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Apr 16th, 2019
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  1. _Game_CharacterBase_realMoveSpeed = Game_CharacterBase.prototype.realMoveSpeed
  2. Game_CharacterBase.prototype.realMoveSpeed = function() {
  3. var rms = _Game_CharacterBase_realMoveSpeed.call(this)
  4. return this._move8Direction ? rms * 0.8 : rms
  5. }
  6.  
  7. _Game_CharacterBase_moveStraight = Game_CharacterBase.prototype.moveStraight
  8. Game_CharacterBase.prototype.moveStraight = function(d) {
  9. this._move8Direction = false
  10. _Game_CharacterBase_moveStraight.call(this, d)
  11. }
  12.  
  13. Game_CharacterBase.prototype.moveDiagonally = function(horz, vert) {
  14. var diag = this.canPassDiagonally(this._x, this._y, horz, vert)
  15. var norm = this.canPass(this._x, this._y, horz) || this.canPass(this._x, this._y, vert)
  16.  
  17. if (diag) {
  18. this._move8Direction = this.getMove8Direction(horz, vert)
  19. this._x = $gameMap.roundXWithDirection(this._x, horz)
  20. this._y = $gameMap.roundYWithDirection(this._y, vert)
  21. this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(horz))
  22. this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(vert))
  23. this.increaseSteps()
  24. } else if (norm) {
  25. this._move8Direction = false
  26. this.moveStraight(this.getNormalDirection(horz, vert))
  27. }
  28.  
  29. if (this._direction === this.reverseDir(horz)) {
  30. this.setDirection(horz)
  31. }
  32. if (this._direction === this.reverseDir(vert)) {
  33. this.setDirection(vert)
  34. }
  35. }
  36.  
  37. Game_CharacterBase.prototype.getMove8Direction = function(horz,vert) {
  38. if (horz === 4 && vert === 8) {
  39. return 1
  40. }
  41. if (horz === 4 && vert === 2) {
  42. return 3
  43. }
  44. if (horz === 6 && vert === 8) {
  45. return 7
  46. }
  47. if (horz === 6 && vert === 2) {
  48. return 9
  49. }
  50. return 0
  51. }
  52.  
  53. Game_CharacterBase.prototype.getNormalDirection = function(horz, vert) {
  54. return this.canPass(this._x, this._y, horz) ? horz : vert
  55. }
  56.  
  57. /* Game_Player */
  58.  
  59. Game_Player.prototype.getInputDirection = function() {
  60. return Input.dir8
  61. }
  62.  
  63. var _Game_Player_executeMove = Game_Player.prototype.executeMove
  64. Game_Player.prototype.executeMove = function(direction) {
  65. if (direction % 2 == 0) {
  66. _Game_Player_executeMove.call(this, direction)
  67. } else if (Math.abs(direction % 2) == 1) {
  68. var dirArray = this.getMove8Position(direction)
  69. this.moveDiagonally(dirArray[0], dirArray[1])
  70. }
  71. }
  72.  
  73. Game_Player.prototype.getMove8Position = function(direction) {
  74. switch (direction) {
  75. case 1:
  76. return [4,2]
  77. case 3:
  78. return [6,2]
  79. case 7:
  80. return [4,8]
  81. case 9:
  82. return [6,8]
  83. default:
  84. return [0,0]
  85. }
  86. }
  87.  
  88. /* Sprite_Character */
  89.  
  90. Sprite_Character.prototype.isMove8Sprite = function() {
  91. var index = this._character.characterIndex()
  92. return !this._isBigCharacter && this._character._move8Direction && index < 4
  93. }
  94.  
  95. var _Sprite_Character_characterPatternY = Sprite_Character.prototype.characterPatternY
  96. Sprite_Character.prototype.characterPatternY = function() {
  97. if (this.isMove8Sprite()) {
  98. return this.move8PatternX(this._character._move8Direction)
  99. } else {
  100. return _Sprite_Character_characterPatternY.call(this)
  101. }
  102. }
  103.  
  104. Sprite_Character.prototype.move8PatternX = function(direction) {
  105. switch (direction) {
  106. case 3:
  107. return 0
  108. case 1:
  109. return 1
  110. case 9:
  111. return 2
  112. case 7:
  113. return 3
  114. default:
  115. return
  116. }
  117. }
  118.  
  119. var _Sprite_Character_characterBlockX = Sprite_Character.prototype.characterBlockX
  120. Sprite_Character.prototype.characterBlockX = function() {
  121. if (this.isMove8Sprite()) {
  122. var index = this._character.characterIndex() + 4
  123. return index % 4 * 3
  124. } else {
  125. return _Sprite_Character_characterBlockX.call(this)
  126. }
  127. }
  128.  
  129. var _Sprite_Character_characterBlockY = Sprite_Character.prototype.characterBlockY
  130. Sprite_Character.prototype.characterBlockY = function() {
  131. if (this.isMove8Sprite()) {
  132. var index = this._character.characterIndex() + 4
  133. return Math.floor(index / 4) * 4
  134. } else {
  135. return _Sprite_Character_characterBlockY.call(this)
  136. }
  137. }
  138.  
  139. /* Game_Character */
  140.  
  141. Game_Character.prototype.turnTowardCharacter = function(character) {
  142. var sx = this.deltaXFrom(character.x)
  143. var sy = this.deltaYFrom(character.y)
  144.  
  145. var absSx = Math.abs(sx)
  146. var absSy = Math.abs(sy)
  147.  
  148. if (absSx === absSy) {
  149. if (sx < 0) {
  150. this._move8Direction = sy > 0 ? 9 : 3
  151. } else if (sx > 0) {
  152. this._move8Direction = sy > 0 ? 7 : 1
  153. }
  154. } else {
  155. this._move8Direction = 0
  156. }
  157.  
  158. if (absSx > absSy) {
  159. this.setDirection(sx > 0 ? 4 : 6)
  160. } else if (sy !== 0) {
  161. this.setDirection(sy > 0 ? 8 : 2)
  162. }
  163. }
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