Strange, I posted the whole script before. I'll post it again and hope for the best.
Line5383:NoMethodError occured. Undefined method `[]' for nil:nilClass happens whenever I try to move the character.
=begin
Random Map Script, by "tonbi", adapted by Peter O.
--------------------
Names of random maps have the following syntax:
[MapName],Random,[Type],[ObjCnt],[Connect]
MapName - Name of the map
Type - Map type:
0 - 2 layers, natural
1 - 2 layers, artificial
2 - 2 layers, natural, convex
3 - 2 layers, artificial, convex
4 - 2 layers, natural, hole/land/wall
5 - 2 layers, artificial, hole/land/wall
6 - 2 layers, natural, hole/land/wall
7 - 2 layers, artificial, hole/land/wall
ObjCnt - Density of objects on the map. Generally a number divisible by 100.
Connect - If this is equal to "false", the parts of the generated map can be disjoint.
This setting is optional.
------------------
In addition, the tiles used in the random map must be arranged in a certain way, depending
on the map type; please see the Random Map Sample for details:
http://www.mc.ccnw.ne.jp/sarada/toshi/down/RandomMapSample.exe
------------------
Events can be labeled with one of the following:
Each event on the map can be marked with these features.
Checkpoint - There will always be ground wherever this event is placed.
To Use: Name the event "MyEvent,Checkpoint" or use a Comment event
command consisting of the text "Checkpoint". ("MyEvent" is arbitrary.)
Fixed - This event will appear at a ground tile next to where this event is located.
To Use: Name the event "MyEvent,Fixed" or use a Comment event
command consisting of the text "Fixed". ("MyEvent" is arbitrary.)
TotallyFixed - This event will always remain at its position defined on the map.
To Use: Name the event "MyEvent,TotallyFixed" or use a Comment event
command consisting of the text "TotallyFixed". ("MyEvent" is arbitrary.)
WallFixture - Appears attached to a wall. May be followed by a comma and either
1 or 0 (0 means the object takes 1 tile space; 1 means 3 tiles).
To Use: Use a Comment event command consisting of the text "WallFixture,1"
WallFixtureFixed - Appears attached to a wall next to where this event is located.
May be followed by a comma and either 1 or 0 (0 means the object takes 1 tile space;
1 means 3 tiles).
To Use: Use a Comment event command consisting of the text "WallFixtureFixed,1"
Events without these features will be placed at a random spot on the generated map.
-------------------
=end
USE_TRAIN_ACTOR = false
class Game_Character
DRAWRANGEX = 1920
DRAWRANGEY = 1664
end
class Game_Map
AUTO_MAP_SAVE = true
end
class Game_Temp
alias initialize_tonbi1 initialize
def initialize
initialize_tonbi1
$onscreen = []
end
end
class Game_Character
alias update_tonbi1 update
def update
sx = @real_x - $game_map.display_x - 1280
sy = @real_y - $game_map.display_y - 960
abs_sx = sx > 0 ? sx : -sx
abs_sy = sy > 0 ? sy-3 : -sy
if abs_sx > DRAWRANGEX or abs_sy > DRAWRANGEY
$onscreen[@id]=false
else
$onscreen[@id]=true
end
update_tonbi1
end
end
class Spriteset_Map
attr_accessor :character_sprites
def initialize
$onscreen = []
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
@fog = Plane.new(@viewport1)
@fog.z = 3000
@character_sprites = []
@party_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites[i]=sprite
$onscreen[i] = true
end
@party_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
def dispose
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
@panorama.dispose
@fog.dispose
for i in @character_sprites
