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> GubiD's Large Event System, Make your events larger to inhibit movement and prevent clipping
GubiD
post Jan 30 2012, 08:58 PM
Post #1



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GubiD's Large Events System
Version: 1.0
By: GubiD

Introduction
This script makes it possible to make events which have larger collision area's. This is extremely helpful when you have events that use larger graphics to portray size of the object. You now only need to set the graphic and add a comment to make it work as you want it.

Features
  • Set Event Size (in Tiles)
  • Set Event Large Type (defines what tiles the event should occupy around it)


Screenshots
None Needed

Demo
VX 1.0

Script
Script Only Txt

Instructions
Spoiler:

###############################################
# INSTRUCTIONS
###############################################
# Create event using comment with the following text:
# LARGE EVENT ##
# ## is the size in which this event should be. 2 is recommended, but it
# is expandable to any number technically.
#
# LARGE TYPE ##
# ## is the type in which this event should be. Default type is 0.
# Use the type diagrams below to decide which TYPE is best for your event
#
# X is actual X,Y placement of event. 0 are extra cells that belong to the event
# due to enlargement. Size will determine how far this should go.
#
#size 2 | 3
#
CODE
#  0 for normal large
#    X0  | X00
#    00  | 000       ETC
#        | 000

#  1 for reverse large
#    00  | 000
#    X0  | 000       ETC
#        | X00

#  2 for flood based large ( cases 1 and 2 size shown below )
#     0  |    0
#    0X0 |   000
#     0  |  00X00    ETC
#        |   000
#        |    0
#

#---------------------------------------------
#
# Player Large Commands
# Since the player is not an event and you cannot 'comment' them to make them
# larger, I have provided this method of which you can increase their size and
# large TYPE.
#
# $game_player.char_size = #
# $game_player.char_type = #
# Where # is the size or type(defined above) that you want the player to
# emulate.
#---------------------------------------------


FAQ
How do I make an Event Large?
Simple. Add a comment to the event with 'Large Event 2', where 2 is the size you want them to be. In the case of 2 your event would be a 2x2 event.

Are there different large types?
Yes, As explained in the instructions, you can specify TYPES of large. 0 and 1 are basically the same thing. 0 speads down, and 1 spreads up. Both spread right. 2, on the other hand spreads 1 in each direction And for each additional size, will spread 1 more for each of those.

Compatibility Issues
No known compatibility issues

Addon's / Patches
None

Known Issues
- Vehicle movement does not work. They all must move like the player normally does already.
QUOTE
I made a misspelling near the end of the script that forces all vehicle movement to be affected. The short answer is there is an easy solution.

Open the script editor and search "@behicle"
Update the spelling to be "@vehicle"

Vehicle movement should now work. smile.gif


Credits and Thanks
My Youtubers that suggested I do this system!

Author's Notes
:yahoo:

Terms and Conditions
I offer no warrantee for this nor is one implied. The usage of this script in your game is at your own risk.
Credit should be given to myself at somepoint within your game.
Bugs may or may not be fixed when reported.

This post has been edited by GubiD: Feb 10 2012, 01:25 PM
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GubiD
post Feb 2 2012, 07:50 PM
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Bump, anyone tried this out yet? What are your thoughts?
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Foggy
post Feb 2 2012, 08:05 PM
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nice one biggrin.gif

Don't know if I am going to use it but it looks nice smile.gif


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jesterbro
post Feb 3 2012, 10:46 AM
Post #4


Heh.
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Type: Designer
Alignment: Lawful Evil




Wow, very nice!

Very useful I have always found not being able to change event collision sizes a pain.
I do not have any projects at the moment, so I wont be using this right now but I will
definitely put this into a future project.

Nice one! wink.gif

This post has been edited by jesterbro: Feb 3 2012, 10:47 AM


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I Support This:

Spoiler:
For Now....
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xein
post Feb 3 2012, 05:17 PM
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It is nice.
you fixed the problem that exist in your youtube linked demo.


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GubiD
post Feb 10 2012, 01:22 PM
Post #6



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Type: Coder




Btw, for anyone testing or using this. I made a misspelling near the end of the script that forces all vehicle movement to be affected. The short answer is there is an easy solution.

Open the script editor and search "@behicle"

Update the spelling to be "@vehicle"

Thats it. Sorry about that. No other bugs have been reported at this time.
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kangaroocdub
post Feb 11 2012, 01:37 AM
Post #7


For just one second I felt whole.
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Type: Writer
Alignment: Neutral Good




GubiD you just made my day, this will most definitely save me allot of headaches due to collision problems. Keep up the good work bro.


