          unless jumping?
          if dc == 6             
              jump(jump_range,0) if throw_event?(jump_range,0,p)
          elsif dc == 4
              jump(-jump_range,0) if throw_event?(-jump_range,0,p)
          elsif dc == 2
              jump(0,jump_range) if throw_event?(0,jump_range,p)
          elsif dc == 8
              jump(0,-jump_range) if throw_event?(0,-jump_range,p)
          end
              jump(0,0) if jump_range == 1
              jump_range -= 1 
              p -= 1
          end             
        end
    end           
  end   
 
 #--------------------------------------------------------------------------
 # Player Pos
 #--------------------------------------------------------------------------
 def player_pos
  @x = $game_player.x
  @y = $game_player.y
 end

 #--------------------------------------------------------------------------
 # Go Event Pos
 #--------------------------------------------------------------------------
 def event_pos
    $game_player.jump(0,0)
    $game_player.x = @x
    $game_player.y = @y
 end 
 
 #--------------------------------------------------------------------------
 # Player Pos
 #--------------------------------------------------------------------------
 def jump_pos(x,y)
  @x = x
  @y = y
  jump(0,0)
 end 
 
 #--------------------------------------------------------------------------
 # Conditional Move
 #--------------------------------------------------------------------------
 def cond_move(x,y,d)
  if @x == x and @y == y
      if d == 2
        move_down
      elsif d == 4
        move_left
      elsif d == 6 
        move_right
      else
        move_up
      end 
    end
 end   
 
 #--------------------------------------------------------------------------
 # Passable?
 #--------------------------------------------------------------------------
 alias xas_passable passable?
 def passable?(x, y, d)
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) 
    if self.is_a?(Game_Player) and $game_system.fly == true
      return true
    end   
    if self.is_a?(Game_Event)
      if self.event_name == "Somaria"
        $game_variables[XAS_SKILL::SOMARIA_VARIABLE_ID_X] = new_x
        $game_variables[XAS_SKILL::SOMARIA_VARIABLE_ID_Y] = new_y
      end
    end         
    #Platform ------------------------------------------------------
    if !$game_switches[XPLAT_SWITCH_ID]#-------------------------------[x-plat]#2
    if $game_map.terrain_tag(x, y) == XAS::FALL_TERRAIN  and
        $game_system.fly == false
        if self.is_a?(Game_Event) and self.event_name == "Platform"
          @move_frequency = 7
          @d = self.direction
          if self.x == $game_player.x and self.y == $game_player.y
              unless $game_player.moving2? or
                      jumping?
              $game_player.walk_anime = false
              $game_player.move_speed = @move_speed
              $game_player.x =  new_x
              $game_player.y =  new_y
              end 
          end           
        end 
      end
      end # xplat - end #2
    if $game_map.terrain_tag(new_x, new_y) != XAS::FALL_TERRAIN and
      self.is_a?(Game_Player)
      $game_player.walk_anime = true
    end   
    #Swimming Terrain  ------------------------------------------
    if $game_map.terrain_tag(new_x, new_y) == XAS::SWIMMING_TERRAIN
      if self.is_a?(Game_Player) and
        $game_switches[XAS::SWIMMING_ACTIVE_SWITCH_ID] == false
        return false
      end
      if self.is_a?(Game_Event)
        if self.through == true
          return true 
        end 
        if self.event_name != "Aquatic"
          return false
        end
      end     
    end 
    if self.is_a?(Game_Event) and self.event_name == "Aquatic" and
      $game_map.terrain_tag(new_x, new_y) != XAS::SWIMMING_TERRAIN
      return false
    end
    xas_passable(x, y, d)
 end 
 
 #--------------------------------------------------------------------------
 # Passable Throw?
 #--------------------------------------------------------------------------
 def passable_throw?(x, y, d)
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    unless $game_map.valid?(new_x, new_y)
      return false
    end
    if @through
      return true
    end
    unless $game_map.passable?(x, y, d, self)
      return false
    end
    unless $game_map.passable?(new_x, new_y, 10 - d)
      return false
    end
    if self.is_a?(Game_Event) and not @through
      if $game_map.terrain_tag(new_x, new_y) == XAS::FALL_TERRAIN
        return false
      end
    end
    for event in $game_map.events.values
      if event.x == new_x and event.y == new_y       
        unless event.through
          if self != $game_player
            return false
          end
          if event.character_name != ""
            return false
          end
        end
      end
    end
    if $game_player.x == new_x and $game_player.y == new_y
      unless $game_player.through
        if @character_name != ""
          return false
        end
      end
    end
    return true
end 
 
#-------------------------------------------------------------------------------
# Player Dir
#-------------------------------------------------------------------------------
def player_dir
  if !$game_switches[XPLAT_SWITCH_ID] #-------------------------------[x-plat]#2
  if $game_map.terrain_tag(@x, @y) == XAS::FALL_TERRAIN  and
      self.is_a?(Game_Player)
      for event in $game_map.events.values           
        if event.event_name == "Platform" and
          event.x == x and event.y == y
          new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
          new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)           
          if  $game_map.terrain_tag(new_x, new_y) != XAS::FALL_TERRAIN 
            case Input.dir4
              when 2
              move_down
              when 4
              move_left
              when 6
              move_right
              when 8
              move_up
            end                           
          else         
          case Input.dir4
              when 2
              turn_down
              when 4
              turn_left
              when 6
              turn_right
              when 8
              turn_up
            end                       
            end                         
        end               
      end           
  end           
end     
end #----xplat #2
 
#-------------------------------------------------------------------------------
# Fall Check?
#-------------------------------------------------------------------------------
def fall_check?(x, y, d) 
  if $game_map.terrain_tag(x, y) == XAS::FALL_TERRAIN     
      for event in $game_map.events.values   
        if event.event_name == "Platform" and
            event.x == x and event.y == y
            if self.is_a?(Game_Player)
              case Input.dir4
                  when 2
                    move_down
                  when 4
                    move_left
                  when 6
                    move_right
                  when 8
                    move_up
                  end                                     
              end
              if self.is_a?(Game_Event)
                  @fall_safe_time = 10
              end
                return false 
            end               
        end           
      end     
  return true 
end 
 
#-------------------------------------------------------------------------------
# Fall Check2?
#-------------------------------------------------------------------------------
def fall_check2?(x, y, d) 
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) 
      for event in $game_map.events.values   
                       
        if event.event_name == "Platform" and
            event.x == @x and event.y == @y
            return false 
        end               
      end 
  return true 
end 