if i != nil
i.dispose
end
end
for i in @party_sprites
if i != nil
i.dispose
end
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
def update
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
for i in $game_map.events.keys
if $onscreen[i]
@character_sprites[i].update
end
end
for i in @party_sprites
i.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end
if USE_TRAIN_ACTOR == true
module Train_Actor
module Spriteset_Map_Module
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
for character in characters.reverse
@party_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end
end
end
class Game_Map
def setup(map_id)
@map_id = map_id
@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
tileset = $data_tilesets[@map.tileset_id]
@tileset_name = tileset.tileset_name
@autotile_names = tileset.autotile_names
@panorama_name = tileset.panorama_name
@panorama_hue = tileset.panorama_hue
@fog_name = tileset.fog_name
@fog_hue = tileset.fog_hue
@fog_opacity = tileset.fog_opacity
@fog_blend_type = tileset.fog_blend_type
@fog_zoom = tileset.fog_zoom
@fog_sx = tileset.fog_sx
@fog_sy = tileset.fog_sy
@battleback_name = tileset.battleback_name
@passages = tileset.passages
@priorities = tileset.priorities
@terrain_tags = tileset.terrain_tags
@display_x = 0
@display_y = 0
check_special_map
@need_refresh = false
@events = {}
for i in @map.events.keys
@events[i] = Game_Event.new(@map_id, @map.events[i])
end
@common_events = {}
for i in 1...$data_common_events.size
@common_events[i] = Game_CommonEvent.new(i)
end
@fog_ox = 0
@fog_oy = 0
@fog_tone = Tone.new(0, 0, 0, 0)
@fog_tone_target = Tone.new(0, 0, 0, 0)
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
end
def check_special_map
mapinfo = load_data("Data/MapInfos.rxdata")
if mapinfo[@map_id].subname == "Random"
if mapinfo[@map_id].subname(3)=="" or mapinfo[@map_id].subname(3) == nil
p3 = 0
else
p3 = mapinfo[@map_id].subname(3).to_i
end
if mapinfo[@map_id].subname(4)=="false"
p4 = false
end
make_random_map(2,mapinfo[@map_id].subname(2).to_i,p3,p4)
end
end
def make_random_map(wall = 2, type = 0, objcnt = 0, connect = true)
wall = 0 if wall == nil
type = 0 if type == nil
objcnt = 0 if objcnt == nil
unless objcnt.is_a?(Numeric)
objcnt = 0
end
if objcnt < 0
objcnt = 0
end
connect = true if connect != false
@heightdata = Table.new(@map.width,@map.height)
@maskdata = Table.new(@map.width,@map.height)
@oneventdata = Table.new(@map.width,@map.height)
@masksetting = []
@makedata = []
@targettype=0
@chgtype=0
time = -1
for i in 0...@map.width
for j in 0...@map.height
time += 1
if time%2000 == 0
Graphics.update
end
@heightdata[i,j] = 0
@maskdata[i,j] = 0
end
end
for i in 0...100
@masksetting[i] = true
end
needposx = []
needposy = []
for i in @map.events.keys.sort
time += 1
if time%200 == 0
Graphics.update
end
if event_settype(i) == 1
if connect == true
needposx.push(@map.events[i].x)
needposy.push(@map.events[i].y)
needposx.push(@map.events[i].x)
needposy.push(@map.events[i].y)
else
needposx.push(@map.events[i].x)
needposy.push(@map.events[i].y)
end
end
end
if connect == true
needposx.shift
needposy.shift
end
loop do
if needposx.size <= 2
needposx.push(rand(@map.width))
needposy.push(rand(@map.height))
else
break
end
end
case type
when 0
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-15,4,0])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,0,1,1,1])
@makedata.push([4,0,1,1,1])
@makedata.push([4,1,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,1])
when 1
