Caterpillar

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EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
    Caterpillar
    Version: 2

    Note: I DID NOT MAKE THIS! Look down at the credits to see who made this.

    Introduction

    Will let your party members "follow" the main character on the map.

    Features

    • lets your party members "follow" the main character on the map
    • actors can have a "stopped animation"
    • see the script code for more information

    Screenshots



    Demo

    N/A

    Script

    Just make a new script above main and paste this code into it.
    Code: [Select]
    # train_actor
    =begin

    Caterpillar walking script

    Copyright © 2005 fukuyama

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA

    http://www.gnu.org/licenses/lgpl.html
    http://www.opensource.gr.jp/lesser/lgpl.ja.html

    =end

    # Config.rb
    #==============================================================================
    # ? Train_Actor::Config
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    # ?Switch setup for transparent status
    # When true, switch control is used
    # TRANSPARENT_SWITCH = true
    TRANSPARENT_SWITCH = false

    # ?Switch number for transparent status
    # When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
    TRANSPARENT_SWITCHES_INDEX = 20

    # ?Maximum number of actors
    # There will be support for a large number of people in a party in the future...
    TRAIN_ACTOR_SIZE_MAX = 4

    # Constants
    DOWN_LEFT  = 1
    DOWN_RIGHT = 3
    UP_LEFT    = 7
    UP_RIGHT   = 9
    JUMP       = 5

    # Put any actor IDs who should have a "stopped animation" if in the caterpillar
    # i.e. if a party member "is floating" it will look stupid if he suddenly stops
    # moving in the air.
    # - added by Blizzard
    ACTOR_IDS = [2, 3, 4]

    end

    # rgss

    # Spriteset_Map_Module.rb
    #==============================================================================
    # ? Spriteset_Map_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Spriteset_Map_Module
      def setup_actor_character_sprites?
        return @setup_actor_character_sprites_flag != nil
      end
      def setup_actor_character_sprites(characters)
        if !setup_actor_character_sprites?
          for character in characters.reverse
            @character_sprites.unshift(
              Sprite_Character.new(@viewport1, character)
            )
          end
          @setup_actor_character_sprites_flag = true
        end
      end
    end

    end

    class Spriteset_Map
      include Train_Actor::Spriteset_Map_Module
    end

    # Scene_Map_Module.rb
    #==============================================================================
    # ? Scene_Map_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Scene_Map_Module
      def setup_actor_character_sprites(characters)
        @spriteset.setup_actor_character_sprites(characters)
      end
    end

    end

    class Scene_Map
      include Train_Actor::Scene_Map_Module
    end

    # Game_Party_Module.rb
    #==============================================================================
    # ? Game_Party_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Party_Module
     
      attr_reader :characters
     
      def update_party_order() return actors end
     
      def setup_actor_character_sprites
        if @characters.nil?
          @characters = []
          for i in 1 ... TRAIN_ACTOR_SIZE_MAX
            @characters.push(Game_Party_Actor.new)
          end
        end
        setup_actors = update_party_order
        for i in 1 ... TRAIN_ACTOR_SIZE_MAX
          @characters[i - 1].setup(setup_actors[i])
        end
        if $scene.class.method_defined?('setup_actor_character_sprites')
          $scene.setup_actor_character_sprites(@characters)
        end
      end
     
      def update_party_actors
         update_party_order
        setup_actor_character_sprites
        transparent = $game_player.transparent
        if transparent == false and TRANSPARENT_SWITCH
          transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
        end
        for character in @characters
          character.transparent = transparent
          character.move_speed = $game_player.move_speed
          if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation
            character.step_anime = true # Blizzard's support for stopped animation
          else # Blizzard's support for stopped animation
            character.step_anime = $game_player.step_anime
          end # Blizzard's support for stopped animation
          character.update
        end
      end
     
      def moveto_party_actors( x, y )
        setup_actor_character_sprites
        for character in @characters
          character.moveto( x, y )
        end
        @move_list = [] if @move_list == nil
        move_list_setup
      end
     
