SwimmingVersion: 1.7IntroductionIt seems to me that most swimming is done through event systems or Seph's vehicle script which is fine if you want to hop on a penguin to get across a river but we all know swimming isn't the same as riding a bike. I saw a lot of requests for a swimming script so I thought I'd make one. This is my first script that does something more interesting than displaying a window XD.
The script will cause the following when the player approaches water:
- The player will change to a diving graphic (optional)
- The player will jump into a body of water (at least 2 tiles wide)
- A sound is played (optional and customizable)
- The player will change to a swimming graphic
- The speed will change
- The player will jump out of water onto land that is at least 2 tiles wide and walk onto land that is 1 tile wide
- Swimming can be but doesn't have to be, controled by a switch
- If swimming is not available (switch is off, doesn't have an item/armor/weapon), water will be impassable OR the player can drown
Updates- Added more availability conditions
- Fixed the problem that disabling swimming didn't really do anything XD
- Removed custom dashing and sneaking animation suffixes. They don't work. Sorry!
- Fixed bug where player will jump right non water tiles if there is only one and water behind it
- Added leveling up; you can swim faster if you swim more
- Changed in water dashing speed and availability option
- Added diving graphic change option
- Added 'treading water' effect
- Added Touch Swim
- Added dashing and sneaking ability
- Fixed the bug where the character gets trapped on an impassable tile after getting out of water
TemplatesDiving Template: Edited from Mack's male

It only needs 4 frames because it is only visible for a second.
Swimming Template: Again from Mack's male
ScreenshotsBefore

Diving (I thought I'd show off the side view :))

In the water
ScriptSpoiler for Swimming Script:
[/list]
#==============================================================================#
# Swimming! v 1.8 #
# By: ToriVerly @ hbgames.org #
#==============================================================================#
# Intructions: #
#------------------------------------------------------------------------------#
=begin
Paste this script above Main and below everything else.
For each character you will have swimming, make a swimming sprite that has the
same name as the character but ending with "_swim" and another with "_dive" if
DIVE_GRAPHIC is true.
Example: "001-Fighter01_swim.png"
If TREAD_ANI = true, the character will be animated while in water when they are
not moving. Hence a treading water effect. Set it to false if you don't want
the effect.
Set the WATER constant to the terrain tag ID of your water tiles or whatever tile
you want to swim through. When you place non water tiles over water tiles (in
a higher layer), the non water tiles will need to have a terrain tag that is
different than WATER and not 0 or else the characters is swim through it.
IMPORTANT--->make sure your water tile is passable.
If you want the ability to swim to depend on a switch, set SWIM_SWITCH to the ID
of the game switch you're using. If you don't want to use a switch, set it to nil.
Similarily, set SWIM_ITEM, SWIM_ARMOR or SWIM_WEAPON to the ID of the item, armor
or weapon required for swimming and nil if there is none. You can even set more
than one condition!
The SWIM_SE will play every time you jump into water. If you don't want a sound,
set DIVE_SOUND_OFF to true.
The SNEAK_KEY and DASH_KEY functions can be set for Mr.Mo's ABS or an input
letters script. If you don't have such an input system but have another dashing
and/or sneaking system/script, change them to Input::YourKey.
Example: Input::X
Input::Y
If you don't have dashing or sneaking at all, set them to nil.
WATER_DASHING is self explanitory. If you want to dash in water, set it to true.
If DROWNING is on, the player will have about three seconds to get out of water
before they die (if swimming isn't available). If it is off, water will just be
impassable.
Enjoy!