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-6,4,1,10])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,0,2,3,1])
@makedata.push([4,1,2,2,1])
@makedata.push([4,0,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,1])
when 2
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-15,4,0])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,0,2,2,1])
@makedata.push([4,1,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,-1])
when 3
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-15,4,1,10])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,0,2,2,1])
@makedata.push([4,1,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,-1])
when 4
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,3,3,8,8])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-8,4,0,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])
when 5
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,3,3,8,8])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-8,4,1,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])
when 6
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,1,1,3,3])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([4,0,2,2,0])
@makedata.push([4,0,1,2,1])
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-15,4,0,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])
when 7
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,1,1,3,3])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([4,0,2,2,0])
@makedata.push([4,0,1,2,1])
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-15,4,1,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])
end
for make_stat in @makedata
time += 1
if time%2 == 0
Graphics.update
end
case make_stat[0]
when 0
rndmap_chtarget(make_stat[1],make_stat[2])
when 1
rndmap_setstat(make_stat[1],make_stat[2],make_stat[3],make_stat[4])
when 2
rndmap_chmask(make_stat[1],make_stat[2])
when 3
rndmap_mkroad(make_stat[1],make_stat[2],make_stat[3],make_stat[4],make_stat[5])
when 4
rndmap_plus(make_stat[1],make_stat[2],make_stat[3],make_stat[4])
when 5
rndmap_allchg(make_stat[1])
when 6
rndmap_putpos(make_stat[1],make_stat[2],make_stat[3])
when 7
rndmap_edge(make_stat[1])
end
end
@tilesetting = Table.new(3,40,3)
for i in [0,1,2]
for k in 0...40
for j in [0,1,2]
@tilesetting[j,k,i] = @map.data[j,k,i]
end
end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 1
if @heightdata[j,k+1]==-1
@heightdata[j,k+1] = 0
if @heightdata[j,k+2]==-1 and
@heightdata[j,k+3] == 0
@heightdata[j,k+2] = 0
end
end
end
end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 0
if @heightdata[j,k+1] == -1 or
@heightdata[j,k-1] == -1 or
@heightdata[j+1,k] == -1 or
@heightdata[j-1,k] == -1
set_mapdata2(j,k,0,8)
else
set_mapdata2(j,k,0,0)
end
elsif @heightdata[j,k] == 1
if @heightdata[j,k+1] == -1 or
@heightdata[j,k-1] == -1 or
@heightdata[j+1,k] == -1 or
@heightdata[j-1,k] == -1
set_mapdata2(j,k,0,8)
elsif @heightdata[j,k+1] == 0 or
@heightdata[j,k-1] == 0 or
@heightdata[j+1,k] == 0 or
@heightdata[j-1,k] == 0
set_mapdata2(j,k,0,0)
else
set_mapdata2(j,k,1,4)
end
else
set_mapdata2(j,k,0,8)
end
end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 0
if @heightdata[j,k+1] == -1
if @heightdata[j-1,k] == -1
for i in [0,1,2]
set_mapdata(j,k+i,0,13+i,1)
end
elsif @heightdata[j+1,k] == -1
for i in [0,1,2]
set_mapdata(j,k+i,2,13+i,1)
end
else
for i in [0,1,2]
set_mapdata(j,k+i,1,13+i,1)
end
end
elsif @heightdata[j,k-1] == -1
if @heightdata[j-1,k] == -1 or
(@heightdata[j-1,k] == 1 and
@heightdata[j-1,k-1] == -1)
set_mapdata(j,k,0,11,2)
elsif @heightdata[j+1,k] == -1 or
