+ seitensei 37 Posted December 21, 2011 (edited) Vehicle Additions Version 0.35a By seitensei/tenseiten, with help from shaz Introduction This Vehicle Additions script adds the ability to access an additional map as the interior of the vehicle. So far, only the airship has been implemented. This script overwrites the get_on_vehicle and the get_off_vehicle methods, so it is not compatible with anything that edits those. However, since it uses a the default code when the system is not enabled for a vehicle, created a patch to solve incompatibilities is not within the real of impossibility. Instruction Set the map ID and X/Y coordinates of for the map that will serve as the interior of the vehicle. Create an event that brings the player back to the overmap and forces them to pilot the vehicle by by creating and event that calls the following code: $game_player.pilot_vehicle To exit the vehicle’s interior, and return to the overmap (on foot), call the following: $game_player.exit_vehicle Terms of Use Vehicle Additions by é˜®å¤©é’ is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Please contact me if the way that you want to use this script is not allowable under this license (do not wish to share modification, or want to have it in a commercial project). Download Edited December 22, 2011 by seitensei 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
Shadonn 12 Posted December 21, 2011 Woah this is pretty awesome man. I remember on a old VX project I had wanted something like this. This creates a lot of possibilities. Thank you Share this post Link to post Share on other sites
Rosenblack 79 Posted December 21, 2011 Added to MSL Share this post Link to post Share on other sites
+ seitensei 37 Posted December 22, 2011 (edited) Updated to 0.35a, fixing boat and ship not being processed. Edit: Just working on getting the exit function to work with Ships and Boats now. Edited December 22, 2011 by seitensei Share this post Link to post Share on other sites
Amy Pond 99 Posted December 22, 2011 This is great, never seen it done before. I love the fact you have to pilot it from the interior (even though that's impractical as seen in FFVII...) It adds a certain realism to the game. Share this post Link to post Share on other sites
Warrior of Myth 0 Posted February 14, 2012 Wow .. Excellent script, was looking for something. You saved a maker Share this post Link to post Share on other sites
DarkDevilz 0 Posted November 30, 2012 please for the ship it's script just for AIRSHIP.. i need for SHIP and AIRSHIP Share this post Link to post Share on other sites
shadowds 1 Posted January 5, 2013 (edited) This is a noob question i'm having a problem with it all it does gave me game_map 41 so idk if didn't set up the event up right or unless i put it in wrong can someone give me good idea how to set it up or a demo please and thank you. *update* nvm got someone to help also is there away for this to work with the sea ship and not only just the airship love to have sea ship working the same as it Edited January 6, 2013 by shadowds Share this post Link to post Share on other sites
darkman307 0 Posted January 10, 2013 (edited) ok i am an idiot please help me i cant get this script to work i have no idea were to paste it or what i am supposed to do Edited January 10, 2013 by darkman307 Share this post Link to post Share on other sites
shadowds 1 Posted January 11, 2013 ok i am an idiotplease help me i cant get this script to work i have no idea were to paste it or what i am supposed to do to use it make a new map *inside airship* make event to exit out of ship with this in command line $game_player.exit_vehicle to use ship make something or someone and have this in the command line to start the air ship up $game_player.pilot_vehicle this script does not work with sea ship or boats at all as far as i tried in so many ways but if you want use this script it better because it's almost about the same but you need to press Q to enter the inside of the ship and easy to setup too and works with sea ship and air ship so works great so far. http://www.rpgmakervxace.net/topic/7488-csca-vehicle-system/ Share this post Link to post Share on other sites
+ Sughayyer 163 Posted January 12, 2014 For those who use other core scripts (like me) and thus can't use Casper Gaming Scripts, I made a version of this script that works with both ships and airships. But I cannot publish it without the author's authorization, I guess. Share this post Link to post Share on other sites