 #--------------------------------------------------------------------------
 # Jumpa
 #--------------------------------------------------------------------------
 def jumpa(x_plus, y_plus, high)
    if x_plus != 0 or y_plus != 0
      if x_plus.abs > y_plus.abs
        x_plus < 0 ? turn_left : turn_right
      else
        y_plus < 0 ? turn_up : turn_down
      end
    end
    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)
      straighten
      @x = new_x
      @y = new_y
      distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
      @jump_peak = high + distance - @move_speed
      @jump_count = @jump_peak * 2
      @stop_count = 0
    end
 end 

 #--------------------------------------------------------------------------
 # Jumpa?
 #--------------------------------------------------------------------------
 def jumpa?(x_plus, y_plus,p ) 
    terrain_disable = $game_map.terrain_tag(@x + x_plus, @y + y_plus)
    if XAS::TERRAIN_NO_JUMP_TYPE1.include?(terrain_disable)
      return false
    end
    new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
    new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
    terrain_disable2 = $game_map.terrain_tag(new_x,new_y)
    if XAS::TERRAIN_NO_JUMP_TYPE2.include?(terrain_disable2)
      return false
    end     
    v = 1
    org_x = @x + x_plus
    org_y = @y + y_plus
    p.times do   
    new_x2 = org_x + (@direction == 6 ? -v : @direction == 4 ? + v : 0)
    new_y2 = org_y + (@direction == 2 ? -v : @direction == 8 ? + v : 0)
    terrain_disable3 = $game_map.terrain_tag(new_x2,new_y2)     
    if XAS::TERRAIN_NO_JUMP_TYPE2.include?(terrain_disable3)
      return false
    end       
    for event in $game_map.events.values
      if event.x == new_x2 and event.y == new_y2 
        if event.event_name == "No_Jump" and
            event.through == false
            return false
        end 
      end
    end     
    v += 1
    end
    return true
 end
 
 #--------------------------------------------------------------------------
 # Throw Event?
 #--------------------------------------------------------------------------
 def throw_event?(x_plus, y_plus,p ) 
    dir = $game_player.direction
    terrain_disable = $game_map.terrain_tag(@x + x_plus, @y + y_plus)
    if XAS::TERRAIN_NO_JUMP_TYPE1.include?(terrain_disable)
      return false
    end
    new_x = @x + (dir == 6 ? 1 : dir == 4 ? -1 : 0)
    new_y = @y + (dir == 2 ? 1 : dir == 8 ? -1 : 0)
    terrain_disable2 = $game_map.terrain_tag(new_x,new_y)
    if XAS::TERRAIN_NO_JUMP_TYPE2.include?(terrain_disable2)
      return false
    end     
    v = 1
    org_x = @x + x_plus
    org_y = @y + y_plus
    p.times do   
    new_x2 = org_x + (dir == 6 ? -v : dir == 4 ? + v : 0)
    new_y2 = org_y + (dir == 2 ? -v : dir == 8 ? + v : 0)
    terrain_disable3 = $game_map.terrain_tag(new_x2,new_y2)     
    if XAS::TERRAIN_NO_JUMP_TYPE2.include?(terrain_disable3)
      return false
    end       
    for event in $game_map.events.values
      if event.x == new_x2 and event.y == new_y2 
        if event.event_name == "No_Jump" and
            event.through == false
            return false
        end 
      end
    end     
    v += 1
    end
    return true
 end 
 
 
 #--------------------------------------------------------------------------
 # Input Real
 #--------------------------------------------------------------------------
 def input_real?
    if Input.press?(Input::RIGHT) or Input.press?(Input::LEFT) or
      Input.press?(Input::UP) or Input.press?(Input::DOWN)
      return true
    end
    $game_player.jump(0,0) unless terrain_tag == 2
    return false
 end
 
 #--------------------------------------------------------------------------
 # Pular
 #--------------------------------------------------------------------------
 def pular
  if input_real?  and
      terrain_tag != XAS::FALL_TERRAIN   
    if @move_speed == XAS::DASH_SPEED + $game_system.move_speed
      range = XAS::JUMP_RANGE_DASH
    else
      range = XAS::JUMP_RANGE_NORMAL
    end
    jump_range = range
    unless jumping? 
        p = jump_range
        range.times do
        unless jumping?
          if @direction == 6             
              jump(jump_range,0) if jumpa?(jump_range,0,p)
          elsif @direction == 4
              jump(-jump_range,0) if jumpa?(-jump_range,0,p)
          elsif @direction == 2
              jump(0,jump_range) if jumpa?(0,jump_range,p)
          elsif @direction == 8
              jump(0,-jump_range) if jumpa?(0,-jump_range,p)
          end
              jump(0,0) if jump_range == 1
              jump_range -= 1
              p -= 1
        end
        end       
    end   
  end 
  end 
 
 #--------------------------------------------------------------------------
 # Throw
 #--------------------------------------------------------------------------
  def throw(range)   
  jump_range = range
  dc = $game_player.direction
  unless jumping?       
        p = jump_range
        range.times do
          unless jumping?
          if dc == 6             
              jump(jump_range,0) if throw_event?(jump_range,0,p)
          elsif dc == 4
              jump(-jump_range,0) if throw_event?(-jump_range,0,p)
          elsif dc == 2
              jump(0,jump_range) if throw_event?(0,jump_range,p)
          elsif dc == 8
              jump(0,-jump_range) if throw_event?(0,-jump_range,p)
          end
              jump(0,0) if jump_range == 1
              jump_range -= 1 
              p -= 1
          end             
        end
    end           
  end 
 
 #--------------------------------------------------------------------------
 # Throw 2
 #--------------------------------------------------------------------------
  def throw2 
  dc = $game_player.direction
    if dc == 6             
        move_right
    elsif dc == 4
        move_left
    elsif dc == 2
        move_down
    elsif dc == 8
        move_up
    end
  jump(0,0)   
  end
           