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I support



[
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GubiD
post Feb 18 2012, 01:10 AM
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Bump - I think alot more of you would really like this script if you try it out.
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Supergodjesus
post Feb 18 2012, 03:36 AM
Post #9



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Type: Designer
Alignment: Unaligned




After the fixes, I can honestly say it is a really great script. It helps out tremendously for monsters, larger items, and so forth. I really have had no problems, no script incompatibilities, no issues concerning this script. It's really easy to set-up events, too.

This post has been edited by Supergodjesus: Feb 18 2012, 03:41 AM


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jesse120
post Feb 19 2012, 05:21 PM
Post #10


Master Eventer, Novice scripter, pathetic spriter
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Congradulations you have solved Sky's Decoration System large furnature problem. Find the script at http://www.rpgmakervx.net/index.php?showtopic=33513.


--------------------
I might not post anything for a while, but I am still here, watching. You may not see me, but I see you.
Still taking event requests. Still watching topics. I will see comments to my posts and respond.
I will probably not update any of my scripts for a while.

I have not gone!!!

Spoiler:

Master eventer
Need an unusual event call me and i might be able to make it
ex vehicle, pet
search number
I do take event requests
search number 10519195120
Please don't put this number on any of your own posts or topics
note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me.

I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time)

The ultimate video game

Legend of, Elder, Fear, of Fabled, Fallout, Call, of Modern, Gears, of Halo, Metal, Ghost, Assassin, Mass, Homicide, Fantasy, 5
That stands for
Legend of Zelda, Elder Scrolls, ?????, Fable, Fallout, Call of Duty, Modern Warfare, Gears of War, Halo, Metal Gears, Ghost Recon, Assassin's Creed, Mass Effect, Auto Homicide, Final Fantasy, 5
Let me know if you want a game added to the list

If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig.
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Under
post Mar 1 2012, 09:38 PM
Post #11



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Alignment: Unaligned




I was looking around for a script a lot like this, but I wasn't looking here. I actually have a request. Is it possible to make it so you can select which tile squares within the big event, and choose whether they are "Priority: Same as Characters", "Priority: Below Characters", or "Priority: Above Characters"?

Your script works well for square events, but what I want is an event that is big, but longer than it is tall. Without going into a lot of detail, here's a link to a demo I posted on the other site: www.mediafire.com Also, here's the link to the thread I posted, though I think the demo will be most helpful, where I was requesting the script: www.rpgrevolution.com

This post has been edited by Under: Mar 8 2012, 02:48 AM


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???nOBodY???
post Mar 6 2012, 09:24 AM
Post #12


moogles + nightmares + coffee = Scripting Psychopathic Tendency
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Mm, mm fuu fuu fuu.... Looks pom-pom-alicious... wink.gif


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GubiD
post Mar 6 2012, 08:27 PM
Post #13



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QUOTE (Under @ Mar 1 2012, 02:38 PM) *
I was looking around for a script a lot like this, but I wasn't looking here. I actually have a request. Is it possible to make it so you can select which tile squares within the big event, and choose whether they are "Priority: Same as Characters", "Priority: Below Characters", or "Priority: Above Characters"?

Your script works well for square events, but what I want is an event that is big, but longer than it is tall. Without going into a lot of detail, here's a link to a demo I posted on the other site: www.mediafire.com Also, here's the link to the thread I posted, though I think the demo will be most helpful, where I was requesting the script: www.rpgrevolution.com

We could do this in a couple different ways. Being that you need yours to be directional based, makes it really hard.
Perhaps we could put an array of positions on the initialize with each direction so that you can set them accordingly. And just set a different move type. Which, would then look for those extra settings.

The alternate, would be less elegant, but offer more flexibility. That would be to add comment that says.. link this event to this one type thing. That way, when the primary event moves, then all the sub/linked events would move at the same time. It again, does not really cover directional unless the directional data was stored and referenced in all the sub events for graphic etc.

Your call, which direction?

Edit: Oh yeah, and your demo doesnt work either. Gives error about file not found on a graphic.