=end
#------------------------------------------------------------------------------#
WATER = 1
SWIM_SWITCH = 1
SWIM_ITEM = nil
SWIM_ARMOR = nil
SWIM_WEAPON = nil
SNEAK_KEY = nil #Input::Letterres["Z"] for Mr.Mo's ABS or input letters script
DASH_KEY = nil #Input::Letters["X"] for Mr.Mo's ABS or input letters script
SWIM_SE = "022-Dive02"
DROWN_SE = "021-Dive01"
DROWNING = true
WATER_DASHING = false
DIVE_SOUND_OFF = false
DIVE_GRAPHIC = true
TREAD_ANI = true
#------------------------------------------------------------------------------#
#==============================================================================#
# Game_Player #
#------------------------------------------------------------------------------#
# Modifies the Game_Player class initialization and updating #
#==============================================================================#
class Game_Player < Game_Character
attr_reader :swim
attr_reader :swimming?
attr_reader :swim_count
alias swim_init initialize
def initialize
@swim = false
@drown_count = 0
@swim_count = 0
swim_init
end
alias swim_update update
def update
# Checks if swimming is triggered
if DROWNING == true
return jump_in if facing?(WATER, 'any', 1) and !@swim and moving?
# Drowns if it is not available
drown if !swim_available? and on?(WATER)
elsif DROWNING == false
return jump_in if facing?(WATER, 'any', 1) and !@swim and moving? and swim_available?
end
# Jumps out of water at shore
jump_forward if !on?(WATER) and !facing?(WATER, 'any', 1) and !facing?(WATER, 'any', 2) and @swim and moving?
# Returns original settings when out of water
revert if @swim and !on?(WATER)
# Refreshes swimming state
swim_refresh if swimming?
swim_update
end
# Makes water impassable when swimming isn't available
alias mrmo_swim_game_player_passable passable?
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# Check if it water tag
return false if $game_map.terrain_tag(new_x,new_y) == WATER and !swim_available? and DROWNING == false
# Old Method
mrmo_swim_game_player_passable(x,y,d)
end
#------------------------------------------------------------------------------#
# Custom Methods #
#------------------------------------------------------------------------------#
# Checks swimming availability
def swim_available?
if SWIM_SWITCH != nil
return true if $game_switches[SWIM_SWITCH]
return false if !$game_switches[SWIM_SWITCH]
end
if SWIM_ITEM != nil
return true if $game_party.item_number(SWIM_ITEM) != 0
return false if $game_party.item_number(SWIM_ITEM) == 0
end
if SWIM_ARMOR != nil
return true if $game_party.actors[0].armor1_id == SWIM_ARMOR
return true if $game_party.actors[0].armor2_id == SWIM_ARMOR
return true if $game_party.actors[0].armor3_id == SWIM_ARMOR
return true if $game_party.actors[0].armor4_id == SWIM_ARMOR
return false
end
if SWIM_WEAPON != nil
return true if $game_party.actors[0].weapon_id == SWIM_WEAPON
return false
end
return true
end
# Jumps in the water if swimming is triggered
def jump_in
@swim = true
unless DIVE_SOUND_OFF
@play_sound = true
end
if DIVE_GRAPHIC == true
@character_name = $game_party.actors[0].character_name
@character_name = $game_party.actors[0].character_name + "_dive"
end
jump_forward if facing?(WATER, 'any', 1)
end
# Swimming setup
def swim_refresh
get_speed if moving?
if !moving?
@character_name = $game_party.actors[0].character_name
@character_name = $game_party.actors[0].character_name + "_swim"
end
if @play_sound and !moving?
Audio.se_play("Audio/SE/" + SWIM_SE , 80, 100)
@play_sound = false
end
@swim = true
if TREAD_ANI == true
@step_anime = true
end
end
# Drowning
def drown
@move_speed = 0.1
if @drown_count <= 120
#jump_in if !@swim
@drown_count += 1
if @drown_count %40 == 0
Audio.se_play("Audio/SE/" + DROWN_SE, 80, 100)
end
elsif @drown_count >= 120
@character_name = ""
@drown_count = 0
Audio.se_play("Audio/SE/" + SWIM_SE, 80, 100)
$scene = Scene_Gameover.new
end
end
# Reverts original settings when out of water
def revert
@character_name = $game_party.actors[0].character_name
@swim = false
@drown_count = 0
unless dashing? or sneaking?