 #--------------------------------------------------------------------------
 # Throw Update
 #--------------------------------------------------------------------------
  def throw_update
  if self.throw_on == true and
      $game_temp.trow_active_now == true and
      $game_temp.take_time <= 15
      self.throw_on = false
      $game_temp.carry = false
      $game_temp.carry_time = 0     
      $game_temp.trow_active = false
      $game_temp.trow_active_now = false
      $game_temp.take_time = 15
      throw(XAS::THROW_POWER)
  elsif self.throw_on == true and
      $game_temp.trow_active_now == true and
      $game_temp.take_time == 18   
      $game_temp.trow_active = false
      $game_temp.trow_active_now = false
      $game_temp.take_time = 15
      $game_temp.carry = false
      $game_temp.carry_time = 0 
      self.throw_on = false
      throw2             
  elsif self.throw_on == true 
      @x = $game_player.x     
      @y = $game_player.y
      @move_speed = $game_player.move_speed
      if self.battler != nil and self.battler.is_a?(Game_Enemy)
      if $game_temp.carry_time > 0 and not
          (XAS_BA_ENEMY::ENEMY_OBJECT.include?(self.battler.id) or
          XAS_BA_ENEMY::ITEM_ENEMY.include?(self.battler.id) or
          XAS_BA_ENEMY::KNOCK_BACK_DISABLES.include?(self.battler.id))
            if img_hit_enemy_exist?
              unless self.battler.xas_states_stop == true
              @character_name = @page.graphic.character_name + "_Hit"
              end
              @collision_attack = false
            end
        end
      end 
      if ($game_temp.carry == true and $game_temp.carry_time == 0) or       
          @actor.states.include?(XAS::STOP_ID) or
          @actor.states.include?(XAS::SLEEP_ID) or
          $game_player.knockbacking? or
          $game_temp.fall == true or
          $game_system.swimming == true
          $game_temp.trow_active = false
          $game_temp.trow_active_now = false
          $game_temp.take_time = 15
          $game_temp.carry = false
          $game_temp.carry_time = 0 
          self.throw_on = false
          d = $game_player.direction
          if d == 2
              move_down
          elsif d == 4
              move_left
          elsif d == 6
              move_right
            else
              move_up
          end
          $game_temp.fall = false
      end       
  end
end
   
end

#===============================================================================
#  GAME_PLAYER
#===============================================================================
class Game_Player < Game_Character
  include MOG
  attr_accessor :move_speed
  attr_accessor :need_refresh
  attr_accessor :direction_fix
  attr_accessor :walk_anime
  attr_accessor :step_anime
  attr_accessor :x
  attr_accessor :y
 #--------------------------------------------------------------------------
 # Clear Setting
 #--------------------------------------------------------------------------
  def clear_setting
    $game_temp.trow_active = false
    $game_temp.trow_active_now = false
    $game_temp.take_time = 0
    $game_temp.carry = false
    $game_temp.carry_time = 0 
    $game_temp.xas_charge_time = 0
    $game_temp.xas_anime_loop = 0
    $game_temp.xas_anime_loop2 = 0
    $game_temp.force_action_now_id = 0
    $game_temp.force_action_id = 0
    $game_temp.rendan_item = 0
    $game_temp.item_rendan = 0
    $game_temp.rendan_skill = 0
    $game_temp.skill_rendan = 0
    $game_temp.rendan_attack = 0
    $game_temp.attack_rendan = 0
    $game_temp.rendan_attack2 = 0
    $game_temp.attack_rendan2 = 0   
    $game_temp.cast_skill_id = 0
    $game_temp.cast_time = 0
    $game_temp.cast_type = 0 
    $game_temp.dodge = false
    $game_temp.dodge_time = 0
    $game_temp.lock_jump = false
    $game_temp.jump_count = 0   
    $game_temp.lock_command = false
    $game_temp.one_action = false
    $game_temp.somaria_active = false
    $game_temp.somaria_second_action = false
    $game_variables[XAS_SKILL::SOMARIA_VARIABLE_ID_X] = 0
    $game_variables[XAS_SKILL::SOMARIA_VARIABLE_ID_Y] = 0   
  end
 
 #--------------------------------------------------------------------------
 # Clear Setting 2
 #--------------------------------------------------------------------------
  def clear_setting2
    $game_temp.xas_charge_time = 0
    $game_temp.xas_anime_loop = 0
    $game_temp.xas_anime_loop2 = 0
    $game_temp.force_action_now_id = 0
    $game_temp.force_action_id = 0
    $game_temp.rendan_item = 0
    $game_temp.item_rendan = 0
    $game_temp.rendan_skill = 0
    $game_temp.skill_rendan = 0
    $game_temp.rendan_attack = 0
    $game_temp.attack_rendan = 0
    $game_temp.rendan_attack2 = 0
    $game_temp.attack_rendan2 = 0   
    $game_temp.cast_skill_id = 0
    $game_temp.cast_time = 0
    $game_temp.cast_type = 0 
    $game_temp.dodge = false
    $game_temp.dodge_time = 0
    $game_temp.lock_command = false
    $game_temp.one_action = false
  end 
 
 #--------------------------------------------------------------------------
 # Clear Setting 3
 #--------------------------------------------------------------------------
  def clear_setting3
    $game_temp.xas_charge_time = 0
    $game_temp.xas_anime_loop = 0
    $game_temp.xas_anime_loop2 = 0
    $game_temp.rendan_item = 0
    $game_temp.item_rendan = 0
    $game_temp.rendan_skill = 0
    $game_temp.skill_rendan = 0
    $game_temp.rendan_attack = 0
    $game_temp.attack_rendan = 0
    $game_temp.rendan_attack2 = 0
    $game_temp.attack_rendan2 = 0   
    $game_temp.dodge = false
    $game_temp.dodge_time = 0
    $game_temp.lock_command = false
  end 
 
 #--------------------------------------------------------------------------
 # Damage
 #-------------------------------------------------------------------------- 
 def damage(value)
  actor = $game_party.actors[0]
  return if actor == nil or actor.hp == 0 
  $game_player.battler.damage = value
  $game_player.battler.damage_pop = true
  $game_player.blow(0,0)
  $game_player.jump(0,0)
  actor.hp -= value 
 end 
 
 #--------------------------------------------------------------------------
 # Hero Dash Graphic?
 #--------------------------------------------------------------------------
  def hero_dash_graphic?(actor)
    if moving?
    RPG::Cache.character(actor.character_name.to_s + "_dash", actor.character_hue) rescue return false
    end
  end
 
 #--------------------------------------------------------------------------
 # Hero Dash Quarter Graphic?
 #--------------------------------------------------------------------------
  def hero_dash_quarter_graphic?(actor)
    if moving?
    RPG::Cache.character(actor.character_name.to_s + "_dash_quarter", actor.character_hue) rescue return false
    end
  end
 
 #--------------------------------------------------------------------------
 # Hero Quarter Graphic?
 #--------------------------------------------------------------------------
  def hero_quarter_graphic?(actor)
    RPG::Cache.character(actor.character_name.to_s + "_quarter", actor.character_hue) rescue return false
  end

 #--------------------------------------------------------------------------
 # Hero Charge Graphic?
 #--------------------------------------------------------------------------
  def hero_charge_graphic?(actor)
  nome = Database_Bullet::SELF_MOTIONS[@wp_tool_id] 
  RPG::Cache.character(actor.character_name + nome.to_s + "_Charge", actor.character_hue) rescue return false
  end
 