This post has been edited by GubiD: Mar 6 2012, 08:30 PM
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xein
post Mar 7 2012, 01:29 AM
Post #14



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@ Gubid: Maybe you can make it using arrays of coordinates.Set it up for several movement type (up,down,left right), with the coordinate 0,0 as the center. Example: the 'T' form,

up:
[-1,1], [0,1],[1,1]
______[0,0]
______[0,-1]
down:

______[0,1]
______[0,0]
[-1,-1],[0,-1],[1,-1]

left:

[-1,1]
[-1,0],[0,0],[1,0]
[-1,-1]

right:
__________[1,1]
[-1,0],[0,0],[1,0]
__________[1,-1]


The problem I see is with the collision of events where the irregular forms turn.

This post has been edited by xein: Mar 7 2012, 01:33 AM


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jesse120
post Mar 7 2012, 02:54 PM
Post #15


Master Eventer, Novice scripter, pathetic spriter
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Type: Designer
Alignment: Chaotic Good




Just use x and Y variables. This can work with the sides of a square or the points of the star. the starr wauld make a sloap inbetwene points.


--------------------
I might not post anything for a while, but I am still here, watching. You may not see me, but I see you.
Still taking event requests. Still watching topics. I will see comments to my posts and respond.
I will probably not update any of my scripts for a while.

I have not gone!!!

Spoiler:

Master eventer
Need an unusual event call me and i might be able to make it
ex vehicle, pet
search number
I do take event requests
search number 10519195120
Please don't put this number on any of your own posts or topics
note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me.

I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time)

The ultimate video game

Legend of, Elder, Fear, of Fabled, Fallout, Call, of Modern, Gears, of Halo, Metal, Ghost, Assassin, Mass, Homicide, Fantasy, 5
That stands for
Legend of Zelda, Elder Scrolls, ?????, Fable, Fallout, Call of Duty, Modern Warfare, Gears of War, Halo, Metal Gears, Ghost Recon, Assassin's Creed, Mass Effect, Auto Homicide, Final Fantasy, 5
Let me know if you want a game added to the list

If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig.
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Deebs
post Mar 7 2012, 10:56 PM
Post #16



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Type: Artist
Alignment: True Neutral




This will likely be a stupid question, but I've tried out the demo and I don't have great skill with scripts, but is it possible to make an event with a footprint smaller than it is?
For instance, take this:

(Not actually the event image, just using it for demonstration purposes.)

In the demo, it's very easy to make this have a footprint of 4 tiles. However, is it possible to make it only have a two tile footprint (at the bottom), leaving the top two tiles to be set 'above' the character? This would allow for moveable objects that have a larger footprint but have some upper 'overlap', giving an impression of greater height, and also allowing you to push an object up against a wall or something and have it still look 'right'.

I'm also asking this because I have a tendency to make over sized sprites, and this script would be great in conjunction with them if footprint size can be chosen.

Thanks in advance.
EDIT: Just showing what I mean by the footprint:
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Under
post Mar 8 2012, 03:13 AM
Post #17



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At GubiD: Well I fixed the problem with the demo, just an event that was using a custom sprite sheet I never added to the file.

As far as what you said.... First, the only things I know about scripting is from browsing the forums and from what I know about eventing. I'm not quite sure what the first option would completely involve, but I would like to avoid having multiple events that "follow" the "real" event, which, if I'm not mistaken, is what you put as the second option. So that means the first option. I want it to look good, and if it's needed I'm willing to put work into it: by placing lots of notes into all of the events or even making extra events to mirror the event, if it's the only way.

Also, are you still waiting for me to answer your question, or did xein or jesse give a good solution to the problem?

At Deebs: I think my request pretty much covers your request, but my problem has a little bit more complication to it than yours. Hopefully there is a good solution to both of our problems.

This post has been edited by Under: Mar 14 2012, 08:49 PM


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Glyxis
post Dec 27 2013, 06:50 PM
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Hello, sorry to reply so old topic, but i have a question: Is this compatible with VX Ace? Because i downloaded the script and it crashes on the error immediately when game starts.

It says: "undefined method for 'setup' for class 'Game_Event'" I'm totally noob for scripting so i don't have idea what's wrong.. So any help?
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???nOBodY???
post Dec 27 2013, 07:31 PM
Post #19


moogles + nightmares + coffee = Scripting Psychopathic Tendency
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Type: Coder
Alignment: Chaotic Neutral




GubiD has an Ace-specific version in development:
link


--------------------
*The Master List Update Project is currently up-to-date with the latest scripts for that dream project!
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support these:
Spoiler:







Awards:
Spoiler:

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Glyxis
post Dec 28 2013, 04:53 PM
Post #20



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Hm? That looks it's focused on battling system. I already have a takentai sideview battle system. But what i have looking for is that i can create wide (example 1x10) events and this sounded right scrip for it.
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