      def move_party_actors
        if @move_list == nil
          @move_list = []
          move_list_setup
        end
        @move_list.each_index do |i|
        if @characters[i] != nil
          case @move_list[i].type
            when Input::DOWN
              @characters[i].move_down(@move_list[i].args[0])
            when Input::LEFT
              @characters[i].move_left(@move_list[i].args[0])
            when Input::RIGHT
              @characters[i].move_right(@move_list[i].args[0])
            when Input::UP
              @characters[i].move_up(@move_list[i].args[0])
            when DOWN_LEFT
              @characters[i].move_lower_left
            when DOWN_RIGHT
              @characters[i].move_lower_right
            when UP_LEFT
              @characters[i].move_upper_left
            when UP_RIGHT
              @characters[i].move_upper_right
            when JUMP
              @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
            end
          end
        end
      end

      class Move_List_Element
       
        def initialize(type,args)
          @type = type
          @args = args
        end
       
        def type() return @type end
       
        def args() return @args end
       
        end
       
        def move_list_setup
          for i in 0 .. TRAIN_ACTOR_SIZE_MAX
            @move_list[i] = nil
          end
        end
       
        def add_move_list(type,*args)
          @move_list.unshift(Move_List_Element.new(type,args)).pop
        end
       
        def move_down_party_actors(turn_enabled = true)
          move_party_actors
          add_move_list(Input::DOWN,turn_enabled)
        end
       
        def move_left_party_actors(turn_enabled = true)
          move_party_actors
          add_move_list(Input::LEFT,turn_enabled)
        end
       
        def move_right_party_actors(turn_enabled = true)
          move_party_actors
          add_move_list(Input::RIGHT,turn_enabled)
        end
       
        def move_up_party_actors(turn_enabled = true)
          move_party_actors
          add_move_list(Input::UP,turn_enabled)
        end
       
        def move_lower_left_party_actors
          move_party_actors
          add_move_list(DOWN_LEFT)
        end
       
        def move_lower_right_party_actors
          move_party_actors
          add_move_list(DOWN_RIGHT)
        end
       
        def move_upper_left_party_actors
          move_party_actors
          add_move_list(UP_LEFT)
        end
       
        def move_upper_right_party_actors
          move_party_actors
          add_move_list(UP_RIGHT)
        end
       
        def jump_party_actors(x_plus, y_plus)
          move_party_actors
          add_move_list(JUMP,x_plus, y_plus)
        end
       
      end 

    end

    class Game_Party
      include Train_Actor::Game_Party_Module
    end

    # Game_Player_Module.rb
    #==============================================================================
    # ? Game_Player_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Player_Module
     
      attr_reader :move_speed
      attr_reader :step_anime
     
      def update_party_actors
        $game_party.update_party_actors
        $game_party.actors.each do |actor|
          @character_name = actor.character_name
          @character_hue = actor.character_hue
          break
        end
      end
       
      def update
        update_party_actors
        super
      end
     
      def moveto( x, y )
        $game_party.moveto_party_actors( x, y )
        super( x, y )
      end
     
      def move_down(turn_enabled = true)
        if passable?(@x, @y, Input::DOWN)
          $game_party.move_down_party_actors(turn_enabled)
        end
        super(turn_enabled)
      end
     
      def move_left(turn_enabled = true)
        if passable?(@x, @y, Input::LEFT)
          $game_party.move_left_party_actors(turn_enabled)
        end
        super(turn_enabled)
      end
     
      def move_right(turn_enabled = true)
        if passable?(@x, @y, Input::RIGHT)
          $game_party.move_right_party_actors(turn_enabled)
        end
        super(turn_enabled)
      end
     
      def move_up(turn_enabled = true)
        if passable?(@x, @y, Input::UP)
          $game_party.move_up_party_actors(turn_enabled)
        end
        super(turn_enabled)
      end
     
      def move_lower_left
        # When possible to move from down?left or from left?down
        if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
           (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
          $game_party.move_lower_left_party_actors
        end
        super
      end
     
      def move_lower_right
        # When possible to move from down?right or from right?down
        if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
           (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
          $game_party.move_lower_right_party_actors
        end
        super
      end
     
      def move_upper_left
        # When possible to move from up?left or from left?up
        if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
           (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
          $game_party.move_upper_left_party_actors
        end
        super
      end
     
      def move_upper_right
        # When possible to move from up?right or from right?up
        if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
           (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
          $game_party.move_upper_right_party_actors
        end
        super
      end
     