 #--------------------------------------------------------------------------
 # Jump Shadow Update
 #--------------------------------------------------------------------------
  def jump_shadow_update
    if jumping?
        if @jump_count >= @jump_peak
          n = @jump_count - @jump_peak
        else
          n = @jump_peak - @jump_count
        end
        $game_temp.jump_y = (@jump_peak * @jump_peak - n * n) / 2
        $game_temp.jump_count = @jump_count
        if @jump_count < 45
        $game_temp.lock_jump = true
        end   
    else
      $game_temp.lock_jump = false
      $game_temp.jump_count = 0 
    end 
  end   
 
 #--------------------------------------------------------------------------
 # Temp Update
 #--------------------------------------------------------------------------
  def temp_update
      $game_temp.rendan_attack -= 1 if $game_temp.rendan_attack > 0
      $game_temp.rendan_attack2 -= 1 if $game_temp.rendan_attack2 > 0
      $game_temp.rendan_skill -= 1 if $game_temp.rendan_skill > 0
      $game_temp.rendan_item -= 1 if $game_temp.rendan_item > 0
      $game_temp.cast_time -= 1 if $game_temp.cast_time > 0
      $game_temp.cast_ani += 1 if $game_temp.cast_time > 0
      $game_temp.take_time -= 1 if $game_temp.take_time > 0
      $game_temp.carry_time -= 1 if $game_temp.carry_time > 0
      $game_temp.fall_time -= 1 if $game_temp.fall_time > 0
      $game_temp.dodge_time_real -= 1 if $game_temp.dodge_time_real > 0
      $game_temp.swimming_se_time += 1 if $game_system.swimming == true
      $game_temp.slow_motion -= 1 if $game_temp.slow_motion > 0     
      if $game_temp.cast_time <= 0
          $game_temp.cast_time = 0
          $game_temp.cast_ani = 0
      end       
       
      if $game_temp.cast_ani > 40 * XAS::STATES_LOOP_SPEED and
          $game_temp.cast_time > 0
          $game_temp.cast_ani = 0
          $game_player.animation_id = XAS_SKILL::DEFAULT_CAST_ANIMATION_ID
      end

      if $game_temp.dodge_time > 0 and
          $game_temp.dodge == true
          $game_temp.dodge_time -= 1
      elsif $game_temp.dodge_time <= 0
          $game_temp.dodge = false         
      end           
     
      if $game_temp.slow_motion > 0
          Graphics.frame_rate = 1
      else 
          Graphics.frame_rate = XAS::GAME_FRAME
      end
       
  end
   
 #--------------------------------------------------------------------------
 # Move Speed Update
 #--------------------------------------------------------------------------
  def move_speed_update
      return if @actor == nil
      unless $game_system.map_interpreter.running? or
              $game_temp.message_window_showing
      if XAS::DASH_SYSTEM == true         
          $game_system.move_refresh += 1
         
          if @actor.states.include?(XAS::CT_DOWN_ID)
          ct_meter_limit = XAS::CT_METER_SPEED * XAS::CT_POWER 
          else
          ct_meter_limit = XAS::CT_METER_SPEED     
          end 
       
          if $game_system.move_refresh > ct_meter_limit       
              $game_system.move_refresh = 0
          end
           
          if $game_switches[XAS::CT_DISABLE_SWITCH] == true
            ct_speed_down = 0
            ct_speed_up = 0       
          elsif @actor.states.include?(XAS::CT_UP_ID)
            ct_speed_down = 1
            ct_speed_up = XAS::CT_POWER
            ct_speed_up = 0 if $game_temp.xas_charge_time > 5
          elsif @actor.states.include?(XAS::CT_DOWN_ID)
            ct_speed_down = XAS::CT_POWER
            ct_speed_up = 1     
            ct_speed_up = 0 if $game_temp.xas_charge_time > 5
          else
            ct_speed_down = 1
            ct_speed_up = 1
            ct_speed_up = 0 if $game_temp.xas_charge_time > 5
          end       

     
      if Input.press?(XAS_COMMAND::DASH_BUTTON) or
          ($game_temp.shield_active == true and
          XAS_ABS_SETUP::DEFENSE_SYSTEM_ACTIVE == true and
          XAS_ABS_SETUP::DEFENSE_COST_TYPE == 0)
          if $game_system.move_refresh == 0
              $game_system.move_meter -= ct_speed_down if $game_player.action == nil
          end
      else 
          if $game_system.move_refresh == 0
              unless ($game_temp.shield_active == true and
              XAS_ABS_SETUP::DEFENSE_SYSTEM_ACTIVE == true and
              XAS_ABS_SETUP::DEFENSE_COST_TYPE == 1) 
              $game_system.move_meter += ct_speed_up
              end
          end
        end
      end
    end
  end 
   
 #--------------------------------------------------------------------------
 # Throw?
 #--------------------------------------------------------------------------
  def throw?
    new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
    new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
    if $game_temp.cast_time > 0
        return false
    end 
    if $game_system.fly == true
        return false
    end 
    if $game_system.swimming == true
        return false
    end 
    if $game_temp.fall == true
        return false
    end         
    for event in $game_map.events.values
      if event.x == new_x and event.y == new_y 
        if event.event_name == "Throw" or event.event_name == "Somaria" and
            event.throw_on == false and
            event.through == false           
            $game_temp.somaria_active = true if event.event_name == "Somaria"
          if event.erased == true
            return false
          end 
          if event.event_name == "Somaria"
            $game_variables[XAS_SKILL::SOMARIA_VARIABLE_ID_X] = 0
            $game_variables[XAS_SKILL::SOMARIA_VARIABLE_ID_Y] = 0
          end           
          if event.battler != nil and
            (event.battler.hp == 0 or
            event.collapse_done == true)
            return false
          end 
          if event.battler != nil and not
              (XAS_BA_ENEMY::ITEM_ENEMY.include?(event.battler.id) or
                XAS_BA_ENEMY::ENEMY_OBJECT.include?(event.battler.id))
          $game_temp.carry = true
          $game_temp.carry_time = 40 * XAS::ENEMY_CARRY_TIME
          end           
          event.throw_on = true
          $game_temp.trow_active = true
          $game_temp.take_time = 12
          event.jump(0,0)
          return true
        end 
      end     
    end
    return false   
  end