(@heightdata[j+1,k] == 1 and
@heightdata[j+1,k-1] == -1)
set_mapdata(j,k,2,11,2)
else
set_mapdata(j,k,1,11,2)
end
elsif @heightdata[j-1,k] == -1 or
(@heightdata[j-1,k] == 1 and
@heightdata[j-1,k-1] == -1)
set_mapdata(j,k,0,12,1)
elsif @heightdata[j+1,k] == -1 or
(@heightdata[j+1,k] == 1 and
@heightdata[j+1,k-1] == -1)
set_mapdata(j,k,2,12,1)
elsif @heightdata[j-1,k-1] == -1
set_mapdata(j,k,0,9,1)
elsif @heightdata[j-1,k+1] == -1
set_mapdata(j,k,0,10,1)
elsif @heightdata[j+1,k-1] == -1
set_mapdata(j,k,1,9,1)
elsif @heightdata[j+1,k+1] == -1
set_mapdata(j,k,1,10,1)
end
end
if @heightdata[j,k] == 1 and
@heightdata[j,k-1] != -1
if @heightdata[j,k+1] == -1
if @heightdata[j-1,k] == -1
for i in [0,1,2]
end
elsif @heightdata[j+1,k] == -1
for i in [0,1,2]
end
else
for i in [0,1,2]
end
end
elsif @heightdata[j,k-1] == -1
if @heightdata[j-1,k] == -1
set_mapdata(j,k,0,11,2)
elsif @heightdata[j+1,k] == -1
set_mapdata(j,k,2,11,2)
else
set_mapdata(j,k,1,11,2)
end
elsif @heightdata[j-1,k] == -1
set_mapdata(j,k,0,12,1)
elsif @heightdata[j+1,k] == -1
set_mapdata(j,k,2,12,1)
elsif @heightdata[j-1,k-1] == -1
set_mapdata(j,k,0,9,1)
elsif @heightdata[j-1,k+1] == -1
set_mapdata(j,k,0,10,1)
elsif @heightdata[j+1,k-1] == -1
set_mapdata(j,k,1,9,1)
elsif @heightdata[j+1,k+1] == -1
set_mapdata(j,k,1,10,1)
end
end
end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 1
if @heightdata[j,k+1] == 0 or
@heightdata[j,k+1] == -1
if @heightdata[j-1,k] == 0 or
@heightdata[j-1,k] == -1
set_mapdata(j,k+0,0,5+0,5)
set_mapdata(j,k+1,0,5+1,5)
set_mapdata(j,k+2,0,5+2,4)
if @heightdata[j,k+3] != 0 and
@heightdata[j,k+2] != 1 and
(@heightdata[j,k+2] != 0 or @heightdata[j-1,k+2] != 0)
set_mapdata(j,k+2,0,16,5)
for i in [0,1]
set_mapdata(j,k+3+i,0,14+i,1)
if @heightdata[j,k+3+i] != -1
break
end
end
end
elsif @heightdata[j+1,k] == 0 or
@heightdata[j+1,k] == -1
set_mapdata(j,k+0,2,5+0,5)
set_mapdata(j,k+1,2,5+1,5)
set_mapdata(j,k+2,2,5+2,4)
if @heightdata[j,k+3] != 0 and
@heightdata[j,k+2] != 1 and
(@heightdata[j,k+2] != 0 or @heightdata[j+1,k+2] != 0)
set_mapdata(j,k+2,2,16,5)
for i in [0,1]
set_mapdata(j,k+3+i,2,14+i,1)
if @heightdata[j,k+3+i] != -1
break
end
end
end
else
set_mapdata(j,k+0,1,5+0,5)
set_mapdata(j,k+1,1,5+1,5)
set_mapdata(j,k+2,1,5+2,4)
if @heightdata[j,k+3] != 0 and
@heightdata[j,k+2] != 1
set_mapdata(j,k+2,1,16,5)
for i in [0,1]
set_mapdata(j,k+3+i,1,14+i,1)
if @heightdata[j,k+3+i] != -1
break
end
end
end
end
elsif @heightdata[j,k-1] == 0 or
@heightdata[j,k-1] == -1
if @heightdata[j-1,k] == 0 or
@heightdata[j-1,k] == -1
set_mapdata(j,k,0,3,4)
elsif @heightdata[j+1,k] == 0 or
@heightdata[j+1,k] == -1
set_mapdata(j,k,2,3,4)
else
set_mapdata(j,k,1,3,4)
end
elsif @heightdata[j-1,k] == 0 or
@heightdata[j-1,k] == -1
set_mapdata(j,k,0,4,4)
elsif @heightdata[j+1,k] == 0 or
@heightdata[j+1,k] == -1
set_mapdata(j,k,2,4,4)
elsif @heightdata[j-1,k-1] == 0 or
@heightdata[j-1,k-1] == -1
set_mapdata(j,k,0,1,4)
elsif @heightdata[j-1,k+1] == 0 or
@heightdata[j-1,k+1] == -1
set_mapdata(j,k,0,2,4)
elsif @heightdata[j+1,k-1] == 0 or
@heightdata[j+1,k-1] == -1
set_mapdata(j,k,1,1,4)
elsif @heightdata[j+1,k+1] == 0 or
@heightdata[j+1,k+1] == -1
set_mapdata(j,k,1,2,4)
end
end
end
end
playerpos_reset($game_temp.player_new_x,$game_temp.player_new_y)
@oneventdata[$game_temp.player_new_x,$game_temp.player_new_y] = 1
time = 0
for i in @map.events.keys.sort
time += 1
if time%100 == 0
Graphics.update
end
case event_settype(i)
when 3
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
end
end
for i in @map.events.keys.sort