      def jump(x_plus, y_plus)
        # New coordinates are calculated
        new_x = @x + x_plus
        new_y = @y + y_plus
        # When addition values are (0,0), it is possible to jump to the destination
        if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
          $game_party.jump_party_actors(x_plus, y_plus)
        end
        super(x_plus, y_plus)
      end
     
    end 

    end

    class Game_Player
     include Train_Actor::Game_Player_Module
    end

    # Game_Event_Module.rb
    #==============================================================================
    # ? Game_Event_Module
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    module Game_Event_Module
      #--------------------------------------------------------------------------
      # ? Judgement determined
      #     x  : X coordinates
      #     y  : Y coordinates
      #     d  : Direction (0,2,4,6,8)  ? 0 = Checks if all directions are not able to be passed (for a jump)
      # return : Passing is impossible (false), possible (true)
      #--------------------------------------------------------------------------
      def passable?(x, y, d)
        result = super(x, y, d)
        if result
          # New coordinates are searched for
          new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
          new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
          # Loops for actor in train
          for actor in $game_party.characters
            # When displayed
            if not actor.character_name.empty?
              # When actor's coordinates correspond to the destination
              if actor.x == new_x and actor.y == new_y
              # When event
                return false if self != $game_player
              end
            end
          end
        end
        return result
      end
     
    end

    end

    class Game_Event
      include Train_Actor::Game_Event_Module
    end
     
    # Game_Party_Actor.rb
    #==============================================================================
    # ? Game_Party_Actor
    #------------------------------------------------------------------------------
    # Caterpillar movement of actor is carried out on map
    #==============================================================================

    module Train_Actor

    class Game_Party_Actor < Game_Character
     
      attr_reader :cp_id
      attr_writer :move_speed
      attr_writer :step_anime

      def initialize
        super()
        @through = true
      end
     
      def setup(actor)
        # The file name and hue of the character are set
        @cp_id = $data_actors[actor.id].id
        if actor != nil
          @character_name = actor.character_name
          @character_hue = actor.character_hue
        else
          @character_name = ""
          @character_hue = 0
        end
        # Opacity and blending method are initialized
        @opacity = 255
        @blend_type = 0
      end
     
      def screen_z(height = 0)
        if $game_player.x == @x and $game_player.y == @y
          return $game_player.screen_z(height) - 1
        end
        super(height)
      end
      #--------------------------------------------------------------------------
      # ? Move down
      #     turn_enabled : Flag that permits direction change on the spot
      #--------------------------------------------------------------------------
      def move_down(turn_enabled = true)
        # Face down
        turn_down if turn_enabled
        # When possible to pass
        if passable?(@x, @y, Input::DOWN)
          # Face down
          turn_down
          # Update coordinates
          @y += 1
        end
      end
      #--------------------------------------------------------------------------
      # ? Move left
      #     turn_enabled : Flag that permits direction change on the spot
      #--------------------------------------------------------------------------
      def move_left(turn_enabled = true)
        # Face left
        turn_left if turn_enabled
        # When possible to pass
        if passable?(@x, @y, Input::LEFT)
          # Face left
          turn_left
          # Update coordinates
          @x -= 1
        end
      end
      #--------------------------------------------------------------------------
      # ? Move right
      #     turn_enabled : Flag that permits direction change on the spot
      #--------------------------------------------------------------------------
      def move_right(turn_enabled = true)
        # Face right
        turn_right if turn_enabled
        # When possible to pass
        if passable?(@x, @y, Input::RIGHT)
          # Face right
          turn_right
          # Update coordinates
          @x += 1
        end
      end
      #--------------------------------------------------------------------------
      # ? Move up
      #     turn_enabled : Flag that permits direction change on the spot
      #--------------------------------------------------------------------------
      def move_up(turn_enabled = true)
        # Face up
        turn_up if turn_enabled
        # When possible to pass
        if passable?(@x, @y, Input::UP)
          # Face up
          turn_up
          # Update coordinates
          @y -= 1
        end
      end
      #--------------------------------------------------------------------------
      # ? Move lower left
      #--------------------------------------------------------------------------
      def move_lower_left
        # When no direction fixation
        unless @direction_fix
          # Turn left when facing right, turn down when facing up
          @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
        end
        # When possible to move from down?left or from left?down
        if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
           (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
          # Update coordinates
          @x -= 1
          @y += 1
        end
      end
      #--------------------------------------------------------------------------
      # ? Move lower right
      #--------------------------------------------------------------------------
      def move_lower_right
        # When no direction fixation
        unless @direction_fix
          # Turn right when facing left, turn down when facing up
          @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
        end
        # When possible to move from down?right or from right?down
        if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
           (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
          # Update coordinates
          @x += 1
          @y += 1
        end
      end
      #--------------------------------------------------------------------------
      # ? move upper left
      #--------------------------------------------------------------------------
      def move_upper_left
        # When no direction fixation
        unless @direction_fix
          # Turn left when facing right, turn up when facing down
          @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
        end
        # When possible to move from up?left or from left?up
        if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
           (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
          # Update coordinates
          @x -= 1
          @y -= 1
        end
      end
      #--------------------------------------------------------------------------
      # ? move upper right
      #--------------------------------------------------------------------------
      def move_upper_right
        # When no direction fixation
        unless @direction_fix
          # Turn right when facing left, turn up when facing down
          @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
        end
        # When possible to move from up?right or from right?up
        if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
           (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
          # Update coordinates
          @x += 1
          @y -= 1
        end
      end
     