 #--------------------------------------------------------------------------
 # Throw Player Update
 #--------------------------------------------------------------------------
  def throw_player_update
    return if ($mog_rgss_xas_extra_skill != nil and Input.press?(Input::L)) 
    if Input.trigger?(XAS_COMMAND::DROP_BUTTON) and
      $game_temp.trow_active == true and
      $game_temp.take_time == 0
      $game_temp.take_time == 0
      $game_temp.trow_active_now = true
      $game_temp.take_time = 20   
      $game_temp.somaria_active = false
    end           
    if Input.trigger?(XAS_COMMAND::THROW_BUTTON) and
      $game_switches[XAS::THROW_ACTIVE_SWITCH_ID] == true and
      $game_temp.take_time == 0 and         
      $game_temp.rendan_attack < 3 and
      $game_temp.rendan_skill < 3 and
      $game_temp.rendan_item < 3 and not
      ($game_system.map_interpreter.running? or
        $game_temp.message_window_showing or
        $game_map.starting? or jumping? or
        self.action != nil or self.knockbacking? or
        $game_system.swimming == true)
               
        if $game_temp.trow_active == false
            throw?
        else           
        if $game_temp.trow_active == true
          $game_temp.trow_active = false
          $game_temp.trow_active_now = true
          $game_temp.take_time = 17
          action_id = XAS::THROW_SKILL_ID
          $game_temp.somaria_active = false
          if action_id != nil or action_id != 0
            $game_temp.force_action_now_id = action_id
          end         
        end
      end 
    end   
  end 
 
 #--------------------------------------------------------------------------
 # Fall Terrain Update
 #--------------------------------------------------------------------------
 def fall_terrain_update
      if terrain_tag == XAS::FALL_TERRAIN  and
        terrain_tag != nil
        if $game_temp.fall == false and
            fall_check?(@x, @y, @direction) and
            @fall_safe_time == 0
            $game_temp.fall = true       
            $game_temp.fall_time = XAS::FALL_TIME + 10
            @actor.hit_it = XAS::FALL_TIME + XAS_BA::KNOCK_BACK_DURATION_HERO + 5
            $game_player.animation_id = XAS::FALL_ANIMATION_ID
            $game_temp.lock_command = true
            $game_temp.one_action = false
            $game_temp.somaria_active = false
        elsif $game_temp.fall == true and
              $game_temp.fall_time == 0
              $game_temp.fall = false
          $game_temp.player_transferring = true
          $game_temp.player_new_map_id = $game_map.map_id
          $game_temp.player_new_x = $game_temp.pre_x
          $game_temp.player_new_y = $game_temp.pre_y
          $game_temp.player_new_direction = @direction
          damage_per = @actor.maxhp * XAS::FALL_DAMAGE_PER / 100
          damage_per = 1 if damage_per < 1
          $game_player.battler.damage = damage_per
          $game_player.battler.damage_pop = true       
          @actor.hp -= damage_per
          blow(0,0)
          $game_player.animation_id = XAS::FALL_ANIMATION_ID2
        end
      end 
    $game_temp.fall = false if $game_temp.fall_time == 0
  end 
 
 #--------------------------------------------------------------------------
 # Swimming Terrain Update
 #--------------------------------------------------------------------------
 def swimming_terrain_update   
      if terrain_tag == XAS::SWIMMING_TERRAIN and
        terrain_tag != nil
        if $game_system.swimming == false
            $game_system.se_play(XAS::SWIMMING_SE)
            $game_temp.swimming_se_time = 0
            $game_player.clear_setting2
            $game_temp.somaria_active = false
        end                   
        $game_system.swimming = true
        $game_temp.terrain_speed = -1
      else
        $game_system.swimming = false
        $game_temp.terrain_speed = 0
      end
 end 
   
 #--------------------------------------------------------------------------
 # Swimming Se Update
 #--------------------------------------------------------------------------
 def swimming_se_update
    if $game_system.swimming == true and
      $game_temp.swimming_se_time > 40 and
      moving?
      $game_temp.swimming_se_time = 0
      $game_system.se_play(XAS::SWIMMING_SE)
    end 
 end     
   
 #--------------------------------------------------------------------------
 # Normal Terrain Update
 #--------------------------------------------------------------------------
 def normal_terrain_update
    if terrain_tag == 0
      $game_temp.terrain_speed = 0
      $game_system.swimming = false
    end 
 end
     
 #--------------------------------------------------------------------------
 # Terrain Effect Update
 #--------------------------------------------------------------------------
  def terrain_effect_update
    unless (moving2? or jumping? or $game_system.fly == true)
      fall_terrain_update
      swimming_terrain_update if $game_switches[XAS::SWIMMING_ACTIVE_SWITCH_ID] == true     
    end
      swimming_se_update
      normal_terrain_update
  end
 
 #--------------------------------------------------------------------------
 # Movement Update
 #--------------------------------------------------------------------------
  def movement_update
    unless terrain_tag == XAS::FALL_TERRAIN or
          terrain_tag == XAS::SLIP_TERRAIN or
          self.action != nil
          $game_temp.pre_x = @x
          $game_temp.pre_y = @y
    end     
    $game_player.walk_anime = true 
    $game_temp.lock_command = false
    if !$game_switches[XPLAT_SWITCH_ID] #-------------------------------[x-plat]
    if @actor.states.include?(XAS::CONFUSE_ID) == true
      case Input.dir8
      when 1
        move_right
        move_up 
        @quarter = 9
      when 2
        move_up
        @quarter = 0
      when 3
        move_up
        move_left
        @quarter = 7
      when 4
        move_right
        @quarter = 0
      when 6
        move_left
        @quarter = 0
      when 7
        move_down
        move_right   
        @quarter = 3
      when 8
        move_down
        @quarter = 0
      when 9
        move_left
        move_down
        @quarter = 1
      end
    else
      case Input.dir8
      when 1
        move_left
        move_down
        @quarter = 1
      when 2
        move_down   
        @quarter = 0
      when 3
        move_down
        move_right
        @quarter = 3
      when 4
        move_left     
        @quarter = 0
      when 6   
        move_right     
        @quarter = 0
      when 7
        move_up
        move_left 
        @quarter = 7
      when 8
        move_up     
        @quarter = 0
      when 9
        move_right
        move_up
        @quarter = 9
      end
    end     
  end
end #-------------------------------------------------------------------[x-plat]     
 #--------------------------------------------------------------------------
 # Dash Update
 #--------------------------------------------------------------------------
  def dash_update
    if !$game_switches[XPLAT_SWITCH_ID] #-------------------------------[x-plat]
  #  return if ($mog_rgss_xas_extra_skill != nil and Input.press?(Input::L))
  if Input.press?(XAS_COMMAND::DASH_BUTTON) and
      XAS::DASH_SYSTEM == true and
      $game_switches[XAS::CT_DISABLE_SWITCH] == false and
      $game_temp.xas_charge_time <= 5
      if $game_system.move_meter > XAS::DASH_ACTIVE_PERC           
        if hero_dash_graphic?(@actor)
            @character_name = @actor.character_name + "_dash"
        else
            @character_name = @actor.character_name           
        end           
        @move_speed = XAS::DASH_SPEED + $game_system.move_speed + $game_temp.terrain_speed
      else
        @move_speed = XAS::NORMAL_SPEED + $game_system.move_speed + $game_temp.terrain_speed
        if @quarter > 0 and
            hero_quarter_graphic?(@actor)
            @character_name = @actor.character_name + "_quarter"
        else
            @character_name = @actor.character_name
        end
      end         
      else
        @move_speed = XAS::NORMAL_SPEED + $game_system.move_speed + $game_temp.terrain_speed
        if @quarter > 0 and
            hero_quarter_graphic?(@actor)
            @character_name = @actor.character_name + "_quarter"
        else
            @character_name = @actor.character_name
        end       
      end       
  end
end #-------------------------------------------------------------------[x-plat]   
 #--------------------------------------------------------------------------
 # Text Popup Update
 #--------------------------------------------------------------------------
  def text_popup_update
    $game_temp.misc_text_time -= 1 if $game_temp.misc_text_time > 0
    if $game_temp.misc_text_time == 0 and
      $game_temp.misc_text_pop == true
      $game_player.battler.damage = $game_temp.misc_text
      $game_player.battler.damage_pop = true       
      $game_temp.misc_text_time = 20
      $game_temp.misc_text_pop = false
    end       
  end 
 