roninator2 205 Posted December 10, 2020 (edited) Does anyone have this script? I just found a demo that had it. Spoiler #=============================================================================== # * Vehicle Additions # Version 0.35b #------------------------------------------------------------------------------- # * Authored by: tenseiten/seitensei # * With help from: shaz #=============================================================================== #=============================================================================== # * Change log #------------------------------------------------------------------------------- =begin 0.35b - 2011-12-27 1:19 JST - Replaced cloned methods with alias to fix possible compatibility issues. This script should be placed below any other that modified the default vehicle behavior. 0.35a - 2011-12-22, 19:16 JST - Fixed Boat and Ship not being passed through 0.30a - 2011-12-21, 19:20 JST - First Public Release - Fixed Teleport on Unlandable Spaces 0.20a - Internal Version 0.10a - Internal Version 0.00a - Internal Version =end #=============================================================================== #=============================================================================== =begin .:Introduction:. This Vehicle Additions script adds the ability to access an additional map as the interior of the vehicle. So far, only the airship has been implemented. This script overwrites the get_on_vehicle and the get_off_vehicle methods, so it is not compatible with anything that edits those. However, since it uses a the default code when the system is not enabled for a vehicle, created a patch to solve incompatibilities is not within the real of impossibility. .:Instruction:. Set the map ID and X/Y coordinates of for the map that will serve as the interior of the vehicle. Create an event that brings the player back to the overmap and forces them to pilot the vehicle by by creating and event that calls the following code: $game_player.pilot_vehicle To exit the vehicle's interior, and return to the overmap (on foot), call the following: $game_player.exit_vehicle =end #=============================================================================== #------------------------------------------------------------------------------- # * Config Section #------------------------------------------------------------------------------- module Tenseiten module Vehicle AIRSHIP_ENABLED = true # Whether or not we want to invoke additions AIRSHIP_MAP = 46 # interior map id AIRSHIP_MAP_X = 21 # interior x AIRSHIP_MAP_Y = 15 # interior y end end #------------------------------------------------------------------------------- # * Config End #------------------------------------------------------------------------------- class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Get on Vehicle (From Overmap) # Intercept the player, and send them inside. #-------------------------------------------------------------------------- alias control_vehicle get_on_vehicle def get_on_vehicle front_x = $game_map.round_x_with_direction(@x, @direction) front_y = $game_map.round_y_with_direction(@y, @direction) # check if player is allowed to get onto the airship if $game_map.airship.pos?(@x, @y) if Tenseiten::Vehicle::AIRSHIP_ENABLED #Save world map information @player_w_map = $game_map.map_id @player_w_x = @x @player_w_y = @y @used_vehicle = :airship #Now Teleport to the map set in config reserve_transfer(Tenseiten::Vehicle::AIRSHIP_MAP, Tenseiten::Vehicle::AIRSHIP_MAP_X, Tenseiten::Vehicle::AIRSHIP_MAP_Y, @direction) # transfer to new map else #Continue to normal function when not enabled @vehicle_type = :airship control_vehicle end end if $game_map.boat.pos?(front_x, front_y) @vehicle_type = :boat control_vehicle end if $game_map.ship.pos?(front_x, front_y) @vehicle_type = :ship control_vehicle end end #-------------------------------------------------------------------------- # * Pilot Vehicle (From Interior) # Brings player back to the overmap to control the ship #-------------------------------------------------------------------------- def pilot_vehicle # Save Interior Map Location @player_int_map = $game_map.map_id @player_int_x = @x @player_int_y = @y # Transfer to World Map reserve_transfer(@player_w_map, @player_w_x, @player_w_y, @direction) @vehicle_type = @used_vehicle control_vehicle end #-------------------------------------------------------------------------- # * Leave Vehicle (From Overmap) # Intercept the player, and end them inside #-------------------------------------------------------------------------- alias abandon_vehicle get_off_vehicle def get_off_vehicle if @vehicle_type == :airship if Tenseiten::Vehicle::AIRSHIP_ENABLED if vehicle.land_ok?