time += 1
if time%100 == 0
Graphics.update
end
case event_settype(i)
when 1
set_defeventpos(i,@map.events[i].x,@map.events[i].y)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
end
end
for i in @map.events.keys.sort
time += 1
if time%100 == 0
Graphics.update
end
j = event_settype(i)
case j
when 0
set_defeventpos(i,rand(@map.width-4)+2,rand(@map.width-4)+2)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
when 2
set_defeventpos(i,@map.events[i].x,@map.events[i].y)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
when 100..199
set_defeventpos_wall(i,rand(@map.width-4)+2,rand(@map.width-4)+2,j-100)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
@oneventdata[@map.events[i].x,@map.events[i].y-1] = 1
for k in 1..(j-100)
@oneventdata[@map.events[i].x+k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x+k,@map.events[i].y-1] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y-1] = 1
end
when 200..299
set_defeventpos_wall(i,@map.events[i].x,@map.events[i].y,j-200)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
@oneventdata[@map.events[i].x,@map.events[i].y-1] = 1
for k in 1..(j-200)
@oneventdata[@map.events[i].x+k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x+k,@map.events[i].y-1] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y-1] = 1
end
end
end
for i in 0...(rand(objcnt)+objcnt/2)
time += 1
if time%500 == 0
Graphics.update
end
j = rand(@map.width)
k = rand(@map.width)
case rand(10)
when 0..4
if standable_newtile?(1,0)
if standable?(j,k)
set_mapdata(j,k,1,0,6)
end
else
if standable2?(j,k)
set_mapdata(j,k,1,0,6)
end
end
when 5..7
if standable_newtile?(2,0)
if standable?(j,k)
set_mapdata(j,k,2,0,6)
end
else
if standable2?(j,k)
set_mapdata(j,k,2,0,6)
end
end
when 8..9
if standable2?(j,k)
if @map.data[j,k-1,2]==0 and
(@map.data[j,k,1]==0 or @map.data[j,k,2]==0)
set_mapdata(j,k,2,2,4)
set_mapdata(j,k-1,2,1,4)
end
end
end
end
@heightdata.resize(0,0)
@maskdata.resize(0,0)
@oneventdata.resize(0,0)
@masksetting.clear
@makedata.clear
@tilesetting.resize(0,0,0)
if AUTO_MAP_SAVE
save_data(@map,sprintf("Data/Map%03d.rxdata", 999))
maplist = load_data("Data/MapInfos.rxdata")
mapinfo = RPG::MapInfo.new
mapinfo.name = sprintf("Auto-saved random map (%s)", maplist[@map_id].name)
mapinfo.parent_id = 0
mapinfo.order = 999
mapinfo.expanded = true
mapinfo.scroll_x = 0
mapinfo.scroll_y = 0
maplist[999]=mapinfo
save_data(maplist,"Data/MapInfos.rxdata")
end
end
def event_settype(i)
if @map.events[i].subname == "Checkpoint"
return 1
end
if @map.events[i].subname == "Fixed"
return 2
end
if @map.events[i].subname == "TotallyFixed"
return 3
end
for j in 0..1000
if @map.events[i].pages[0].list[j].code != 108
break
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "Checkpoint"
return 1
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "TotallyFixed"
return 3
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "Fixed"
return 2
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "WallFixture"
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1] == nil
return 100
else
k = @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1]
k = k.to_i
return 100+k
end
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "WallFixtureFixed"
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1] == nil
return 200
else
k = @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1]
k = k.to_i
return 200+k
end
end
end
return 0
end
def set_defeventpos(id,x,y)
if standable2?(x,y)
@map.events[id].x=x
@map.events[id].y=y
return
end