 #--------------------------------------------------------------------------
 # Scroll Map Update
 #--------------------------------------------------------------------------
 def scroll_map_update(last_real_x,last_real_y)
    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   
 end 
 
 #--------------------------------------------------------------------------
 # Check Trigger Update
 #--------------------------------------------------------------------------
 def check_trigger_update(last_moving)
    unless moving?
      if last_moving and
        $game_system.fly == false
        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) and
        $game_temp.trow_active == false and
        $game_temp.take_time == 0
          check_event_trigger_here([0])
          check_event_trigger_there([0,1,2])
      end     
    end
 end

 #--------------------------------------------------------------------------
 # Update
 #--------------------------------------------------------------------------
  def update
    @actor = $game_party.actors[0]
    if @actor != nil
      player_dir
      temp_update
      move_speed_update
      throw_player_update
      terrain_effect_update
      jump_shadow_update
      text_popup_update
      @quarter = 0 unless moving?
    end
    last_moving = moving?
    unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing or
          $game_temp.dodge_time_real > 0 or $game_temp.lock_jump == true or
          $game_temp.take_time > 0 or $game_temp.fall == true
          if @actor != nil   
              movement_update
              dash_update
          else 
            case Input.dir4
                when 2
                  move_down
                when 4
                  move_left
                when 6
                  move_right
                when 8
                  move_up
            end     
          end 
    end 
    last_real_x = @real_x
    last_real_y = @real_y   
    super   
    scroll_map_update(last_real_x,last_real_y)
    check_trigger_update(last_moving)   
  end
end

#===============================================================================
# Sprite_Character
#===============================================================================
class Sprite_Character < RPG::Sprite

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
alias xas_charsprite_update update
  def update
  xas_charsprite_update
  # Sprites X Y Effects
  if @character_name.include?("Shadow") and
      $game_player.jumping?
      if $game_player.direction == 2 or
        $game_player.direction == 8
        self.x = @character.screen_x
        self.y = ($game_player.screen_y - 5) + $game_temp.jump_y
        else
        self.x = $game_player.screen_x
        self.y = @character.screen_y
        end     
        if $game_temp.jump_count < 2
          self.visible = false
        end
  #Height Correction     
  elsif @character_name[/\((\d+)\)/]
      self.x = @character.screen_x
      self.y = @character.screen_y + $1.to_i   
  #Throw     
  elsif @character.throw_on == true and
            $game_temp.take_time == 0
        self.x = $game_player.screen_x
        self.y = $game_player.screen_y - XAS::OBJECT_Y   
        self.bush_depth = 0
    else
        self.visible = false if @character_name.include?("Shadow")
        self.x = @character.screen_x + @character.extra_x
        self.y = @character.screen_y + @character.extra_y
        self.opacity = @character.opacity + @character.extra_opacity
        self.z = 99999
    end
    # Zoom   
    if @zoom_x != @character.zoom_x or
        @zoom_y != @character.zoom_y
        @zoom_x = @character.zoom_x
        @zoom_y = @character.zoom_y     
        self.zoom_x = @character.zoom_x
        self.zoom_y = @character.zoom_y
      end             
  end 
end
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#88 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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G@MeF@Ce

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2.) Insert the new XPLAT script below XAS-window:
Spoiler:
Code:
#===============================================================================
# XAS Platform Script! V2.3 1-3-2011
#===============================================================================
# By: Gameface101 and Mr Wiggles
#
# Based off of parts from Cogwheel's Platform Script (66rpg.com)
#
#===============================================================================
# platform enable Switch, to toggle platform mode on or off.
#===============================================================================
XPLAT_SWITCH_ID = 1
#===============================================================================
# Button to make hero jump!
#===============================================================================
JUMP_BUTTON = Input::X
#===============================================================================
# Height adjustment for a single jump, 0 (lowest) - 6 (highest)
#===============================================================================
JUMPADD = 4
#===============================================================================
# number of jumps that can be done in the air. # (set value to = 1, 2, or 3)
#===============================================================================         
AIR_JUMP = 0
=begin

change in game by using a script command:

$game_player.air_jump = value
$game_variables[1]

=end
#===============================================================================
# Jump sound settings | JUMP_SOUND file stored in Audio/SE folder
#===============================================================================
JUMP_SOUND = ""        # Play Sound when jump
JUMP_VOLUME = 60        # set volume for jump sound
JUMP_PITCH = 100        # set the pitch for jump sound
#=============================================================================== 
# Character graphic offset: to align the hero's sprite with the tileset
# to appear standing on the ground instead of floating above it.
#===============================================================================
UP    = 48              # default = 48 (values must be 0 - 63)
DOWN  = 0              # default = 16
SIDE  = 32              # default = 32
#===============================================================================
# Enemy Gravity Module: when = enemy_id | return = amount of gravity
#===============================================================================
module E_drop
  def self.enemy_weight(id)
    case id
    when 2
      return 10
    when 8
      return 50
    #when 10    # <= just add
      #return 1  # <= above else
    else
      return 0
    end
  end
end

