Class: Game_Character

Inherits:
Object show all
Includes:
EvalKiller, GameData::SystemTags
Defined in:
docs/4_Systems_003_Map_Engine.rb

Overview

Class that describe and manipulate a Character (Player/Events)

Direct Known Subclasses

Game_Event, Game_Player

Constant Summary collapse

SurfTag =

SystemTags that trigger Surfing

[TPond, TSea, RapidsL, RapidsR, RapidsU, RapidsD]
SurfLTag =

SystemTags that does not trigger leaving water

SurfTag + [BridgeUD, BridgeRL, RapidsL, RapidsR, RapidsU, RapidsD, AcroBikeRL, AcroBikeUD, WaterFall, JumpD, JumpL, JumpR, JumpU, TUnderWater, Whirlpool]
SlideTags =

SystemTags that triggers “sliding” state

[TIce, RapidsL, RapidsR, RapidsU, RapidsD, RocketL, RocketU, RocketD, RocketR, RocketRL, RocketRU, RocketRD, RocketRR]
SHADOW_DISABLED_UPDATE_VALUES =

Values that allows the shadow_disabled update in set_appearance

[false, true, nil]
StairsTag =

Array of SystemTag that define stairs

[StairsL, StairsD, StairsU, StairsR]
PARTICLES_METHODS =

Constant defining all the particle method to call

{TGrass => :particle_push_grass, TTallGrass => :particle_push_tall_grass, TSand => :particle_push_sand, TSnow => :particle_push_snow, TPond => :particle_push_pond, TWetSand => :particle_push_wetsand, Puddle => :particle_push_puddle, WaterFall => :particle_push_waterfall, Whirlpool => :particle_push_whirlpool}
SAND_PARTICLE_NAME =

Constant telling the sand particle name to push (according to the direction)

{2 => :sand_d, 4 => :sand_l, 6 => :sand_r, 8 => :sand_u}
SNOW_PARTICLE_NAME =

Constant telling the snow particle name to push (according to the direction)

{2 => :snow_d, 4 => :snow_l, 6 => :snow_r, 8 => :snow_u}
WHIRLPOOL_PARTICLE_NAME =

Constant telling the Whirlpool particle name to push (according to the direction)

{2 => :whirlpool_d, 4 => :whirlpool_l, 6 => :whirlpool_r, 8 => :whirlpool_u}
EMPTY_MOVE_ROUTE =

Move route that is empty and serve as a template for all the generate move route (by Path Finding)

RPG::MoveRoute.new

Constants included from GameData::SystemTags

GameData::SystemTags::AcroBike, GameData::SystemTags::AcroBikeRL, GameData::SystemTags::AcroBikeUD, GameData::SystemTags::BridgeRL, GameData::SystemTags::BridgeUD, GameData::SystemTags::CrackedSoil, GameData::SystemTags::DeepSwamp, GameData::SystemTags::Empty, GameData::SystemTags::HeadButt, GameData::SystemTags::Hole, GameData::SystemTags::JumpD, GameData::SystemTags::JumpL, GameData::SystemTags::JumpR, GameData::SystemTags::JumpU, GameData::SystemTags::MachBike, GameData::SystemTags::Puddle, GameData::SystemTags::RClimb, GameData::SystemTags::RapidsD, GameData::SystemTags::RapidsL, GameData::SystemTags::RapidsR, GameData::SystemTags::RapidsU, GameData::SystemTags::Road, GameData::SystemTags::RocketD, GameData::SystemTags::RocketL, GameData::SystemTags::RocketR, GameData::SystemTags::RocketRD, GameData::SystemTags::RocketRL, GameData::SystemTags::RocketRR, GameData::SystemTags::RocketRU, GameData::SystemTags::RocketU, GameData::SystemTags::SlopesL, GameData::SystemTags::SlopesR, GameData::SystemTags::StairsD, GameData::SystemTags::StairsL, GameData::SystemTags::StairsR, GameData::SystemTags::StairsU, GameData::SystemTags::StopSlide, GameData::SystemTags::SwampBorder, GameData::SystemTags::TCave, GameData::SystemTags::TGrass, GameData::SystemTags::TIce, GameData::SystemTags::TMount, GameData::SystemTags::TPond, GameData::SystemTags::TSand, GameData::SystemTags::TSea, GameData::SystemTags::TSnow, GameData::SystemTags::TTallGrass, GameData::SystemTags::TUnderWater, GameData::SystemTags::TWetSand, GameData::SystemTags::WaterFall, GameData::SystemTags::Whirlpool, GameData::SystemTags::ZTag

Instance Attribute Summary collapse

Instance Method Summary collapse

Methods included from GameData::SystemTags

gen, system_tag_db_symbol

Constructor Details

#initializeGame_Character

Default initializer



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1982

def initialize
end

Instance Attribute Details

#__bridge

The bridge state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2632

def __bridge
  @__bridge
end

#animation_idInteger

Returns ID of the animation to play on the character.