@move_speed = 4
@move_frequency = 6
end
if TREAD_ANI == true
@step_anime = false
end
end
# Determines Speed (Swim Leveling)
def get_speed
# Gets Swim Count
@swim_count += 0.05
case @swim_count
when 0.05
@swim_speed = 1
@move_frequency = 1
when 100
@swim_speed = 2
@move_frequency = 1
when 250
@swim_speed = 3
@move_frequency = 1
when 750
@swim_speed = 4
@move_frequency = 1
when 2000
@swim_speed = 5
@move_frequency = 1
end
@move_speed = @swim_speed
if WATER_DASHING == true
if DASH_KEY != nil and Input.press?(DASH_KEY) and !sneaking?
@move_speed = @swim_speed + 1
@move_frequency = 6
end
if SNEAK_KEY != nil and Input.press?(SNEAK_KEY) and !dashing?
@move_speed = @swim_speed -1
@move_frequency = 2
end
end
end
# Jumps forward
def jump_forward
case @direction
when 2
jump(0, 1)
when 4
jump(-1, 0)
when 6
jump(1, 0)
when 8
jump(0, -1)
end
end
# Jumps backward
def jump_backward
case @direction
when 2
jump(0, -1)
when 4
jump(1, 0)
when 6
jump(-1, 0)
when 8
jump(0, 1)
end
end
# Checks if dashing
def dashing?
return true if DASH_KEY != nil and Input.press?(DASH_KEY)
return false if SNEAK_KEY != nil and Input.press?(SNEAK_KEY)
end
# Checks if sneaking
def sneaking?
return true if SNEAK_KEY != nil and Input.press?(SNEAK_KEY)
return false if DASH_KEY != nil and Input.press?(DASH_KEY)
end
# Checks if swimming
def swimming?
return true if on?(WATER) and @swim
end
# Checks if player is on a terrain tag
def on?(tag)
return true if $game_map.terrain_tag($game_player.x, $game_player.y) == tag
end
# Checks if player is facing a terrain tag
def facing?(tag, dir, dist)
case dir
when 2
if $game_player.direction == 2
tag_x = $game_player.x
tag_y = $game_player.y + dist
end
when 4
if $game_player.direction == 4
tag_x = $game_player.x - dist
tag_y = $game_player.y
end
when 6
if $game_player.direction == 6
tag_x = $game_player.x + dist
tag_y = $game_player.y
end
when 8
if $game_player.direction == 8
tag_x = $game_player.x
tag_y = $game_player.y - dist
end
when 'any'
if $game_player.direction == 2
tag_x = $game_player.x
tag_y = $game_player.y + dist
end
if $game_player.direction == 4
tag_x = $game_player.x - dist
tag_y = $game_player.y
end
if $game_player.direction == 6
tag_x = $game_player.x + dist
tag_y = $game_player.y
end
if $game_player.direction == 8
tag_x = $game_player.x
tag_y = $game_player.y - dist
end
end
return false if tag_x == nil or tag_y == nil
return true if $game_map.terrain_tag(tag_x, tag_y) == tag
end
end
#------------------------------------------------------------------------------#
# By ToriVerly
# Thanks to Mr.Mo for help with my passability issues and to Chaosg1 for my intro
# into scripting 
#------------------------------------------------------------------------------#
InstructionsSee Script
CompatibilityAccording to an SDK user, this script is compatible.
So far scripts that change actor graphics are buggy with this. It can be easily fixed if you know what you're doing....:
If using another script/system that changes actor graphic[INDENT]Find the line that changes the graphic and add to the conditions:
and if $game_player.terrain_tag != WATER
Make sure that at the top of your script, outside commenting and before anything that starts with 'class', put
WATER = 1
[or change 1 to whatever terrain tag you are using for water.]
If none of that made sense, then for now it's not compatable with any script changing graphics.