=begin
# Types of Events for platform:
#
# Add one of these words in upper case in a comment on the first page of the
# event.
#
# FIXED  = non-moving event unaffected by platform gravity
# AIR    = moving event unaffected by platform gravity
=end

 
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character           
  attr_reader  :event
  attr_accessor :airjump

#===============================================================================
# ●
#===============================================================================
  alias platform_init initialize
  def initialize
    platform_init #reset crash
    @event = 4
    @jumpnow = 0
    @twojump = 0
    @apassed = false
    @revise_x = 0
    @revise_y = 0
    @move = false
    @airjump = AIR_JUMP
    super
  end
#===============================================================================
# ●
#===============================================================================
  alias xplat_update update
  def update
    xplat_update
    if $game_switches[XPLAT_SWITCH_ID]
      if @revise_x == nil and @revise_y == nil
        @revise_x = 0
        @revise_y = 0
      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 !jumping? and !@move
          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
          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
          end
          anime_update
        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
          @move = true
          platform = $game_switches[XPLAT_SWITCH_ID]
          case Input.dir8
          when 1
            platform ? move_lower_left_p : move_left_p
          when 2
            move_down_p #if !platform
          when 3
            platform ? move_lower_right_p : move_right_p
          when 4
            move_left_p
          when 6
            move_right_p
          when 7
            platform ? move_upper_left_p : move_left_p
          when 8
            move_up_p if !platform
          when 9
            platform ? move_upper_right_p : move_right_p
          end
        end
#===============================================================================
        last_real_x = @real_x
        last_real_y = @real_y
        @real_x = @x * 128 + @revise_x #---speed correction
        @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 == true
          if (last_real_x / 128.0).round != @x and
              (last_real_y / 128.0).round != @y
            if @direction == 2 or @direction == 8
              if (last_real_x / 128.0).round > @x
                turn_left
              else
                turn_right
              end
            else
              if (last_real_y / 128.0).round > @y
                turn_up
              else
                turn_down
              end
            end
          elsif (last_real_x / 128.0).round > @x
            turn_left
          elsif (last_real_x / 128.0).round < @x
            turn_right
          elsif (last_real_y / 128.0).round > @y
            turn_up
          elsif (last_real_y / 128.0).round < @y
            turn_down
          end
        end
        if result == false
          unless $DEBUG and Input.press?(Input::CTRL)
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
#===============================================================================
# ● Jump
#===============================================================================
      jump_max = (JUMPADD + 6) * 10
      # jump button!
      if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @twojump = 1 if @twojump == 0 and down1(((@x * 128 + @revise_x) / 128.0
          ).round, ((@y * 128 + @revise_y) / 128.0).round, 5, true)
        if (not @apassed) and @twojump <= @airjump
          @apassed = true
          @jumpnow = jump_max
          @twojump += 1
        else
          @jumpnow += 3       
        end
      else
        @apassed = false
      end
      # Play jump sound
      if Input.trigger?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
        @jumping_through = true#test
        $game_system.se_play(RPG::AudioFile.new(JUMP_SOUND, JUMP_VOLUME, JUMP_PITCH))
      end
#===============================================================================
# ● Gravity
#===============================================================================
      @jumpnow -= 10
      if @jumpnow < 0
        @jumpnow = [@jumpnow, -jump_max].max
        if not down1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, -@jumpnow, true)
          @jumpnow = 0
          @twojump = 0
        end
      elsif @jumpnow > 0
        @jumpnow = [@jumpnow, jump_max].min
        if not up1(((@x * 128 + @revise_x) / 128.0).round,
            ((@y * 128 + @revise_y) / 128.0).round, @jumpnow, true)
          @jumpnow = 0
        end
      end
#===============================================================================
# ● Temp Through - jump through ground
#===============================================================================
    @wait_time = 0 if @wait_time == nil
    @old_y = @y if @old_y == nil
    if @y < @old_y
      if !$game_map.passable?(@x, @y-1, 8) and $game_map.passable?(@x, @y-1, 1)#2
        @jumping_through = true
        @through = true
        @wait_time = 8
      end
    end
    # Drop through ground
    if Input.trigger?(JUMP_BUTTON) and Input.press?(Input::DOWN)
      if !$game_map.passable?(@x, @y+1, 8) and $game_map.passable?(@x, @y+1, 2)
        @jumping_through = true
        @through = true
        @wait_time = 4
      end
    end
    @wait_time -= 1 if @wait_time > 0
    if @jumping_through and @wait_time == 0
      @jumping_through = false
      @through = false
    end
#===============================================================================
    if !$game_map.passable?(@x, @y, 10)
      @jumping_through = true
      @through = true
      @wait_time = 4
      @y -= 1
    end
#===============================================================================
    # change sprite
    @chara_wait = 0 if @chara_wait == nil
    actor = $game_party.actors[0]
    if Input.press?(JUMP_BUTTON) and !Input.press?(Input::DOWN)
      @character_name = actor.character_name + "" # "_ROLL Jump Extension
      @changed_set = true
      @chara_wait = 10
    end
    # change back
    if @changed_set and @chara_wait == 0
      @character_name = actor.character_name
      @changed_set = false
    else
      @chara_wait -= 1 if @chara_wait > 0
    end
  @old_y = @y
end # platform check
#===============================================================================
    if Input.trigger?(Input::C)
      check_event_trigger_here([0])
      check_event_trigger_there([0,1,2])
    end
  end
#===============================================================================
  alias moveto_original moveto
  def moveto(x, y)
    @revise_x = 0
    @revise_y = 0
    moveto_original(x, y)
  end
#===============================================================================
  def anime_update
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
    if @anime_count > 16 - @move_speed * 2 #crash
      if not @step_anime and @stop_count > 0
        @pattern = @original_pattern
      else
        @pattern = (@pattern + 1) % 4
      end
      @anime_count = 0
    end
  end
end

#==============================================================================
# Game_Event
#==============================================================================
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias original_update update
  def update
    #check_jump_event if $game_switches[XPLAT_SWITCH_ID]
    original_update
    if $game_switches[XPLAT_SWITCH_ID] and $game_map.passable?(@x, @y+1, 2)
      unless @id > 999 or @air_event or @fixed_event
        @y += 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # Check if jumped on event
  #--------------------------------------------------------------------------
def check_jump_event
    px = $game_player.real_x
    py = $game_player.real_y
    if (px >= @real_x - 28 and px <= @real_x + 28) and
        (py >= @real_y - 128 and py <= @real_y + 128)
      $game_player.shoot(4)
    end
  end
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  alias refresh_original refresh
  def refresh
    refresh_original
    unless @page == nil
      for i in @page.list
        if i.code == 108 or i.code == 408
          # Code for Air event
          if i.parameters[0].upcase[/AIR/] != nil
            @air_event = true
          end
          # Code for Fixed event
          if i.parameters[0].upcase[/FIXED/] != nil
            @fixed_event = true
          end
        end
      end
    end
    if @air_event and $game_switches[XPLAT_SWITCH_ID]
      if @y != @old_y
        case rand(6)
          when 0..2; turn_right
          when 3..6; turn_left
        end
        @old_y = @y
      end
    end
  end
end

