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Tsukihime

Map Drops

48 posts in this topic

Map Drops

Author: Tsukihime

 

hRoeD.jpg

 

Overview

 

This script allows you to discard items from your inventory and onto the map.

You can then pick it up later.

 

Features

  • Drop an item onto the map, either manually or using script calls
  • Dropped items can disappear overtime (decay time)
  • Customize decay times for individual items and equips
  • Dropped items are displayed using their icons
  • Add map drops using script calls
Usage

 

Go to your item menu and press the A key (game "X") to drop an item

Then see it on the map.

 

To add a map drop using script calls, use

 

add_map_drop('w23', amount)
add_map_drop('a12', amount)
add_map_drop('i1', amount)
Where the "w" means weapon, "a" means armor, and "i" means item.

 

You can specify a specific x,y position on some map.

By default, the position is your player's current position, and the map ID is the current map's ID.

 

add_map_drop(string, amount, x, y, map_id)

add_map_drop('a3', 1, 4, 5, 2) #create item in map 2 at position (4,5)
add_map_drop('i1', 2, 3, 3) #map_id is omitted
add_map_drop('w2', 1) # x, y, and map_id omitted)
If decay time is not 0, it will disappear after that many seconds.

You can choose whether dropped items will disappear or not.

 

To specify decay times for individual items or equips, tag them with

<drop-decay: n>
Some configuration options available:

 

Default_Disable - dropping items from inventory is disabled by default. Access this through $game_system.mapdrop_disabled through script calls if you need to change this throughout the game.

 

Enable_Maps - you can only drop items in certain maps

Enable_All - you can drop items on any map (overrides Enable_Maps options)

 

Download

 

Script: Download here

 

Notes

 

Does someone want to improve the script by providing a nice confirmation window as well as a number input when discarding?

 

Also, creating the chest opening animation is kind of tedious. Someone want to do that? It's basically printing out the page list for an existing chest event and then copying all of that in script.

Edited by Tsukihime
KayDgirl91 and Angela Drake like this

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Nice idea, and it'd probably suit something I'm adding to my game, but was going to do via events.

 

Does the item hang around if you go to another map then come back again?

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Yes, drop items are currently stored in a global hash in Game_System for each map.

Though, they'll only disappear when they actually decay (if they ever decay). I should probably provide some methods to forcibly clear out all drops.

 

Will you combine this functionality with your Inventory mod?

 

Probably. If I ever get around to managing discards anyways.

Well, it already works for me lol cause I develop everything in one project.

Edited by Tsukihime

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Is it possible to have events interact with the items, maybe have an event with <Thief> in the comments and as it wanders around it steals the items...or certain items. Maybe monsters are attracted to food items...

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Is a good idea, but I'm not sure how that would be implemented.

 

You would also have to program such a thief AI to move towards map drops. And then add logic to check whether the event is "taking" the item or not.

 

Maybe someone else will come up with something.

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Nicely done Tsukihime! I will certainly be using this.

 

I have perhaps happened upon a small bug. It appears transitions between maps will briefly show the two maps merged at the point of transtition while this script is active.

 

Do you suppose this script needs to be fairly high in the materials section?

 

This is a fantastic script other than that; well done indeed.

Edited by 8mike8

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Hey,

 

Tanks for this script !

 

I get an error when the inventory is empty and I pressed A.

 

123 line of the script.

Edited by spywaretof

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Thank you for the correction of the script.

 

Now I use in my game script Awesome Light Effects 1.0 Khas and when the object appears on my card and when I take the object on the screen is darkened I think the problem come from the script call ...

 

Like this:

 

s = $ game_map.effect_surface

s.change_color (600,0,0,0,100)

 

Thank you again.

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Can you post a copy of the script in pastebin or something I don't want to download the entire demo.

 

That's also a script I use in my game. I would second the request for added compatabillity between the two scripts.

 

Here is the Light script as requested:

 

http://pastebin.com/s8z45kRb

 

I hope that'll do. I was not sure how to utilise paste bin. I've edited the code of this script slightly so that it fits a screen width of 640.