Returns:

  • (Integer)

    ID of the animation to play on the character



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1966

def animation_id
  @animation_id
end

#blend_typeInteger (readonly)

Returns blending of the event (0 is the only one that actually works).

Returns:

  • (Integer)

    blending of the event (0 is the only one that actually works)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2316

def blend_type
  @blend_type
end

#can_make_footprintBoolean

Returns tell if the character can make footprint on the ground or not.

Returns:

  • (Boolean)

    tell if the character can make footprint on the ground or not



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2390

def can_make_footprint
  @can_make_footprint
end

#character_hueIntger

Returns must be 0.

Returns:

  • (Intger)

    must be 0



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2312

def character_hue
  @character_hue
end

#character_nameString

Returns name of the character graphic used to display the event.

Returns:

  • (String)

    name of the character graphic used to display the event



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2310

def character_name
  @character_name
end

#charset_animationHash?

Returns hash if a charset animation is setup, else nil.

Returns:

  • (Hash, nil)

    hash if a charset animation is setup, else nil



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2326

def charset_animation
  @charset_animation
end

#directionInteger

Returns direction where the event is looking (2 = down, 6 = right, 4 = left, 8 = up).

Returns:

  • (Integer)

    direction where the event is looking (2 = down, 6 = right, 4 = left, 8 = up)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1960

def direction
  @direction
end

#direction_fixBoolean (readonly)

If the direction is fixed

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 1977

def direction_fix
  @direction_fix
end

#followerGame_Character? (readonly)

Returns the follower.

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1970

def follower
  @follower
end

#idInteger (readonly)

Id of the event in the map

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 1948

def id
  @id
end

#in_swampInteger, false

Returns if the character is in swamp tile and the power of the swamp tile.

Returns:

  • (Integer, false)

    if the character is in swamp tile and the power of the swamp tile



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2386

def in_swamp
  @in_swamp
end

#is_pokemonBoolean

Returns if the character is a Pokemon (affect the step anime).

Returns:

  • (Boolean)

    if the character is a Pokemon (affect the step anime)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2388

def is_pokemon
  @is_pokemon
end

#move_route (readonly)

The current move route



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2628

def move_route
  @move_route
end

#move_route_forcingBoolean (readonly)

Returns if the character is forced to move using a specific route.

Returns:

  • (Boolean)

    if the character is forced to move using a specific route



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1962

def move_route_forcing
  @move_route_forcing
end

#move_route_index (readonly)

The current move route index



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2630

def move_route_index
  @move_route_index
end

#move_speedInteger

Dynamic move_speed value of the Game_Character, return a different value than @move_speed

Returns:

  • (Integer)

    the dynamic move_speed

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1968

def move_speed
  @move_speed
end

#no_slideBoolean

Returns if the character is unaffected by sliding tags.

Returns:

  • (Boolean)

    if the character is unaffected by sliding tags



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1972

def no_slide
  @no_slide
end

#offset_screen_xInteger?

Returns offset x of the character on the screen.

Returns:

  • (Integer, nil)

    offset x of the character on the screen



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2332

def offset_screen_x
  @offset_screen_x
end

#offset_screen_yInteger?

Returns offset y of the character on the screen.

Returns:

  • (Integer, nil)

    offset y of the character on the screen



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2328

def offset_screen_y
  @offset_screen_y
end

#offset_shadow_screen_xInteger?

Returns offset x of the character on the screen.

Returns:

  • (Integer, nil)

    offset x of the character on the screen



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2334

def offset_shadow_screen_x
  @offset_shadow_screen_x
end

#offset_shadow_screen_yInteger?

Returns offset y of the character on the screen.

Returns:

  • (Integer, nil)

    offset y of the character on the screen



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2330

def offset_shadow_screen_y
  @offset_shadow_screen_y
end

#opacityInteger

Returns opacity of the event when it’s shown.