(@x, @y, @direction) set_direction(1) if in_airship? @followers.synchronize(@x, @y, @direction) vehicle.get_off unless in_airship? force_move_forward @transparent = false end @vehicle_getting_off = true @move_speed = 4 @through = false make_encounter_count @followers.gather end @vehicle_getting_off if vehicle.land_ok?(@x, @y, @direction) @player_w_map = $game_map.map_id @player_w_x = @x @player_w_y = @y reserve_transfer(@player_int_map, @player_int_x, @player_int_y, @direction) # transfer to new map end else abandon_vehicle end else abandon_vehicle end end #-------------------------------------------------------------------------- # * Exit Vehicle (From Interior) # Returns the party to the overmap #-------------------------------------------------------------------------- def exit_vehicle reserve_transfer(@player_w_map, @player_w_x, @player_w_y, @direction) end end Edited December 10, 2020 by roninator2 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
PhoenixSoul 1,304 Posted December 11, 2020 Archiving this for certain. Should be fairly simple to implement interiors for all vehicles. Share this post Link to post Share on other sites
roninator2 205 Posted December 13, 2020 On 12/10/2020 at 9:16 PM, PhoenixSoul said: fairly simple to implement interiors for all vehicles. It wasn't easy, but just a little bit of work. I made it work for ships, but boats are a vehicle I don't think need an interior. Where do you go on a raft? #=============================================================================== # * Vehicle Additions # Version 0.41b #------------------------------------------------------------------------------- # * Authored by: tenseiten/seitensei # * With help from: shaz # * Updated by Roninator2 #=============================================================================== #=============================================================================== # * Change log #------------------------------------------------------------------------------- =begin 0.41b - 2020-12-10 18:05 CST - added switches to turn feature on or off 0.4b - 2020-12-10 18:00 CST - Added support for ship interior 0.35b - 2011-12-27 1:19 JST - Replaced cloned methods with alias to fix possible compatibility issues. This script should be placed below any other that modified the default vehicle behavior. 0.35a - 2011-12-22, 19:16 JST - Fixed Boat and Ship not being passed through 0.30a - 2011-12-21, 19:20 JST - First Public Release - Fixed Teleport on Unlandable Spaces 0.20a - Internal Version 0.10a - Internal Version 0.00a - Internal Version =end #=============================================================================== #=============================================================================== =begin .:Introduction:. This Vehicle Additions script adds the ability to access an additional map as the interior of the vehicle. So far, only the airship has been implemented. This script overwrites the get_on_vehicle and the get_off_vehicle methods, so it is not compatible with anything that edits those. However, since it uses a the default code when the system is not enabled for a vehicle, created a patch to solve incompatibilities is not within the real of impossibility. .:Instruction:. Set the map ID and X/Y coordinates of for the map that will serve as the interior of the vehicle. Create an event that brings the player back to the overmap and forces them to pilot the vehicle by by creating and event that calls the following code: $game_player.pilot_vehicle To exit the vehicle's interior, and return to the overmap (on foot), call the following: $game_player.exit_vehicle =end #=============================================================================== #------------------------------------------------------------------------------- # * Config Section #------------------------------------------------------------------------------- module Tenseiten module Vehicle AIRSHIP_ENABLED = 2 # switch # Whether or not we want to invoke additions AIRSHIP_MAP = 3 # interior map id AIRSHIP_MAP_X = 10 # interior x AIRSHIP_MAP_Y = 10 # interior y SHIP_ENABLED = 3 # switch # Whether or not we want to invoke additions SHIP_MAP = 4 # interior map id SHIP_MAP_X = 10 # interior x SHIP_MAP_Y = 10 # interior y end end #------------------------------------------------------------------------------- # * Config End #------------------------------------------------------------------------------- class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Get on Vehicle (From Overmap) # Intercept the player, and send them inside. #-------------------------------------------------------------------------- alias control_vehicle get_on_vehicle def get_on_vehicle front_x = $game_map.round_x_with_direction(@x, @direction) front_y = $game_map.round_y_with_direction(@y, @direction) # check if player is allowed to get onto the airship if $game_map.airship.pos?