Edited by 8mike8

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yes here is the script

 

 

#-------------------------------------------------------------------------------
# * [ACE] Khas Awesome Light Effects
#-------------------------------------------------------------------------------
# * By Khas Arcthunder - arcthunder.site40.net
# * Version: 1.0 EN
# * Released on: 17/01/2012
#-------------------------------------------------------------------------------
# * WARNING - Light pictures
#-------------------------------------------------------------------------------
# In order to run this script correctly, the light pictures MUST obey the
# following conditions:
# 1. The picture's size MUST be multiple of 2. Example: 150x150
# 2. The picture's width MUST be equal to it's height. Example: 156x156
# 3. The picture's colors MUST be inverted! This is necessary because
#	the script inverts the colors to draw the effect. The black color
#	will be transparent!
#
#-------------------------------------------------------------------------------
# * Instructions - 1. Configurer vos effets
#-------------------------------------------------------------------------------
#Avant de faire vos lumiere vous devez configurer vos effets
#
# X => [picture,opacity,variation,cut],   <= Mettre une virgule ici!
#
# Where:
# picture => Nom de l'image, dans le dossier "light";
# opacity => opacité de l'effet;
# variation => Effect's opacity variation;
# cut => Put true to cut the effect or false to don't;
# X => ID de l'effet, utilisé sur les events.
#
#-------------------------------------------------------------------------------
# * Instructions - 2. Utiliser vos effets!
#-------------------------------------------------------------------------------
# Dans l'ordre pour utiliser vos effet, mettre le commentaire suivant dans un event
#
# [light x]
# X est l'ID de l'effet
#
#-------------------------------------------------------------------------------
# * Instructions - 3. Use an awesome lantern!
#-------------------------------------------------------------------------------
# The dynamic light source (lantern) is initialized invisible by default.
# You may call the following commands:
#
# l = $game_map.lantern
# Gets the lantern into a variable
# l.set_graphic(i)
# Sets the lantern's graphic to i, where i must be the picture's file name on
# Graphics/Lights folder.
#
# l.set_multiple_graphics(h)
# Sets the lantern's graphics to h, where h must be a hash with the following
# structure:
#
# h = {2=>"ld",4=>"ll",6=>"lr",8=>"lu"}
#
# Where:
# "ld" is the name of the picture when the lantern's owner is looking down;
# "ll" is the name of the picture when the lantern's owner is looking left;
# "lr" is the name of the picture when the lantern's owner is looking right;
# "lu" is the name of the picture when the lantern's owner is looking up.
#
# l.change_owner(char)
# Sets the lantern's owner to char. Char must be ONE of the following commands:
# $game_player		   <= The player itself;
# self_event			 <= The event where the command was called;
# $game_map.events[x]	<= The event ID x.
#
# l.set_opacity(o,p)
# Sets the lantern's opacity, where:
# o is the opacity itself;
# p is the opacity variation.
#
# l.show
# After setting the lantern with the commands above, you may set it to visible
# using this command.
#
# l.hide
# Use this command to set the lantern as invisible.
#
#-------------------------------------------------------------------------------
# * Instructions - 4. Use the effect's surface!
#-------------------------------------------------------------------------------
# The Awesome Light Effects draws the effects on a surface. In order to make
# the effects visible, the effect's surface MUST be visible. The Effect's
# Surface is initialized with it's opacity set to zero. You can call the
# following commands:
#
# s = $game_map.effect_surface
# Gets the Effect's Surface into a variable
#
# s.set_color(r,g,
# Changes the Effect's Surface color instantly, where:
# r => red level;
# g => green level;
# b => blue level;
#
# s.set_alpha(a)
# Changes the Effect's Surface opacity instantly to a.
#
# s.change_color(time,r,g,
# Changes the Effect's Surface color ONLY in a certain time, where:
# time => The change's time (frames);
# r => red level;
# g => green level;
# b => blue level;
#
# s.change_color(time,r,g,b,a)
# Changes the Effect's Surface color and it's opacity in a certain time, where:
# time => The change's time (frames);
# r => red level;
# g => green level;
# b => blue level;
# a => opacity
#
# s.change_alpha(time,a)
# Changes the Effect's Surface opacity in a certain time, where:
# time => The change's time (frames);
# a => opacity
#
#-------------------------------------------------------------------------------
# * Instructions - 5. Use the effect's surface with Tone command!
#-------------------------------------------------------------------------------
# You can access the Effect's Surface with the "Screen Tone" command. In order
# to turn this feature on, set the "Surface_UE" constant to true.
#
# If you decided to use this feature, please note some details:
# 1. The colors values must be between 0 and 255;
# 2. The time is in frames;
# 3. The "gray" value will be sent as the opacity value
#
#-------------------------------------------------------------------------------
# * Instructions - 6. Setup your Tileset Tags!
#-------------------------------------------------------------------------------
# In order to cut the effect's picture correctly, there's 3 types of behavior
# for a tile: wall, block and roof. Walls will make shadows as real walls,
# blocks as blocks and roofs as roofs. So, the tileset tags MUST be configured.
# Check the demo to understand how this system works. If the tilesets aren't
# configured correctly, the script won't cut the effects correctly.
#
#-------------------------------------------------------------------------------
# * Setup Part
#-------------------------------------------------------------------------------
module Light_Core
 Effects = { #  <= DON'T change this!
#-------------------------------------------------------------------------------
# PUT YOUR EFFECTS HERE!
#-------------------------------------------------------------------------------
 0 => ["light",255,0,true],
 1 => ["torch",200,20,true],
 2 => ["torch_m",180,30,true],
 3 => ["light_s",255,0,true],