for i in 1..([@map.width,@map.height].max)
if standable2?(x,y+i)
@map.events[id].x=x
@map.events[id].y=y+i
return
end
for j in 1..i
if standable2?(x-j,y+i)
@map.events[id].x=x-j
@map.events[id].y=y+i
return
end
if standable2?(x+j,y+i)
@map.events[id].x=x+j
@map.events[id].y=y+i
return
end
if standable2?(x-j,y-i)
@map.events[id].x=x-j
@map.events[id].y=y-i
return
end
if standable2?(x+j,y-i)
@map.events[id].x=x+j
@map.events[id].y=y-i
return
end
end
end
end
def set_defeventpos_wall(id,x,y,p4)
if standable3?(x,y,p4)
@map.events[id].x=x
@map.events[id].y=y
return
end
for i in 1..([@map.width,@map.height].max)
if standable3?(x,y+i,p4)
@map.events[id].x=x
@map.events[id].y=y+i
return
end
for j in 1..i
if standable3?(x-j,y+i,p4)
@map.events[id].x=x-j
@map.events[id].y=y+i
return
end
if standable3?(x+j,y+i,p4)
@map.events[id].x=x+j
@map.events[id].y=y+i
return
end
if standable3?(x-j,y-i,p4)
@map.events[id].x=x-j
@map.events[id].y=y-i
return
end
if standable3?(x+j,y-i,p4)
@map.events[id].x=x+j
@map.events[id].y=y-i
return
end
end
end
end
def playerpos_reset(x,y)
if standable?(x,y)
$game_temp.player_new_x=x
$game_temp.player_new_y=y
return
end
for i in 1..([@map.width,@map.height].max)
if standable?(x,y+i)
$game_temp.player_new_x=x
$game_temp.player_new_y=y+i
return
end
for j in 0..i
if standable?(x-j,y+i)
$game_temp.player_new_x=x-j
$game_temp.player_new_y=y+i
return
end
if standable?(x+j,y+i)
$game_temp.player_new_x=x+j
$game_temp.player_new_y=y+i
return
end
if standable?(x-j,y-i)
$game_temp.player_new_x=x-j
$game_temp.player_new_y=y-i
return
end
if standable?(x+j,y-i)
$game_temp.player_new_x=x+j
$game_temp.player_new_y=y-i
return
end
end
end
end
def standable_newtile?(p1,p2)
for i in [2, 1, 0]
tile_id = @tilesetting[p1, p2, i]
if tile_id == nil
return false
elsif @passages[tile_id] & 0x0f == 0x0f
return false
elsif @priorities[tile_id] == 0
return true
end
end
return true
end
def standable?(p1,p2)
if @heightdata[p1,p2] != 0
return false
end
if @oneventdata[p1,p2] ==1
return false
end
for i in [2, 1, 0]
tile_id = @map.data[p1, p2, i]
if tile_id == nil
return false
elsif @passages[tile_id] & 0x0f == 0x0f
return false
elsif @priorities[tile_id] == 0
return true
end
end
return true
end
def standable2?(p1,p2)
unless standable?(p1,p2)
return false
end
if standable?(p1+1,p2-1) == false or
standable?(p1+1,p2) == false or
standable?(p1+1,p2+1) == false
if standable?(p1-1,p2-1) == false or
standable?(p1-1,p2) == false or
standable?(p1-1,p2+1) == false
if standable?(p1,p2-1) == true and
standable?(p1,p2+1) == true
return false
end
end
end
if standable?(p1+1,p2+1) == false or
standable?(p1,p2+1) == false or
standable?(p1-1,p2+1) == false
if standable?(p1+1,p2-1) == false or
standable?(p1,p2-1) == false or
standable?(p1-1,p2-1) == false
if standable?(p1-1,p2) == true and
standable?(p1+1,p2) == true
return false
end
end
end
if standable?(p1,p2-1) == false and
(standable?(p1-1,p2+1) == false or
standable?(p1,p2+1) == false or
standable?(p1+1,p2+1) == false)
return false
end
if standable?(p1,p2+1) == false and
(standable?(p1-1,p2-1) == false or
standable?(p1+1,p2-1) == false or
standable?(p1+1,p2-1) == false)
return false
end
if standable?(p1-1,p2) == false and
(standable?(p1+1,p2-1) == false or
standable?(p1+1,p2) == false or
standable?(p1+1,p2+1) == false)
return false
end
if standable?(p1+1,p2) == false and
(standable?(p1-1,p2-1) == false or
standable?(p1-1,p2) == false or
standable?(p1-1,p2+1) == false)
return false
end
return true
end
def standable3?(p1,p2,p3)
unless standable?(p1,p2+1)