Returns:

  • (Integer)

    opacity of the event when it’s shown



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2314

def opacity
  @opacity
end

#particles_disabledBoolean

Returns if the particles are disabled for the Character.

Returns:

  • (Boolean)

    if the particles are disabled for the Character



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2577

def particles_disabled
  @particles_disabled
end

#pathArray<RPG::MoveCommand>, ...

The current path

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2639

def path
  @path
end

#patternInteger (readonly)

Returns current pattern of the character graphic shown.

Returns:

  • (Integer)

    current pattern of the character graphic shown



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2318

def pattern
  @pattern
end

#real_xInteger (readonly)

Returns “real” X position of the event, usually x * 128.

Returns:

  • (Integer)

    “real” X position of the event, usually x * 128



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1956

def real_x
  @real_x
end

#real_yInteger (readonly)

Returns “real” Y position of the event, usually y * 128.

Returns:

  • (Integer)

    “real” Y position of the event, usually y * 128



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1958

def real_y
  @real_y
end

#reflection_enabledBoolean

If the character has reflection

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 1980

def reflection_enabled
  @reflection_enabled
end

#shadow_disabledBoolean

Returns if the shadow should be shown or not.

Returns:

  • (Boolean)

    if the shadow should be shown or not



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2324

def shadow_disabled
  @shadow_disabled
end

#sliding

The current sliding state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1974

def sliding
  @sliding
end

#step_animeBoolean

Returns if the event has a patern animation while staying.

Returns:

  • (Boolean)

    if the event has a patern animation while staying



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2322

def step_anime
  @step_anime
end

#surfing=(value) (writeonly)

The current surfing state



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2636

def surfing=(value)
  @surfing = value
end

#throughBoolean

Returns if the character is traversable and it can walk through any tiles.

Returns:

  • (Boolean)

    if the character is traversable and it can walk through any tiles



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1964

def through
  @through
end

#tile_idInteger (readonly)

Returns ID of the tile shown as the event (0 = no tile).

Returns:

  • (Integer)

    ID of the tile shown as the event (0 = no tile)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2308

def tile_id
  @tile_id
end

#transparentBoolean

Returns if the event is invisible.

Returns:

  • (Boolean)

    if the event is invisible



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2320

def transparent
  @transparent
end

#xInteger

Returns X position of the event in the current map.

Returns:

  • (Integer)

    X position of the event in the current map



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1950

def x
  @x
end

#yInteger

Returns Y position of the event in the current map.

Returns:

  • (Integer)

    Y position of the event in the current map



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1952

def y
  @y
end

#zInteger

Returns Z priority of the event.

Returns:

  • (Integer)

    Z priority of the event



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1954

def z
  @z
end

Instance Method Details

#activated?Boolean

Check if the character is activate. Useful to make difference between event without active page and others.

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2038

def activated?
end

#animate_from_charset(lines, duration, reverse: false, repeat: false, last_frame_delay: false, reset_at_end: false) ⇒ Boolean

Set the charset animation. It can be needed to set the event in direction fixed.

Parameters:

  • lines (Array<Integer>)

    list of the lines to animates (0,1,2,3)

  • duration (Integer)

    duration of the animation in frame (30 frames per secondes)

  • reverse (Boolean) (defaults to: false)

    <default: false> set it to true if the animation is reversed

  • repeat (Boolean, Integer) (defaults to: false)

    true if looping continuously, Integer for the number of loops, false for no loops

  • last_frame_delay (Boolean) (defaults to: false)

    if the delay should also be applied to the last frame of the animation

  • reset_at_end (Boolean) (defaults to: false)

    if the character’s appearance should be set back to the first frame at the end of the anim

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2354

def animate_from_charset(lines, duration, reverse: false, repeat: false, last_frame_delay: false, reset_at_end: false)
end

#bridge_down_check(z) Also known as: bridge_up_check

Adjust the Character informations related to the brige when it moves down (or up)

Parameters:

  • z (Integer)

    the z position

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2561

def bridge_down_check(z)
end

#bridge_left_check(z) Also known as: bridge_right_check

Adjust the Character informations related to the brige when it moves left (or right)

Parameters:

  • z (Integer)

    the z position

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2567

def bridge_left_check(z)
end

#bush_depthInteger

bush_depth of the sprite of the character

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2344

def bush_depth
end

#cancel_charset_animation

Cancel the charset animation



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2357

def cancel_charset_animation
end

#check_event_trigger_touch(*args)

Define the function check_event_trigger_touch to prevent bugs



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2034

def check_event_trigger_touch(*args)
end

#contact?(x, y, z) ⇒ Boolean

Check if it’s possible to have contact interaction with this Game_Character at certain coordinates

Parameters:

  • x (Integer)

    x position

  • y (Integer)

    y position

  • z (Integer)

    z position

Returns:

  • (Boolean)

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2551

def contact?(x, y, z)
end

#define_path(path)

Define the path from path_finding

Parameters:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2660

def define_path(path)
end

#detect_swamp

Detect if the event walks in a swamp or a deep swamp and change the Game_Character states.