#-------------------------------------------------------------------------------
# End of effecs configuration
#-------------------------------------------------------------------------------
 } #  <= DON'T change this!

 # Z coordinate of the Effect's Surface
 Surface_Z = 50

 # Enable Effect's Surface control by "Screen Tone" command?
 Surface_UE = true

 # TOIT
 Roof_Tag = 5
 # MUR
 Wall_Tag = 6
 # BLOC
 Block_Tag = 7

 # Don't change this!
 ACC = Math.tan(Math::PI/26)
end
#-------------------------------------------------------------------------------
# Script
#-------------------------------------------------------------------------------
module Cache
 def self.light(filename)
load_bitmap("Graphics/Lights/", filename)
 end
end
module Light_Bitcore
 include Light_Core
 def self.initialize
@@buffer = {}
Effects.values.each { |effect| Light_Bitcore.push(effect[0])}
 end
 def self::[](key)
return @@buffer[key]
 end
 def self.push(key)
return if @@buffer.keys.include?(key)
@@buffer[key] = Cache.light(key)
 end
end
Light_Bitcore.initialize
class Light_SSource
 attr_reader :real_x
 attr_reader :real_y
 attr_reader :range
 attr_accessor :bitmap
 attr_reader :w
 attr_reader :h
 attr_reader :hs
 def initialize(char,bitmap,opacity,plus,hs)
sync(char)
@key = bitmap
@bitmap = Light_Bitcore[@key].clone
@range = @bitmap.width/2
@w = @bitmap.width
@h = @bitmap.height
@mr = @range - 16
@opacity = opacity
@plus = plus
@hs = hs
render if @hs
 end
 def render
tx = x
ty = y
tsx = x + @range
tsy = y + @range
dr = @range*2
for s in $game_map.surfaces
  next if !s.visible?(tsx,tsy) || !s.within?(tx,tx+dr,ty,ty+dr)
  s.render_shadow(tx,ty,tsx,tsy,@range,@bitmap)
end
 end
 def restore
return unless @bitmap.nil?
@bitmap = Light_Bitcore[@key].clone
render if @hs
 end
 def opacity
@plus == 0 ? @opacity : (@opacity + rand(@plus))
 end
 def sx
return $game_map.adjust_x(@real_x)*32-@mr
 end
 def sy
return $game_map.adjust_y(@real_y)*32-@mr
 end
 def sync(char)
@real_x = char.real_x
@real_y = char.real_y
 end
 def x
return (@real_x*32 - @mr).to_f
 end
 def y
return (@real_y*32 - @mr).to_f
 end
 def dispose
return if @bitmap.nil?
@bitmap.dispose
@bitmap = nil
 end
end
class Light_DSource < Light_SSource
 attr_reader :bitmap
 attr_reader :visible
 def initialize
@key = nil
@bitmap = nil
@opacity = 255
@plus = 0
@char = $game_player
@visible = false
 end
 def set_opacity(o,p)
@opacity = o
@plus = p
 end
 def set_graphic(sb)
dispose
@key = {2=>sb,4=>sb,6=>sb,8=>sb}
Light_Bitcore.push(sb)
@bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
@range = @bitmap[2].width/2
@w = @bitmap[2].width
@h = @bitmap[2].height
@mr = @range - 16
 end
 def set_multiple_graphics(ba)
dispose
@key = ba
@key.values.each {|key| Light_Bitcore.push(key)}
@bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
@range = @bitmap[2].width/2
@w = @bitmap[2].width
@h = @bitmap[2].height
@mr = @range - 16
 end
 def get_graphic
return @bitmap[@char.direction].clone
 end
 def show
return if @bitmap.nil?
@visible = true
 end
 def hide
@visible = false
 end
