Module: GameData::SystemTags
- Included in:
- Game_Character, PFM::Environment, PFM::ItemDescriptor, Pathfinding::Cursor, Pathfinding::TagsWeight
- Defined in:
- scripts/00000 Dependencies/00200 GameData(dep)/00100 GameData__SystemTags.rb
Overview
Module that contain the ids of every SystemTag
Constant Summary collapse
- Empty =
SystemTag that is used to remove the effet of SystemTags like TSea or TPond.
gen 0, 0
- TIce =
Ice SystemTag, every instance of Game_Character slide on it.
gen 1, 0
- TGrass =
Grass SystemTag, used to display grass particles and start Wild Pokemon Battle.
gen 5, 0
- TTallGrass =
Taller grass SystemTag, same purpose as TGrass.
gen 6, 0
- TCave =
Cave SystemTag, used to start Cave Wild Pokemon Battle.
gen 7, 0
- TMount =
Mount SystemTag, used to start Mount Wild Pokemon Battle.
gen 5, 1
- TSand =
Sand SystemTag, used to start Sand Pokemon Battle.
gen 6, 1
- TWetSand =
Wet sand SystemTag, used to display a particle when walking on it, same purpose as TSand.
gen 2, 0
- TPond =
Pond SystemTag, used to start Pond/River Wild Pokemon Battle.
gen 7, 1
- TSea =
Sea SystemTag, used to start Sea/Ocean Wild Pokemon Battle.
gen 5, 2
- TUnderWater =
Under water SystemTag, used to start Under water Wild Pokemon Battle.
gen 6, 2
- TSnow =
Snow SystemTag, used to start Snow Wild Pokemon Battle.
gen 7, 2
- Road =
SystemTag that is used by the pathfinding system as a road.
gen 7, 5
- JumpR =
Defines a Ledge SystemTag where you can jump to the right.
gen 0, 1
- JumpL =
Defines a Ledge SystemTag where you can jump to the left.
gen 0, 2
- JumpD =
Defines a Ledge SystemTag where you can jump down.
gen 0, 3
- JumpU =
Defines a Ledge SystemTag where you can jump up.
gen 0, 4
- WaterFall =
Defines a WaterFall (aid for events).
gen 3, 0
- HeadButt =
Define a HeadButt tile
gen 4, 0
- RapidsL =
Defines a tile that force the player to move left.
gen 1, 1
- RapidsD =
Defines a tile that force the player to move down.
gen 2, 1
- RapidsU =
Defines a tile that force the player to move up.
gen 3, 1
- RapidsR =
Defines a tile that force the player to move Right.
gen 4, 1
- SwampBorder =
Defines a Swamp tile.
gen 5, 4
- DeepSwamp =
Defines a Swamp tile that is deep (player can be stuck).
gen 6, 4
- StairsL =
Defines a upper left stair.
gen 1, 4
- StairsD =
Defines a up stair when player moves up.
gen 2, 4
- StairsU =
Defines a up stair when player moves down.
gen 3, 4
- StairsR =
Defines a upper right stair.
gen 4, 4
- SlopesL =
Defines the left slope
gen 7, 3
- SlopesR =
Defines the right slope
gen 7, 4
- AcroBike =
Defines a Ledge “passed through” by bunny hop (Acro bike).
gen 6, 3
- AcroBikeRL =
Defines a bike bridge that only allow right and left movement (and up down jump with acro bike).
gen 4, 3
- AcroBikeUD =
Same as AcroBikeRL but up and down with right and left jump.
gen 3, 3
- MachBike =
Defines a tile that require high speed to pass through (otherwise you fall down).
gen 5, 3
- CrackedSoil =
Defines a tile that require high speed to not fall in a Hole.
gen 1, 3
- Hole =
Defines a Hole tile.
gen 2, 3
- BridgeUD =
Defines a bridge (crossed up down).
gen 2, 2
- BridgeRL =
Defines a bridge (crossed right/left).
gen 4, 2
- ZTag =
Define tiles that change the z property of a Game_Character.
[gen(0, 5), gen(1, 5), gen(2, 5), gen(3, 5), gen(4, 5), gen(5, 5), gen(6, 5)]
- RocketL =
Defines a tile that force the character to move left until he hits a wall.
gen 0, 6
- RocketD =
Defines a tile that force the character to move down until he hits a wall.
gen 1, 6
- RocketU =
Defines a tile that force the character to move up until he hits a wall.
gen 2, 6
- RocketR =
Defines a tile that force the character to move Right until he hits a wall.
gen 3, 6
- RocketRL =
Defines a tile that force the character to move left until he hits a wall. (With Rotation)
gen 4, 6
- RocketRD =
Defines a tile that force the character to move down until he hits a wall. (With Rotation)
gen 5, 6
- RocketRU =
Defines a tile that force the character to move up until he hits a wall. (With Rotation)
gen 6, 6
- RocketRR =
Defines a tile that force the character to move Right until he hits a wall. (With Rotation)
gen 7, 6
Class Method Summary collapse
-
.gen(x, y)
Generation of the SystemTag id.
-
.system_tag_db_symbol(system_tag) ⇒ Symbol
Gives the db_symbol of the system tag.
Class Method Details
.gen(x, y)
Generation of the SystemTag id
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# File 'scripts/00000 Dependencies/00200 GameData(dep)/00100 GameData__SystemTags.rb', line 11 def gen(x, y) return 384 + x + (y * 8) end |
.system_tag_db_symbol(system_tag) ⇒ Symbol
Gives the db_symbol of the system tag
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# File 'scripts/00000 Dependencies/00200 GameData(dep)/00100 GameData__SystemTags.rb', line 114 def system_tag_db_symbol(system_tag) case system_tag when TGrass return :grass when TTallGrass return :tall_grass when TCave return :cave when TMount return :mountain when TSand return :sand when TPond return :pond when TSea return :sea when TUnderWater return :under_water when TSnow return :snow when TIce return :ice else return :__undef__ end end |