#==============================================================================
# Game_Character
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  def update_move
    distance = 2 ** @move_speed
    if @y * 128 > @real_y
      @real_y = [@real_y + distance, @y * 128].min
      # event gravity
      if self.is_a?(Game_Event) and $game_switches[XPLAT_SWITCH_ID] and
          @air_event == nil
        @real_y += E_drop::enemy_weight(self.battler.id)#- test
      end
    end
    if @x * 128 < @real_x
      @real_x = [@real_x - distance, @x * 128].max
    end
    if @x * 128 > @real_x
      @real_x = [@real_x + distance, @x * 128].min
    end
    if @y * 128 < @real_y
      @real_y = [@real_y - distance, @y * 128].max
    end
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
  end
  #--------------------------------------------------------------------------
  def moving?
    if not $game_switches[XPLAT_SWITCH_ID] or self.is_a?(Game_Event)
      result = (@real_x != @x * 128 or @real_y != @y * 128)
      return result
    end
    if @move_route_forcing
      return false
    else
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  alias default_update_jump update_jump
  def update_jump
    # if not in platform run old method
    unless $game_switches[XPLAT_SWITCH_ID]
      default_update_jump
      return
    end
    @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 Upper Left
  #--------------------------------------------------------------------------
  alias original_move_upper_left move_upper_left
  def move_upper_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    original_move_upper_left
  end
  #--------------------------------------------------------------------------
  # * Move Upper Right
  #--------------------------------------------------------------------------
  alias original_move_upper_right move_upper_right
  def move_upper_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    original_move_upper_right
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left
  #--------------------------------------------------------------------------
  alias original_move_lower_left move_lower_left
  def move_lower_left
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_left
      return
    end
    original_move_lower_left
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right
  #--------------------------------------------------------------------------
  alias original_move_lower_right move_lower_right
  def move_lower_right
    if $game_switches[XPLAT_SWITCH_ID] and @air_event == nil
      move_right
      return
    end
    original_move_lower_right
  end
  #--------------------------------------------------------------------------
  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 move_down_aaaagq
    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
  #--------------------------------------------------------------------------
  def move_left_p
    turn_left
    distance = 2 ** @move_speed #crash?
    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 and $game_switches[XPLAT_SWITCH_ID]
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 and $game_switches[XPLAT_SWITCH_ID]
      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 and $game_switches[XPLAT_SWITCH_ID]
      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
  #--------------------------------------------------------------------------
  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 move_up_aaaagq
    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
  #--------------------------------------------------------------------------
  def move_lower_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if  @revise_x + distance> SIDE and -SIDE > @revise_x
          @revise_x = -SIDE
        end
        turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
#------------------------------------------------------------------------------
  def move_lower_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 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_triggers_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
    else
      turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_down if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_left_p
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_left if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 4, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def move_upper_right_p
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    distance = (2 ** @move_speed) / Math.sqrt(2)
    if @direction == 8
      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_triggers_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
    else
      turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
                            ((@y * 128 + @revise_y) / 128.0).round, distance)
      turn_right if @event_run
      unless @event_run
        if last_move?(@real_x, @real_y, 6, distance)
          result = check_event_triggers_here([1,2], false)
          if result == true
            return
          end
        end
        move_on
        if @revise_x > SIDE and -SIDE > @revise_x - distance
          @revise_x = SIDE
        end
        turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
                              ((@y * 128 + @revise_y) / 128.0).round, distance)
        turn_up if @event_run
      end
    end
  end
  #--------------------------------------------------------------------------
  def check_event_triggers_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
  #--------------------------------------------------------------------------
  alias default_move_custom move_type_custom
  def move_type_custom

    unless $game_switches[XPLAT_SWITCH_ID]
      default_move_custom
      return
    end

    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
end

it keeps getting better and better ^,^

I also recommend that you use the following scripts as well

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#89 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Reala

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I tried the new platform script, what's different about it?
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#90 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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this newer version includes setting different weight for your enemies based upon enemy_ID.
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#91 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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O yea, lol i just saw that. So the is it the higher the number the heavier or the other way around?
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#92 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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^ higher the value, the faster the enemy will drop ^,^ - cool huh?
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#93 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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Yea, makes it more realistic, but is there an attack that can knock the enemy in the air? O n btw i found another bug. Its with the platformer n blur script together. When u dash and press up and jump at the same time u blast off in the air.
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#94 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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hey! i just saw this i would love to make a side scrolling action rpg!! so i can help with the graphics Very Happy
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#95 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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@reala - yes! If you time up and jump you get a super jump!
It's kind of cool, maybe have a condition switch to control it would make it even cooler.

Mog is promising Air combos in xas4.
I may have a chance to tweak the knockback feature to knock a baddie in the air.


@basst - yo! Graphics for a side scrolling Rpg!? How could we say no :vP

whacha have in mind? Sprites, tilesets?
All of the above?? Got a few side scrolling projects on the side including a new 8XPLAT demo ^,^
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#96 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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umm i know this has nothing to do with this topic but umm.. gameface101...
your signature....

lol...
just realized that Very Happy
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#97 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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^,^ - my siggy reflects the name of who ever is logged in...

so Basst, what graphics you got cookin for a side scrolling platform?
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#98 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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well ive been working in an idle and runing human male sprite, not much though cuz im working on my project too but i would like to use this side scrolling script for my project too Very Happy... anyways i just have the idle and running 2/5 sprites..

maybe ill send you my halfway work on sunday cuz im kinda busy on other things Very Happy


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#99 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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sprites!? sounds great!!

the next Xplat demo will have a working ladder system so I have to make a climbing clown sprite. clown
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#100 Re: THE PLATFORM PROJECT (DEVELOPMENT)
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It is wonderful how many ideas are coming to life through the development of this platform project. starting off with a mario brothers knock off then a contra wanna be, branching off into the 8Xplat starter kit and now a mega-man ninja game?

Here's a sneak peek for the project titled "Sake Rawhide!"




*yes these projects take time, even longer when you are tweaking the platform Cool
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