 def restore
return if @key.nil?
@key.values.each {|key| Light_Bitcore.push(key)}
@bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
 end
 def dispose
return if @bitmap.nil?
@bitmap.values.each { |b| b.dispose }
@bitmap = nil
 end
 def change_owner(char)
@char = char
 end
 def render
 end
 def sx
return $game_map.adjust_x(@char.real_x)*32-@mr
 end
 def sy
return $game_map.adjust_y(@char.real_y)*32-@mr
 end
 def x
return (@char.real_x*32 - @mr).to_f
 end
 def y
return (@char.real_y*32 - @mr).to_f
 end
end
class Light_Surface
 def initialize
@ta = @a = 0
@tr = @r = 255
@tg = @g = 255
@tb = @b = 255
@va = @vr = @vg = @vb = 0.0
@timer = 0
 end
 def refresh
return if @timer == 0
@a += @va
@r += @vr
@g += @vg
@b += @vb
$game_map.light_surface.opacity = @a
@timer -= 1
 end
 def change_color(time,r,g,b,a=nil)
r = 0 if r < 0; r = 255 if r > 255
g = 0 if g < 0; g = 255 if g > 255
b = 0 if b < 0; b = 255 if b > 255
unless a.nil?
  a = 0 if a < 0; a = 255 if a > 255
end
@timer = time
@tr = 255-r
@tg = 255-g
@tb = 255-b
@va = (a.nil? ? 0 : (a-@a).to_f/@timer)
@vr = (@tr - @r).to_f/@timer
@vg = (@tg - @g).to_f/@timer
@vb = (@tb - @.to_f/@timer
 end
 def change_alpha(time,a)
a = 0 if a < 0; a = 255 if a > 255
@timer = time
@ta = a
@vr = @vg = @vb = 0.0
@va = (a-@a).to_f/@timer
 end
 def set_color(r,g,
r = 0 if r < 0; r = 255 if r > 255
g = 0 if g < 0; g = 255 if g > 255
b = 0 if b < 0; b = 255 if b > 255
@tr = @r = 255-r
@tg = @g = 255-g
@tb = @b = 255-b
@va = @vr = @vg = @vb = 0.0
@timer = 0
 end
 def set_alpha(a)
a = 0 if a < 0; a = 255 if a > 255
@ta = @a = a
$game_map.light_surface.opacity = @a
@va = @vr = @vg = @vb = 0.0
@timer = 0
 end
 def alpha
return @a
 end
 def color
return Color.new(@r,@g,@
 end
end
class Game_Map
 include Light_Core
 attr_accessor :light_surface
 attr_accessor :light_sources
 attr_accessor :surfaces
 attr_accessor :effect_surface
 attr_accessor :lantern
 alias kbl_setup_events setup_events
 alias kbl_initialize initialize
 alias kbl_update update
 def initialize
kbl_initialize
@effect_surface = Light_Surface.new
@lantern = Light_DSource.new
 end
 def update(arg)
@effect_surface.refresh if arg
kbl_update(arg)
 end
 def first_tag(x,y)
tag = tileset.flags[tile_id(x,y,0)] >> 12
return tag > 0 ? tag : 0
 end
 def setup_events
@light_sources.nil? ? @light_sources = [] : @light_sources.clear
setup_surfaces
merge_surfaces
kbl_setup_events
 end
 def setup_surfaces
@surfaces = []
for x in 0..(width-1)
  for y in 0..(height-1)
	tag = first_tag(x,y)
	if tag == Wall_Tag
	  i = tile_id(x,y,0)
	  if i & 0x02 == 0x02
		@surfaces << Block_SD.new(x*32,y*32,x*32+32,y*32)
	  end
	  if i & 0x04 == 0x04
		@surfaces << Block_WR.new(x*32+31,y*32,x*32+31,y*32+32)
		@surfaces << Block_IL.new(x*32+32,y*32,x*32+32,y*32+32)
	  end
	  if i & 0x01 == 0x01
		@surfaces << Block_IR.new(x*32-1,y*32,x*32-1,y*32+32)
		@surfaces << Block_WL.new(x*32,y*32,x*32,y*32+32)
	  end
	elsif tag == Roof_Tag
	  i = tile_id(x,y,0)
	  @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if i & 0x02 == 0x02