return false
end
if @oneventdata[p1,p2] == 1 or
@oneventdata[p1,p2-1] == 1 or
@heightdata[p1,p2-2] != 1 or
@heightdata[p1,p2-1] == 1 or
@heightdata[p1,p2+1] != 0
return false
end
for i in 1...p3+1
if@heightdata[p1+i,p2-2] != 1 or
@heightdata[p1+i,p2-1] == 1 or
@heightdata[p1+i,p2+1] != 0
return false
end
if@heightdata[p1-i,p2-2] != 1 or
@heightdata[p1-i,p2-1] == 1 or
@heightdata[p1-i,p2+1] != 0
return false
end
end
for i in 1...p3+1
if @oneventdata[p1+i,p2] == 1 or
@oneventdata[p1+i,p2-1] == 1
return false
end
if @oneventdata[p1-i,p2] == 1 or
@oneventdata[p1-i,p2-1] == 1
return false
end
end
return true
end
def set_mapdata(p1,p2,p3,p4,p5 = 0)
unless self.valid?(p1, p2)
return
end
if @tilesetting[p3,p4,0] != 0
@map.data[p1,p2,0] = @tilesetting[p3,p4,0]
end
case p5
when 0
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
end
if @tilesetting[p3,p4,2] != 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,2]
end
when 1
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
end
when 2
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
end
when 3
if @tilesetting[p3,p4,1] != 0
if @map.data[p1,p2,1] != 0
@map.data[p1,p2,2] = @map.data[p1,p2,1]
end
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
end
when 4
if @tilesetting[p3,p4,1] != 0
if @map.data[p1,p2,2] != 0
@map.data[p1,p2,1] = @map.data[p1,p2,2]
end
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
end
when 5
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
end
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
end
when 6
if @map.data[p1,p2,1] == 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
elsif @map.data[p1,p2,2] == 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
end
end
end
def set_mapdata2(p1,p2,p3,p4)
@map.data[p1,p2,0] = @tilesetting[p3,p4,0]
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
@map.data[p1,p2,2] = @tilesetting[p3,p4,2]
end
def set_height(p1,p2,p3)
return if p1<0
return if p1>=@map.width
return if p2<0
return if p2>=@map.height
@heightdata[p1,p2]=p3
end
def set_grounddata(p1,p2,p3)
return if p1<0
return if p1>=@map.width
return if p2<0
return if p2>=@map.height
if @masksetting[@maskdata[p1,p2]] == true
if @targettype==0
if @chgtype==0
@heightdata[p1,p2]=p3
elsif @chgtype==1
@heightdata[p1,p2]+=p3
end
elsif @targettype==1
if @chgtype==0
@maskdata[p1,p2]=p3
elsif @chgtype==1
@maskdata[p1,p2]+=p3
end
end
end
end
def rndmap_chtarget(p1,p2)
@targettype=p1
@chgtype=p2
end
def rndmap_setstat(p1,p2,p3,p4)
@minx=p1
@miny=p2
@maxx=p3
@maxy=p4
end
def rndmap_chmask(p1,p2)
if p1>=0
if p2==0
@masksetting[p1]=false
elsif p2 == 1
@masksetting[p1]=true
elsif p2 == 2
for i in 0...100
@masksetting[i]=false
end
@masksetting[p1]=true
end
end
if p1==-1
if p2==0
for i in 0...100
@masksetting[i]=false
end
else
for i in 0...100
@masksetting[i]=true
end
end
end
end
def rndmap_mkroad(p1,p2,p3,p4,p5 = 5)
p5 = 5 if p5 == nil
localdata = Table.new(@map.width,@map.height)
aposx = []
aposy = []
aflag = []
for i in 0...@map.width
for j in 0...@map.height
localdata[i,j] = 0
end
end
if p2<0
p2=(p2*-1)*@map.width*@map.height/40/40
end
aposx[0]=@minx
aposy[0]=@miny
aposx[1]=@maxx
aposy[1]=@maxy
if aposx[0]<0
aposx[0]=@map.width+aposx[0]
end
if (aposx[0]>=1000) and (aposx[0]<=1100)
aposx[0]=@map.width*(aposx[0]-1000)/100
end
if aposy[0]<0
aposy[0]=@map.height+aposy[0]
end
if (aposy[0]>=1000) and (aposy[0]<=1100)
aposy[0]=@map.height*(aposy[0]-1000)/100
end
if aposx[1]<0
aposx[1]=@map.width+aposx[1]
end
if (aposx[1]>=1000) and (aposx[1]<=1100)