    end

    end
      Instructions

      Inside the script.

      Compatibility

      Might work fully with SDK, doesn't usually work with CMSes that have the map as background.

      Credits and Thanks

      • Originally by Fukuyama
      • Animated member support added by Blizzard

      Author's Notes

      None.
      « Last Edit: December 15, 2006, 05:03:34 PM by Blizzard »
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      ***
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      Random-Idiot
      Code: [Select]
      version 2

      I guess.
      ALL HAIL ME™

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Nope. It's the GNU license that's 2.1. :-\
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      ***
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      Random-Idiot
      Yeah I know. But Fukuyama made another version of this script, which was released in both 1 and 1b. This script has more features so I guess it is verson 2 ;)
      ALL HAIL ME™

      *
      i am satin die lol
      Rep:
      Level 96
      welcom to hel
      GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
      So, how do you turn it off? If you want a cutsceane where the caracters talk, I want the to stand in a sercle. LOL, spelling arrors. I am at my school so I dont have spell checker. Zamullet locked my computer, I dont know the password aand he does.

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Just give your characters a "None" character graphic and they won't be visible until you give them a character graphic again. That's what I always do.

      @Me (LOL!): It could be 1.1 or 1.2 or... ?_? Well... I guess I'll just put a 2 up there for the sake of differing between them.
      « Last Edit: December 14, 2006, 07:51:40 PM by Blizzard »
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      ***
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      Random-Idiot
      So, how do you turn it off? If you want a cutsceane where the caracters talk, I want the to stand in a sercle. LOL, spelling arrors. I am at my school so I dont have spell checker. Zamullet locked my computer, I dont know the password aand he does.


      Take a look at this code:

      Code: [Select]
      # ?Switch setup for transparent status
      # When true, switch control is used
      # TRANSPARENT_SWITCH = true
      TRANSPARENT_SWITCH = false

      # ?Switch number for transparent status
      # When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
      TRANSPARENT_SWITCHES_INDEX = 20

      Make TRANSPARENT_SWITCH true. Now the number after TRANSPARENT_SWITCHES_INDEX is the switch that will be used. You can set (for ex. numebr 20) on or off to make the script turnmed off or on.
      ALL HAIL ME™

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Ah that's what's that switch for... Was always too lazy to try it out. ::)
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      ***
      Rep:
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      Random-Idiot
      I did not try it out ::), but this:

      Code: [Select]
      if transparent == false and TRANSPARENT_SWITCH
        transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
      end
      for character in @characters
        character.transparent = transparent
        [...]

      + the comments made it clear.
      ALL HAIL ME™

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      I didn't really read it, lol... :=
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      ***
      Rep:
      Level 88
      A pirate's life for me
      i got a weird error with this script:



      help appreciated


      The new generation will go to the distance... Will the distance between us smallen?

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Oops...

      Lol, that's a fix for my menu. I removed it.
      Get King of Booze for Android, for iOS, for OUYA or for Windows!
      Visit our website.
      You can also love/hate us on Facebook or the game itself.