	  @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if i & 0x04 == 0x04
	  @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if i & 0x01 == 0x01
	elsif tag == Block_Tag
	  f = tileset.flags[tile_id(x,y,0)]
	  @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if f & 0x02 == 0x02
	  @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if f & 0x04 == 0x04
	  @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if f & 0x08 == 0x08
	end
  end
end
 end
 def merge_surfaces
new_surfaces = []
hs = []; vs = []
ws = []; is = []
for surface in @surfaces
  if surface.type & 0x05 == 0
	hs << surface
  else
	if surface.type & 0x010 == 0
	  vs << surface
	else
	  if surface.type & 0x08 == 0
		ws << surface
	  else
		is << surface
	  end
	end
  end
end
for surface in hs
  surface.ready ? next : surface.ready = true
  for s in hs
	next if s.ready || s.y1 != surface.y1 || surface.type != s.type
	if s.x2 == surface.x1
	  surface.x1 = s.x1
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	elsif s.x1 == surface.x2
	  surface.x2 = s.x2
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	end
  end
end
hs.each { |s| @surfaces.delete(s) if s.trash}
for surface in vs
  surface.ready ? next : surface.ready
  for s in vs
	next if s.ready || s.x1 != surface.x1
	if s.y2 == surface.y1
	  surface.y1 = s.y1
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	elsif s.y1 == surface.y2
	  surface.y2 = s.y2
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	end
  end
end
vs.each { |s| @surfaces.delete(s) if s.trash}
for surface in ws
  surface.ready ? next : surface.ready
  for s in ws
	next if s.ready || s.x1 != surface.x1
	if s.y2 == surface.y1
	  surface.y1 = s.y1
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	elsif s.y1 == surface.y2
	  surface.y2 = s.y2
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	end
  end
end
ws.each { |s| @surfaces.delete(s) if s.trash}
for surface in is
  surface.ready ? next : surface.ready
  for s in is
	next if s.ready || s.x1 != surface.x1
	if s.y2 == surface.y1
	  surface.y1 = s.y1
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	elsif s.y1 == surface.y2
	  surface.y2 = s.y2
	  s.trash = true
	  s.ready = true
	  surface.ready = false
	end
  end
end
is.each { |s| @surfaces.delete(s) if s.trash}
 end
end
class Game_Event < Game_Character
 alias kbl_initialize initialize
 alias kbl_setup_page setup_page
 def initialize(m,e)
@light = nil
kbl_initialize(m,e)
 end
 def setup_page(np)
kbl_setup_page(np)
setup_light(np.nil?)
 end
 def setup_light(dispose)
unless @light.nil?
  $game_map.light_sources.delete(self)
  @light.dispose
  @light = nil
end
unless dispose && @list.nil?
  for command in @list
	if command.code == 108 && command.parameters[0].include?("[light")
	  command.parameters[0].scan(/\[light ([0.0-9.9]+)\]/)
	  effect = Light_Core::Effects[$1.to_i]
	  @light = Light_SSource.new(self,effect[0],effect[1],effect[2],effect[3])
	  $game_map.light_sources << self
	  return
	end
  end
end
 end
 def draw_light
sx = @light.sx
sy = @light.sy
w = @light.w
h = @light.h