aposx[1]=@map.width*(aposx[1]-1000)/100
end
if aposy[1]<0
aposy[1]=@map.height+aposy[1]
end
if (aposy[1]>=1000) and (aposy[1]<=1100)
aposy[1]=@map.height*(aposy[1]-1000)/100
end
if p4==0 or p4==1 or p4==2
if p4 == 2
i4 = rand(2)
end
aflag[0] = true
aflag[1] = false
for i in 2...(p2+2)
aposx[i] = rand(@map.width-p3*2) + p3
aposy[i] = rand(@map.height-p3*2) + p3
aflag[i] = false
end
i3=0
i1=aposx[i3]
i2=aposy[i3]
localdata[i1,i2] = 1
for i in 0...p2+2
i7=5000000
for j in 0...p2+2
if aflag[j] == false
i4 = aposx[j]-i1
i4=i4*-1 if i4 < 0
i5 = aposy[j]-i2
i5=i5*-1 if i5 < 0
if (i4**2+i5**2) <=(p5**2) and j != 1
aflag[j] = true
elsif i7 > (i4**2+i5**2)
i7=(i4**2+i5**2)
i6=j
end
end
end
if p4==0
if aposx[i3] > aposx[i6]
i8 = aposx[i3]
i9 = aposy[i3]
i10 = aposx[i6]
i11 = aposy[i6]
else
i8 = aposx[i6]
i9 = aposy[i6]
i10 = aposx[i3]
i11 = aposy[i3]
end
if i8!=i10
for i in 0..(i8-i10)
localdata[i+i10,(i9-i11)*i/(i8-i10)+i11] = 1
end
end
if aposy[i3] > aposy[i6]
i8 = aposx[i3]
i9 = aposy[i3]
i10 = aposx[i6]
i11 = aposy[i6]
else
i8 = aposx[i6]
i9 = aposy[i6]
i10 = aposx[i3]
i11 = aposy[i3]
end
if i9!=i11
for i in 0..(i9-i11)
localdata[(i8-i10)*i/(i9-i11)+i10,i+i11] = 1
end
end
end
if p4==1
i4 = rand(2)
if i4==0
for i in 0..([aposx[i3]-aposx[i6],aposx[i6]-aposx[i3]].max)
localdata[i+[aposx[i3],aposx[i6]].min,aposy[i3]] = 1
end
for i in 0..([aposy[i3]-aposy[i6],aposy[i6]-aposy[i3]].max)
localdata[aposx[i6],i+[aposy[i3],aposy[i6]].min] = 1
end
else
for i in 0..([aposx[i3]-aposx[i6],aposx[i6]-aposx[i3]].max)
localdata[i+[aposx[i3],aposx[i6]].min,aposy[i6]] = 1
end
for i in 0..([aposy[i3]-aposy[i6],aposy[i6]-aposy[i3]].max)
localdata[aposx[i3],i+[aposy[i3],aposy[i6]].min] = 1
end
end
end
i3=i6
i1=aposx[i3]
i2=aposy[i3]
aflag[i3]=true
if i3==1
break
end
end
end
for i in 0...@map.width
for j in 0...@map.height
if localdata[i,j] == 1
set_grounddata(i,j,p1)
end
end
end
end
def rndmap_plus(p1,p2,p3,p4)
localdata = Table.new(@map.width,@map.height)
for i in 0...@map.width
for j in 0...@map.height
if @targettype==0
localdata[i,j] = @heightdata[i,j]
elsif @targettype==1
localdata[i,j] = @maskdata[i,j]
end
end
end
if p4 == 0
for i in 0...@map.width
for j in 0...@map.height
if p1==localdata[i,j]
for k in 1..p2
set_grounddata(i+k,j,p1)
set_grounddata(i-k,j,p1)
end
for k in 1..p3
set_grounddata(i,j+k,p1)
set_grounddata(i,j-k,p1)
end
end
end
end
elsif p4 == 1
for i in 0...@map.width
for j in 0...@map.height
if p1==localdata[i,j]
for k in (i-p2)..(i+p2)
for l in (j-p3)..(j+p3)
set_grounddata(k,l,p1)
end
end
end
end
end
end
end
def rndmap_allchg(p1)
for i in 0...@map.width
for j in 0...@map.height
set_grounddata(i,j,p1)
end
end
end
def rndmap_putpos(p1,p2,p3)
i = rand(@maxx-@minx+1)+@minx
j = rand(@maxy-@miny+1)+@miny
for k in (p2-i)..(p2+i)
for l in (p3-j)..(p3+j)
set_grounddata(k,l,p1)
end
end
end
def rndmap_edge(p1)
for i in 0...@map.width
set_grounddata(i,0,p1)
set_grounddata(i,@map.height-1,p1)
end
for i in 0...@map.height
set_grounddata(0,i,p1)
set_grounddata(@map.width-1,i,p1)
end
end
end
module RPG
class MapInfo
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def name=(str)
str2 = @name[/^[^,]*(,.*)/, 1]
@name = str2 != nil ? str + str2 : str
end
def subname(i = 1)
name = @name.split(/,/)[i]
return name != nil ? name : ""
end
end
end
module RPG
class Event
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def name=(str)
str2 = @name[/^[^,]*(,.*)/, 1]
@name = str2 != nil ? str + str2 : str
end
def subname(i = 1)
name = @name.split(/,/)[i]
return name != nil ? name : ""
end
end
end