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      ***
      Rep:
      Level 88
      A pirate's life for me
      Thanks, it works smooth now except for one thing: Whenever I don't walk around you can still see the second and third party members animating (walking), do you know how I can fix this?


      The new generation will go to the distance... Will the distance between us smallen?

      **
      Rep:
      Level 88
      Shut up and leave me alone!
      Yeah, the same thing happend with me.
      Hi...

      ***
      Rep:
      Level 88
      A pirate's life for me
      Could anyone help out? Really need help in here.


      The new generation will go to the distance... Will the distance between us smallen?

      ****
      Irock touched your custom title
      Rep:
      Level 89
      I'm not quite sure but it sounds like the same thing used in events. You can shoose to 'show animation' or not. I'm assuming it shows something to that effect in the script you could try and change

      ***
      Rep:
      Level 88
      A pirate's life for me
      Ye, that seems obvious, but I'm a horrible scripter really so my chance of finding it is zero.


      The new generation will go to the distance... Will the distance between us smallen?

      *
      Rep:
      Level 102
      2014 Best Non-RM Creator2014 Biggest Forum Potato2014 Biggest Narcissist Award2013 Best IRC Chatterbox2013 Best Game Creator (Non-RM)Participant - GIAW 112012 Best Use Of Avatar and Signature space2012 Funniest Member2012 Most Successful Troll2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Best IRC Chatterbox2010 Biggest Forum Couch Potato2010 Most Successful Troll

      *****
      Ancient Mummy
      Rep:
      Level 90
      GREAT SCRIPT !!
      One question though..
      How can i make it so when my main character goes transparant My caterpillars also will.??

      ***
      Rep:
      Level 88
      Random-Idiot
      make TRANSPARENT_SWITCH = false to TRANSPARENT_SWITCH = true

      and use the switch number from TRANSPARENT_SWITCHES_INDEX to toggle the caterpilalrs transparancy.
      ALL HAIL ME™

      ***
      Rep:
      Level 88
      Smarter than the average bear
      Thanks, it works smooth now except for one thing: Whenever I don't walk around you can still see the second and third party members animating (walking), do you know how I can fix this?

      lmao...thats what blizzard changed the script to do...

      ****
      Rep:
      Level 88
      Back with RMVX!
      Ok, I found the lines in the script that I'm supposed to edit to make my second, third, and fourth party member to stop when I do. Now what do I do? I've never scripted a line in my life, btw.
      PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

      ***
      Rep:
      Level 88
      Hell... What did I mess up now... I'm Back!
      I would assume take...
      Quote
      # Put any actor IDs who should have a "stopped animation" if in the caterpillar
      # i.e. if a party member "is floating" it will look stupid if he suddenly stops
      # moving in the air.
      # - added by Blizzard
      ACTOR_IDS = [2,3,4]

      and get rid of the id's...
      ----Current Games working on----
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      --The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
      v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
      Feildmaster Productions
      Made By One Man Run by the Same...
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      Oh yeah, and everything else web based
      For a charge... Of course...

      **
      Rep: +0/-0Level 87
      Hellsing=Love
      ah wonderful. Works great. kind of like ff8 eh?
      I have quite a n00b question... heh heh^^:
      now this is my second post, so I have not really looked around to see if this has been answerd, but I thought it was okay to ask here. You all seem nice enough~
      anyway.... how do you make it where your character is solo in the begining? like has no other party members until later on?
      thanks~

      Galbadia Garden, come play this!
      an RP site currently in progress ^^ please visit (im th admin, have questions? ask away!~
          //seiakusanjin.proboards92.com

      ***
      Rep:
      Level 88
      Smarter than the average bear
      ah wonderful. Works great. kind of like ff8 eh?
      I have quite a n00b question... heh heh^^:
      now this is my second post, so I have not really looked around to see if this has been answerd, but I thought it was okay to ask here. You all seem nice enough~
      anyway.... how do you make it where your character is solo in the begining? like has no other party members until later on?
      thanks~

      New to RMXP? ;) All you do is remove them from the database:system tab. Then later ad them in by events.