return if sx > 544 && sy > 416 && sx + w < 0 && sy + h < 0
$game_map.light_surface.bitmap.blt(sx,sy,@light.bitmap,Rect.new(0,0,w,h),@light.opacity)
 end
 def dispose_light
@light.dispose
 end
 def restore_light
@light.restore
 end
end
if Light_Core::Surface_UE
 class Game_Interpreter
def command_223
  $game_map.effect_surface.change_color(@params[1],@params[0].red,@params[0].green,@params[0].blue,@params[0].gray)
  wait(@params[1]) if @params[2]
end
 end
end
class Game_Interpreter
 def self_event
return $game_map.events[@event_id]
 end
end
class Block_Surface
 include Light_Core
 attr_accessor :x1
 attr_accessor :y1
 attr_accessor :x2
 attr_accessor :y2
 attr_accessor :ready
 attr_accessor :trash
 def initialize(x1,y1,x2,y2)
@x1 = x1
@y1 = y1
@x2 = x2
@y2 = y2
@ready = false
@trash = false
 end
 def within?(min_x,max_x,min_y,max_y)
return @x2 > min_x && @x1 < max_x && @y2 > min_y && @y1 < max_y
 end
end
class Block_SL < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x01
 end
 def visible?(sx,sy)
return sx < @x1
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in @x1..(sx+range)
  init = shadow_iy(x)
  bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
end
 end
 def shadow_iy(x)
return @m1*x+@n1
 end
 def shadow_fy(x)
return @m2*x+@n2
 end
end
class Block_SR < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x04
 end
 def visible?(sx,sy)
return sx > @x1
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in (sx-range).to_i..@x1
  init = shadow_iy(x)
  bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
end
 end
 def shadow_iy(x)
return @m1*x+@n1
 end
 def shadow_fy(x)
return @m2*x+@n2
 end
end
class Block_IL < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x019
 end
 def visible?(sx,sy)
return sx < @x1 && sy > @y1
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = @y1 - @m1*@x1
@m2 = (@y2-sy)/(@x2-sx)
@m2 = 0 if @m2 > 0
@n2 = @y2 - @m2*@x2
for x in @x1..(sx+range)
  init = shadow_iy(x).floor
  bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
end
 end
 def shadow_iy(x)
return @m1*x+@n1
 end
 def shadow_fy(x)
return @m2*x+@n2
 end
end
class Block_IR < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x01c
 end
 def visible?(sx,sy)
return sx > @x1 && sy > @y1
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = @y1 - @m1*@x1
@m2 = (@y2-sy)/(@x2-sx)
@m2 = 0 if @m2 < 0
@n2 = @y2 - @m2*@x2
for x in (sx-range).to_i..@x1
  init = shadow_iy(x).floor
  bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
end
 end
 def shadow_iy(x)
return @m1*x+@n1
 end
 def shadow_fy(x)
return @m2*x+@n2
 end
end
class Block_WL < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x011
 end
 def visible?(sx,sy)
return sx < @x1 && sy < @y2
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in @x1..(sx+range)
  init = shadow_iy(x)
  bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
end
 end
 def shadow_iy(x)
return @m1*x+@n1
 end
 def shadow_fy(x)
return @m2*x+@n2
 end
end
class Block_WR < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x014
 end
 def visible?(sx,sy)
return sx > @x1 && sy < @y2