(@x, @y) if $game_switches[Tenseiten::Vehicle::AIRSHIP_ENABLED] == true #Save world map information @player_w_map = $game_map.map_id @player_w_x = @x @player_w_y = @y @used_vehicle = :airship #Now Teleport to the map set in config reserve_transfer(Tenseiten::Vehicle::AIRSHIP_MAP, Tenseiten::Vehicle::AIRSHIP_MAP_X, Tenseiten::Vehicle::AIRSHIP_MAP_Y, @direction) # transfer to new map else #Continue to normal function when not enabled @vehicle_type = :airship control_vehicle end end if $game_map.boat.pos?(front_x, front_y) @vehicle_type = :boat control_vehicle end if $game_map.ship.pos?(front_x, front_y) if $game_switches[Tenseiten::Vehicle::SHIP_ENABLED] == true #Save world map information @player_w_map = $game_map.map_id @player_w_x = @x @player_w_y = @y @player_w_d = @direction @used_vehicle = :ship #Now Teleport to the map set in config reserve_transfer(Tenseiten::Vehicle::SHIP_MAP, Tenseiten::Vehicle::SHIP_MAP_X, Tenseiten::Vehicle::SHIP_MAP_Y, @direction) # transfer to new map else #Continue to normal function when not enabled @vehicle_type = :ship control_vehicle end end end #-------------------------------------------------------------------------- # * Pilot Vehicle (From Interior) # Brings player back to the overmap to control the ship #-------------------------------------------------------------------------- def pilot_vehicle # Save Interior Map Location @player_int_map = $game_map.map_id @player_int_x = @x @player_int_y = @y # Transfer to World Map if @used_vehicle == :ship @direction = @player_w_d if @player_w_d == 2 @player_w_y += 1 elsif @player_w_d == 4 @player_w_x -= 1 elsif @player_w_d == 6 @player_w_x += 1 elsif @player_w_d == 8 @player_w_y -= 1 end end reserve_transfer(@player_w_map, @player_w_x, @player_w_y, @direction) @vehicle_type = @used_vehicle control_vehicle end #-------------------------------------------------------------------------- # * Leave Vehicle (From Overmap) # Intercept the player, and end them inside #-------------------------------------------------------------------------- alias abandon_vehicle get_off_vehicle def get_off_vehicle if @vehicle_type == :airship if $game_switches[Tenseiten::Vehicle::AIRSHIP_ENABLED] == true if vehicle.land_ok?(@x, @y, @direction) set_direction(1) if in_airship? @followers.synchronize(@x, @y, @direction) vehicle.get_off unless in_airship? force_move_forward @transparent = false end @vehicle_getting_off = true @move_speed = 4 @through = false make_encounter_count @followers.gather end @vehicle_getting_off if vehicle.land_ok?(@x, @y, @direction) @player_w_map = $game_map.map_id @player_w_x = @x @player_w_y = @y reserve_transfer(@player_int_map, @player_int_x, @player_int_y, @direction) # transfer to new map end else abandon_vehicle end elsif @vehicle_type == :ship if $game_switches[Tenseiten::Vehicle::SHIP_ENABLED] == true vehicle.get_off force_move_forward @transparent = false @vehicle_getting_off = true @move_speed = 4 @through = false make_encounter_count @followers.gather @vehicle_getting_off @player_w_map = $game_map.map_id @player_w_x = @x @player_w_y = @y reserve_transfer(@player_int_map, @player_int_x, @player_int_y, @direction) # transfer to new map else abandon_vehicle end else abandon_vehicle end end #-------------------------------------------------------------------------- # * Exit Vehicle (From Interior) # Returns the party to the overmap #-------------------------------------------------------------------------- def exit_vehicle reserve_transfer(@player_w_map, @player_w_x, @player_w_y, @direction) end end 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
PhoenixSoul 1,304 Posted December 14, 2020 23 hours ago, roninator2 said: Where do you go on a raft? Well, most rafts made for ocean-faring ventures are fairly large and sturdy; I would actually make either a 3*4 or 4*4 tilemap of what the raft contains with an extra two tile berth of surrounding water. Of course, that's me and purely an art/design choice. However, given the default 'boat' vehicle is a canoe in VX/Ace, I can definitely see the futility of making a representative tilemap of that one since canoes are much smaller. Share this post Link to post Share on other sites