      **
      Rep: +0/-0Level 87
      Hellsing=Love
      oh man! thanks SO much! ^^ ;D yeah I am still pritty new. I am in the progress of a game. I have some side quests and people and other stuff, but I need scence and storys...interesting stuff lol. again thanks!

      Galbadia Garden, come play this!
      an RP site currently in progress ^^ please visit (im th admin, have questions? ask away!~
          //seiakusanjin.proboards92.com

      ****
      Rep:
      Level 88
      Back with RMVX!
      I would assume take...
      Quote
      # Put any actor IDs who should have a "stopped animation" if in the caterpillar
      # i.e. if a party member "is floating" it will look stupid if he suddenly stops
      # moving in the air.
      # - added by Blizzard
      ACTOR_IDS = [2,3,4]

      and get rid of the id's...
      It worked, thanks man.  ;D
      PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

      ***
      Rep:
      Level 88
      Hell... What did I mess up now... I'm Back!
      ha ha ha... np... >.> But I don't think you should really be thanking me...

      EDIT: yes that's right... thank bliz for adding that part... >.> And stating that it was added... >.>
      ----Current Games working on----
      --Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
      --The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
      v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
      Feildmaster Productions
      Made By One Man Run by the Same...
      Making Games for Everyone...
      Oh yeah, and everything else web based
      For a charge... Of course...

      **
      Rep:
      Level 87
      "Ohh Yea!"
      This is a really nice script, i think I'll probably use this in my game.I wish i could thank Fukuyama. And the rest of you guys are awesome too, always helping us noobs out, lol. Keep up the awesome work!
      Yes, I Made Those!

      ***
      Rep:
      Level 88
      I'm getting a problem..It works fine, but one of my parters keeps walking when I stop...and if I put him in front, everyone in-front of him keeps walking too...Can someone help me?
      Games in progress:
      Tome of Arastovia: 7% complete at 2 hours of gametime

      **
      Rep:
      Level 87
      "Ohh Yea!"
      I would assume take...
      Quote
      # Put any actor IDs who should have a "stopped animation" if in the caterpillar
      # i.e. if a party member "is floating" it will look stupid if he suddenly stops
      # moving in the air.
      # - added by Blizzard
      ACTOR_IDS = [2,3,4]

      and get rid of the id's...

      pliio8 try reading the rest of the board man.^ its aiight tho
      Yes, I Made Those!

      ***
      Rep:
      Level 88
      Hell... What did I mess up now... I'm Back!
      lol... I wasn't a wiz in RPG maker (still am not) from the beginning... >.>

      Tis our duty to help y'all out...
      ----Current Games working on----
      --Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
      --The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
      v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
      Feildmaster Productions
      Made By One Man Run by the Same...
      Making Games for Everyone...
      Oh yeah, and everything else web based
      For a charge... Of course...


      *
      Rep:
      Level 102
      2014 Best Non-RM Creator2014 Biggest Forum Potato2014 Biggest Narcissist Award2013 Best IRC Chatterbox2013 Best Game Creator (Non-RM)Participant - GIAW 112012 Best Use Of Avatar and Signature space2012 Funniest Member2012 Most Successful Troll2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Best IRC Chatterbox2010 Biggest Forum Couch Potato2010 Most Successful Troll
      Ah, yes. I was wondering if you could controll the way the sprite faces so they could speak to each other.
      And this was not asked by someone else in a different thread. lol

      *
      Rep: +0/-0Level 87
      I don't know what's happening. When i make a new script and paste the script in it and then i try to run my game and the it gives me a name error and something else too. The game fails to even start.

      Why is it happening.?

      Sorry if i am not too clear. Something has happened to my computers default text and i am not able to read what i am writing.