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
@m1 = (@y1-sy)/(@x1-sx)
@n1 = sy - @m1*sx
@m2 = (@y2-sy)/(@x2-sx)
@n2 = sy - @m2*sx
for x in (sx-range).to_i..@x1
  init = shadow_iy(x)
  bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
end
 end
 def shadow_iy(x)
return @m1*x+@n1
 end
 def shadow_fy(x)
return @m2*x+@n2
 end
end
class Block_SU < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x02
 end
 def visible?(sx,sy)
return sy < @y1
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
if @x1 == sx
  @m1 = nil
else
  @m1 = (@y1-sy)/(@x1-sx)
  @m1 += ACC if @m1 < -ACC
  @n1 = @y1 - @m1*@x1
end
if @x2 == sx
  @m2 = nil
else
  @m2 = (@y2-sy)/(@x2-sx)
  @n2 = sy - @m2*sx
end
for y in @y1..(sy+range)
  init = shadow_ix(y)
  bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
end
 end
 def shadow_ix(y)
return @m1.nil? ? @x1 : (y-@n1)/@m1
 end
 def shadow_fx(y)
return @m2.nil? ? @x2 : (y-@n2)/@m2
 end
end
class Block_SD < Block_Surface
 attr_reader :type
 def initialize(x1,y1,x2,y2)
super(x1,y1,x2,y2)
@type = 0x08
 end
 def visible?(sx,sy)
return sy > @y1
 end
 def render_shadow(phx,phy,sx,sy,range,bitmap)
if @x1 == sx
  @m1 = nil
else
  @m1 = (@y1-sy)/(@x1-sx)
  @m1 -= ACC if @m1 > ACC
  @n1 = sy - @m1*sx
end
if x2 == sx
  @m2 = nil
else
  @m2 = (@y2-sy)/(@x2-sx)
  @n2 = sy - @m2*sx
end
for y in (sy-range).to_i..@y1
  init = shadow_ix(y)
  bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
end
 end
 def shadow_ix(y)
return @m1.nil? ? @x1 : (y-@n1)/@m1
 end
 def shadow_fx(y)
return @m2.nil? ? @x2 : (y-@n2)/@m2
 end
end
class Spriteset_Map
 include Light_Core
 alias kbl_initialize initialize
 alias kbl_update update
 alias kbl_dispose dispose
 def initialize
setup_lights
kbl_initialize
 end
 def update
kbl_update
update_lights
 end
 def dispose
kbl_dispose
dispose_lights
 end
 def dispose_lights
$game_map.lantern.dispose
$game_map.light_sources.each { |source| source.dispose_light }
$game_map.light_surface.bitmap.dispose
$game_map.light_surface.dispose
$game_map.light_surface = nil
 end
 def update_lights
$game_map.light_surface.bitmap.clear
$game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)
$game_map.light_sources.each { |source| source.draw_light }
return unless $game_map.lantern.visible
@btr = $game_map.lantern.get_graphic
x = $game_map.lantern.x
y = $game_map.lantern.y
r = $game_map.lantern.range
sx = x + r
sy = y + r
dr = r*2
$game_map.surfaces.each { |s| s.render_shadow(x,y,sx,sy,r,@btr) if s.visible?(sx,sy) && s.within?(x,x+dr,y,y+dr) }
$game_map.light_surface.bitmap.blt($game_map.lantern.sx,$game_map.lantern.sy,@btr,Rect.new(0,0,dr,dr),$game_map.lantern.opacity)
 end
 def setup_lights
@btr = nil
$game_map.lantern.restore
$game_map.light_sources.each { |source| source.restore_light }
$game_map.light_surface = Sprite.new
$game_map.light_surface.bitmap = Bitmap.new(544,416)
$game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)
$game_map.light_surface.blend_type = 2
$game_map.light_surface.opacity = $game_map.effect_surface.alpha
$game_map.light_surface.z = Surface_Z
 end
end