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2555

def detect_swamp
end

#each_front_tiles(nb_steps) {|x, y, d| ... }

Iterate through each front tiles including current tile

Parameters:

  • nb_steps (Integer)

    number of step in front of the event to iterate

Yield Parameters:

  • x (Integer)

    x coordinate

  • y (Integer)

    y coordinate

  • d (Integer)

    direction



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2492

def each_front_tiles(nb_steps)
end

#each_front_tiles_rect(nb_steps, dist) {|x, y, d| ... }

Iterate through each front tiles including current tile

Parameters:

  • nb_steps (Integer)

    number of step in front of the event to iterate

  • dist (Integer)

    distance in both side of the detection

Yield Parameters:

  • x (Integer)

    x coordinate

  • y (Integer)

    y coordinate

  • d (Integer)

    direction



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2500

def each_front_tiles_rect(nb_steps, dist)
end

#emotion(type, wait = 34, params = {})

Show an emotion to an event or the player

Parameters:

  • type (Symbol)

    the type of emotion (see wiki)

  • wait (Integer) (defaults to: 34)

    the number of frame the event will wait after this command.

  • params (Hash) (defaults to: {})

    particle params



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2582

def emotion(type, wait = 34, params = {})
end

#event_passable_check?(new_x, new_y, z, game_map) ⇒ Boolean

Check the passage related to events

Parameters:

  • new_x (Integer)

    new x position

  • new_y (Integer)

    new y position

  • z (Integer)

    current z position

  • game_map (Game_Map)

    map object

Returns:

  • (Boolean)

    if the tile has no event that block the way



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2076

def event_passable_check?(new_x, new_y, z, game_map)
end

#find_path(to:, radius: 0, tries: Pathfinding::TRY_COUNT, type: nil)

Request a path to the target and follow it as soon as it found

Examples:

find path to x=10 y=15 with an error radius of 5 tiles

find_path(to:[10,15], radius:5)

Parameters:

  • to (Array<Integer, Integer>, Game_Character)

    the target, [x, y] or Game_Character object

  • radius (Integer) (defaults to: 0)

    <default : 0> the distance from the target to consider it as reached

  • tries (Integer, Symbol) (defaults to: Pathfinding::TRY_COUNT)

    <default : 5> the number of tries allowed to this request, use :infinity to unlimited try count

  • type (Symbol) (defaults to: nil)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2650

def find_path(to:, radius: 0, tries: Pathfinding::TRY_COUNT, type: nil)
end

#fishing_creek_amountInteger

Count the number of impassable tiles around the fishing spot

Returns:

  • (Integer)

    The number of impassable tiles



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2442

def fishing_creek_amount
end

#fly_reset_attributes

Reset some attributes when using Fly



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2090

def fly_reset_attributes
end

#follower_check?(new_x, new_y, z) ⇒ Boolean

Check the passage related to events

Parameters:

  • new_x (Integer)

    new x position

  • new_y (Integer)

    new y position

  • z (Integer)

    current z position

Returns:

  • (Boolean)

    if the tile has no event that block the way



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2083

def follower_check?(new_x, new_y, z)
end

#follower_move

Move a follower

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2451

def follower_move
end

#follower_sliding?Boolean

Check if the follower slides

Returns:

  • (Boolean)

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2460

def follower_sliding?
end

#follower_tailGame_Character, self

Return the tail of the following queue

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2469

def follower_tail
end

#force_move_route(move_route)

Force the character to adopt a move route and save the original one

Parameters:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1993

def force_move_route(move_route)
end

#front_name_check(name) ⇒ Boolean Also known as: front_name_detect

Check a the #front_event has a specific name

Returns:

  • (Boolean)

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2505

def front_name_check(name)
end

#front_system_tagInteger

Return the SystemTag in the front of the Game_Character

Returns:

  • (Integer)

    ID of the SystemTag

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2516

def front_system_tag
end

#front_system_tag_db_symbolSymbol

Return the db_symbol of the front system tag

Returns:

  • (Symbol)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2524

def front_system_tag_db_symbol
end

#front_terrain_tagInteger?

Terrain tag in front of the character

Returns:

  • (Integer, nil)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2520

def front_terrain_tag
end

#front_tileArray(Integer, Integer)

Return tile position in front of the player

Returns:

  • (Array(Integer, Integer))

    the position x and y



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2481

def front_tile
end

#front_tile_eventGame_Event?

Return the event that stand in the front of the Player

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2485

def front_tile_event
end

#front_tile_idInteger, 0

Return the id of the #front_tile_event

Returns:

  • (Integer, 0)

    0 if no front_tile_event

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2511

def front_tile_id
end

#increase_steps

Increase step prototype (sets @stop_count to 0)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2171

def increase_steps
end

#jump(x_plus, y_plus, follow_move = true) ⇒ Boolean

Make the Game_Character jump

Parameters:

  • x_plus (Integer)

    the number of tile the Game_Character will jump on x

  • y_plus (Integer)

    the number of tile the Game_Character will jump on y

  • follow_move (Boolean) (defaults to: true)

    if the follower moves when the Game_Character starts jumping

Returns:

  • (Boolean)

    if the character is jumping



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2254

def jump(x_plus, y_plus, follow_move = true)
end

#jump_bridge_check(x_plus, y_plus)

Perform the bridge check for the jump operation

Parameters:

  • x_plus (Integer)

    the number of tile the Game_Character will jump on x

  • y_plus (Integer)

    the number of tile the Game_Character will jump on y



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2259

def jump_bridge_check(x_plus, y_plus)
end

#jumping?Boolean

is the character jumping ?

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2397

def jumping?
end

#lock

Make the character look the player during a dialog



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2417

def lock
end

#lock?Boolean

Note:

in this state, the character is not able to perform automatic moveroute (rmxp conf)

Is the character locked ? (looking to the player when it’s activated)

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2422

def lock?
end

#look_this_event

Look directly to the current event



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2532

def look_this_event
end

#look_to(event_id)

Look directly to a specific event

Parameters:

  • event_id (Integer)

    id of the event on the Map

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2529

def look_to(event_id)
end

#movable?Boolean

Is the character able to execute a move action

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2400

def movable?
end

#move_away_from_player

Move the Game_Character away from the player



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2238

def move_away_from_player
end

#move_backward

Move the Game_Character backward



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2247

def move_backward
end

#move_down(turn_enabled = true)

Move Game_Character down

Parameters:

  • turn_enabled (Boolean) (defaults to: true)

    if the Game_Character turns when impossible move



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2179

def move_down(turn_enabled = true)
end

#move_follower_to_character

Warp the follower to the event it follows

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2455

def move_follower_to_character
end

#move_forward

Move the Game_Character forward



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2244

def move_forward
end

#move_frequency=(value)

Set the move_frequency (and define the max_stop_count value)

Parameters:

  • value (Numeric)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 1986

def move_frequency=(value)
end

#move_left(turn_enabled = true)

Move Game_Character left

Parameters:

  • turn_enabled (Boolean) (defaults to: true)

    if the Game_Character turns when impossible move



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2183

def move_left(turn_enabled = true)
end

#move_lower_left

Move the Game_Character lower left



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2209

def move_lower_left
end

#move_lower_right

Move the Game_Character lower right



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2212

def move_lower_right
end

#move_random

Move the Game_Character to a random direction



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2221

def move_random
end

#move_random_within_systemtag(sys_tag_id)

Move the Game_Character to a random direction within a rectangular zone

Parameters:

  • sys_tag_id (Integer)

    the ID of the systemtag the character should only move into



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2232

def move_random_within_systemtag(sys_tag_id)
end

#move_random_within_zone(lx, rx, ty, dy)

Move the Game_Character to a random direction within a rectangular zone

Parameters:

  • lx (Integer)

    the x coordinate of the left border of the zone

  • rx (Integer)

    the x coordinate of the right border of the zone

  • ty (Integer)

    the y coordinate of the top border of the zone

  • dy (Integer)

    the y coordinate of the down border of the zone



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2228

def move_random_within_zone(lx, rx, ty, dy)
end

#move_right(turn_enabled = true)

Move Game_Character right

Parameters:

  • turn_enabled (Boolean) (defaults to: true)

    if the Game_Character turns when impossible move



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2194

def move_right(turn_enabled = true)
end

#move_toward(tx, ty)

Move the entity toward a specific coordinate



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2241

def move_toward(tx, ty)
end

#move_toward_player

Move the Game_Character toward the player



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2235

def move_toward_player
end

#move_type_path

Movement induced by the Path Finding



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2656

def move_type_path
end

#move_up(turn_enabled = true)

Move Game_Character up

Parameters:

  • turn_enabled (Boolean) (defaults to: true)

    if the Game_Character turns when impossible move



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2206

def move_up(turn_enabled = true)
end

#move_upper_left

Move the Game_Character upper left



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2215

def move_upper_left
end

#move_upper_right

Move the Game_Character upper right



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2218

def move_upper_right
end

#movement_process_end(no_follower_move = false)

End of the movement process

Parameters:

  • no_follower_move (Boolean) (defaults to: false)

    if the follower should not move

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2266

def movement_process_end(no_follower_move = false)
end

#moveto(x, y)

Warps the character on the Map to specific coordinates. Adjust the z position of the character.

Parameters:

  • x (Integer)

    new x position of the character

  • y (Integer)

    new y position of the character



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1999

def moveto(x, y)
end

#moving?Boolean

is the character moving ?

Returns:

  • (Boolean)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2393

def moving?
end

#next_event_followerGame_Event?

Rerturn the first follower that is a Game_Event in the queue

Returns:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2473

def next_event_follower
end

#original_move_speedInteger

Return the original move speed of the character

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2543

def original_move_speed
end

#particle_push

Push a particle to the particle stack if possible

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2588

def particle_push
end

#particle_push_grass

Push a grass particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2591

def particle_push_grass
end

#particle_push_pond

Push a pond particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2610

def particle_push_pond
end

#particle_push_puddle

Push a pond particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2613

def particle_push_puddle
end

#particle_push_rockclimb

Push a RockClimb particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2616

def particle_push_rockclimb
end

#particle_push_sand

Push a sand particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2599

def particle_push_sand
end

#particle_push_snow

Push a snow particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2607

def particle_push_snow
end

#particle_push_tall_grass

Push a tall grass particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2594

def particle_push_tall_grass
end

#particle_push_waterfall

Push Waterfall Particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2619

def particle_push_waterfall
end

#particle_push_wetsand

Push a wet sand particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2602

def particle_push_wetsand
end

#particle_push_whirlpool

Push Whirlpool Particle



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2624

def particle_push_whirlpool
end

#passable?(x, y, d, skip_event = false) ⇒ Boolean

Is the tile in front of the character passable ?

Parameters:

  • x (Integer)

    x position on the Map

  • y (Integer)

    y position on the Map

  • d (Integer)

    direction : 2, 4, 6, 8, 0. 0 = current position

  • skip_event (Boolean) (defaults to: false)

    if the function does not check events

Returns:

  • (Boolean)

    if the front/current tile is passable



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2051

def passable?(x, y, d, skip_event = false)
end

#passable_bridge_check?(x, y, d, new_x, new_y, z, game_map, sys_tag) ⇒ Boolean

Check the bridge related passabilities

Parameters:

  • x (Integer)

    current x position

  • y (Integer)

    current y position

  • d (Integer)

    current direction

  • new_x (Integer)

    new x position

  • new_y (Integer)

    new y position

  • z (Integer)

    current z position

  • game_map (Game_Map)

    map object

  • sys_tag (Integer)

    current system_tag

Returns:

  • (Boolean)

    if the tile is passable according to the bridge rules



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2063

def passable_bridge_check?(x, y, d, new_x, new_y, z, game_map, sys_tag)
end

#passage_surf_check?(sys_tag) ⇒ Boolean

Check the surf related passabilities

Parameters:

  • sys_tag (Integer)

    current system_tag

Returns:

  • (Boolean)

    if the tile is passable according to the surf rules



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2068

def passage_surf_check?(sys_tag)
end

#process_slope_y_modifier(y_modifier)

Process the slope y modifier



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2174

def process_slope_y_modifier(y_modifier)
end

#reset_follower

Reset the follower stack of the current entity



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2476

def reset_follower
end

#reset_follower_move

Remove the memorized moves of the follower

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2447

def reset_follower_move
end

#screen_xInteger

Return the x position of the sprite on the screen

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2014

def screen_x
end

#screen_yInteger

Return the y position of the sprite on the screen

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2018

def screen_y
end

#screen_z(_height = 0) ⇒ Integer

Return the z superiority of the sprite of the character

Parameters:

  • _height (Integer) (defaults to: 0)

    height of a frame of the character (ignored)

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2031

def screen_z(_height = 0)
end

#set_appearance(character_name, character_hue = 0)

Define the new appearance of the character

Parameters:

  • character_name (String)

    name of the character graphic to display

  • character_hue (Integer) (defaults to: 0)

    must be 0



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2340

def set_appearance(character_name, character_hue = 0)
end

#set_follower(follower)

Define the follower of the event

Parameters:

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2465

def set_follower(follower)
end

#set_surfing

Set the Game_Character in the “surfing” mode (not able to walk on ground but able to walk on water)

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2404

def set_surfing
end

#shadow_screen_xInteger

Return the x position of the shadow of the character on the screen

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2022

def shadow_screen_x
end

#shadow_screen_yInteger

Return the y position of the shadow of the character on the screen

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2026

def shadow_screen_y
end

#sliding?Boolean

Check if the Game_Character slides

Returns:

  • (Boolean)

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2414

def sliding?
end

#slope_check_left(write = true)

Update the slope values when moving to left



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2190

def slope_check_left(write = true)
end

#slope_check_right(write = true) ⇒ Integer

Update the slope values when moving to right, and return y slope modifier

Returns:

  • (Integer)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2202

def slope_check_right(write = true)
end

#stair_move_leftBoolean

Try to move the Game_Character on a stair to the left

Returns:

  • (Boolean)

    if the player cannot perform a regular movement (success or blocked)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2187

def stair_move_left
end

#stair_move_rightBoolean

Try to move the Game_Character on a stair to the right

Returns:

  • (Boolean)

    if the player cannot perform a regular movement (success or blocked)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2198

def stair_move_right
end

#stop_path

Stop following the path if there is one and clear the agent



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2653

def stop_path
end

#straighten

Adjust the character position



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# File 'docs/4_Systems_003_Map_Engine.rb', line 1989

def straighten
end

#surfing?Boolean

Check if the Game_Character is in the “surfing” mode

Returns:

  • (Boolean)

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2409

def surfing?
end

#system_tagInteger

Return the SystemTag where the Game_Character stands

Returns:

  • (Integer)

    ID of the SystemTag

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2434

def system_tag
end

#system_tag_db_symbolSymbol

Return the db_symbol of the system tag

Returns:

  • (Symbol)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2438

def system_tag_db_symbol
end

#terrain_tagInteger?

current terrain tag on which the character steps

Returns:

  • (Integer, nil)


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# File 'docs/4_Systems_003_Map_Engine.rb', line 2429

def terrain_tag
end

#turn_180

Turn 180°



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2288

def turn_180
end

#turn_away_from_player

Turn away from the player



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2304

def turn_away_from_player
end

#turn_down

Turn down unless direction fix



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2270

def turn_down
end

#turn_left

Turn left unless direction fix



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2273

def turn_left
end

#turn_left_90

Turn 90° to the left of the Game_Character



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2285

def turn_left_90
end

#turn_random

Turn in a random direction



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2294

def turn_random
end

#turn_right

Turn right unless direction fix



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2276

def turn_right
end

#turn_right_90

Turn 90° to the right of the Game_Character



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2282

def turn_right_90
end

#turn_right_or_left_90

Turn random right or left 90°



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2291

def turn_right_or_left_90
end

#turn_toward_character(character)

Turn toward another character

Parameters:



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2301

def turn_toward_character(character)
end

#turn_toward_player

Turn toward the player



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2297

def turn_toward_player
end

#turn_up

Turn up unless direction fix



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2279

def turn_up
end

#unlock

Release the character, can perform its natural movements



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2425

def unlock
end

#update

Update the Game_Character (manages movements and some animations)



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2087

def update
end

#wait_charset_animation

Tell the Game_Character to wait for its charset animation to finish



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2360

def wait_charset_animation
end

#z_bridge_check(sys_tag)

Check bridge information and adjust the z position of the Game_Character

Parameters:

  • sys_tag (Integer)

    the SystemTag

Author:

  • Nuri Yuri



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# File 'docs/4_Systems_003_Map_Engine.rb', line 2573

def z_bridge_check(sys_tag)
end