 

 

 

...

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Splendid! Nice job Tsukihime.

 

p.s.

 

Just to confirm, I've ran a retest. You're most recent edit to the script has fixed the bug I reported also.

Edited by 8mike8

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This may be a stupid question, but can this be made to work only on certain maps? So, if my character has his/her own armory, for example, they can only drop/collect items from there.

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I've added configuration options.

 

To enable/disable dropping items from inventory, use script calls

 

$game_system.mapdrop_disabled = true/false

 

At the top of the script, add the map ID's that map drops should be allowed in the Enable_Maps list.

If you want to enable map drops for all maps, you can ignore the list and just set Enable_All to true.

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Can you add a feature to this script?

<use_on_pickup> - when item have this tag, it will be automaticly used when picking up. For example heart will heal player, or different coins will add different value to gold (like copper coins +1, silver +10, gold +25). I think this would be neat feature. Ah and random bunch drop/bulk drop on script call, like make a list of items with id, and after calling a script with id of group, random amound of items will be dropet from that group. example:

BULK_GROUPS = {

[item_type, item_id, x-y], #can be x wich is fixed number or x-y wich is range of number

...

}

 

What do you think about this?

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What it be possible to set this script to activate when you activate an event switch, instead of when you drop?

 

For example, right now I have Khas' ABS and have destructible objects within the environment, such as logs. When you destroy these logs, they drop "wood" items on the ground; I've got this set up using an event system to randomly bounce it from where it is to the ground, then you automatically pick it up when you walk over it. Would your script be able to activate upon the self-switch of an object to drop there?

 

Is a bit off-intention, but close enough in concept that I thought it'd be worth askin'.

 

Cheers :)

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I've added a new script call to your events

 

drop_item(item_string, amount)

 

This allows you to drop an item from your party using script calls.

item_string is just a letter followed by a number, where the letter is one of "i" (item), "w" (weapon), or "a" (armor), and the number is the database ID of the selected item.

 

eg:

 

drop_item("i2", 3)

 

Which would drop 3 of second item (in the database) from your inventory.

 

Note that it automatically drops as much as it can, so if you only have 2 of it, it will drop those 2.

 

Unfortunately, the item still drops wherever you're standing. I haven't figured out a good way to tell it to drop somewhere automatically, or allowing you to specify the x,y position that it should be dropped.

 

But...in your case it would enough to just use

 

add_map_drop(item_string, amount, x, y, map_id)

 

Which simply creates an item on the specified map (default current map) at the specified (x,y) position (default the player's current position)

 

Can you add a feature to this script?

<use_on_pickup> - when item have this tag, it will be automaticly used when picking up. For example heart will heal player, or different coins will add different value to gold (like copper coins +1, silver +10, gold +25). I think this would be neat feature. Ah and random bunch drop/bulk drop on script call, like make a list of items with id, and after calling a script with id of group, random amound of items will be dropet from that group. example:

BULK_GROUPS = {

[item_type, item_id, x-y], #can be x wich is fixed number or x-y wich is range of number

...

}

 

What do you think about this?

 

Sounds interesting, though it is not directly related to map drops, but instead actually picking up an item (so this could apply to chests as well). I'd rather that be written as a separate script.

Edited by Tsukihime

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I'm addicted to games collect-a-thon games (like lego series, spyro series, Zelda). That's why i came up with this idea. I was requesting such a think in very far past (since XP version) with no result. Well, that's true, it's not really related to this script, but maybe, in future, someone will read this posts and think "hey, that's actually a good idea". This script actually is very cool. Good for limited inventory, so you can manage inventory without fear that some items were forever gone by accident.

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I might add "gold drop" as a feature for this script, since money isn't the same as an item, but you can still represent it as a "drop" on the map.

 

It would likely involve script calls to actually add drop money, and someone else will need to write some extra windows to allow you to actually drop money.

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