      *
      Rep: +0/-0Level 87
      I have been following the instructions, but always get this error

      ********
      Hungry
      Rep:
      Level 95
      Mawbeast
      2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
      I couldn't tell you what's wrong with it.
      but I can tell you this,
      don't title your replys.

      and just use the one from tons of addons, it works perfectly

      FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
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      ***
      Rep:
      Level 88
      Your greatest flaw is that you have a soul.
      OK perhaps I missed something here but, so, like, is the deal with walking characters when you stand solved or isn't and if it isn't is there a way of making them stop? I really don't want them to tire quickly. :)

      ***
      Rep:
      Level 87
      Hello, newbie here. ;D I seem to have found an error. I get this:

      Only happens when I finish a fight involving only TWO of my party members, it doesn't happen if only one,three, or four of members fought, only when two. Don't know why this happens to me.  :-\ So you think you can fix it? By the way, nice script.  :P Caterpillars are good. :lol:

      pokeball :)OfflineMale
      ********
      Cheese
      Rep:
      Level 95
      ?
      is this a problem with his script? if not post a seperate topic for it including teh script your used.
      Watch out for: HaloOfTheSun

      ***
      Rep:
      Level 87
      is this a problem with his script? if not post a separate topic for it including teh script your used.

      Yes it is, I am using his caterpillar script.

      pokeball :)OfflineMale
      ********
      Cheese
      Rep:
      Level 95
      ?
      what is teh name of your catipiller script in the script section under options?

      is it called lvl up?
      Watch out for: HaloOfTheSun

      ***
      Rep:
      Level 87
      Hello, newbie here. ;D I seem to have found an error. I get this:

      Only happens when I finish a fight involving only TWO of my party members, it doesn't happen if only one,three, or four of members fought, only when two. Don't know why this happens to me.  :-\ So you think you can fix it? By the way, nice script.  :P Caterpillars are good. :lol:

      I'm very sorry, but I made a mistake.  :( I posted in the wrong thread, I didn't notice that I was in the other thread. The problem was the lvlup script. Anyway I recopied the the code and the lvlup script worked fine again. It was missing large chunks of code(don't know why.) There's nothing wrong with the caterpillar script.

      Sorry for the trouble.  :-[

      *
      Rep:
      Level 88
      2012 Best RPG Maker User (Story)Project of the Month winner for May 2007Project of the Month winner for July 20082011 Best RPG Maker User (Story)2011 Project of the Year2011 Best RPG Maker User (Creativity)
      Just a note that it is often acts differently when you place one script ontop of the other or vice versa, as I believe the latter one rewrites the first if there are conflicts.

      ***
      Rep:
      Level 87
      Just a note that it is often acts differently when you place one script ontop of the other or vice versa, as I believe the latter one rewrites the first if there are conflicts.

      Oh, thanks for the tip. ;)

      ***
      Rep:
      Level 88
      A pirate's life for me
      I'm having a problem with this script:

      Whenever I'm standing still the party members behind me keep animating (walking). how do i prevent this?


      The new generation will go to the distance... Will the distance between us smallen?

      ****
      Rep:
      Level 88
      Back with RMVX!
      I would assume take...
      Quote
      # Put any actor IDs who should have a "stopped animation" if in the caterpillar
      # i.e. if a party member "is floating" it will look stupid if he suddenly stops
      # moving in the air.
      # - added by Blizzard
      ACTOR_IDS = [2,3,4]

      and get rid of the id's...

      try reading the rest of the board man.^ its aiight tho
      PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

      ***
      Rep:
      Level 88
      A pirate's life for me
      thanks, that worked


      The new generation will go to the distance... Will the distance between us smallen?

      **
      Rep:
      Level 86
      Hello,  I am planning on using a catipillar script in my game (probabaly this one, so thanks  :lol: ) but one of the features I want for the party members following is to be able to allow the main char to talk to them at any time.... push them out of the way if nessisary, ask them to do tasks, etc, but bassically all I really need to know how to do is to make the sprite following my main char an event.  BUT, with this catapillar script, they are just there, and I don't know how to make it an event. If i just try to make an event that follows the char, they go into crazy movements that on an average follow the main char, but not in such a nice fashion as the catapillar script.

      Any ideas? Thanks

      "Keep smiling, it makes people wonder what you're up to."

      OK, so what's the speed of dark?
      What happens if you get scared half to death twice?

      Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

      *
      Rep:
      Level 97
      2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
      Take a look in the Tutorials and Event Systems Board. Arkbennet made an evented Caterpillar

      **
      Rep:
      Level 86
      Ok, I looked at the evented catipiller thing, and for some reason I can't make it work on RPG Maker XP.  I can't find the move event, the only event avalible that will move anything moves the main char, and not the event itself. The only way I can make the event move it using the "Autonomous Movement" option, which.... doesn't really work for the catipillar thing.... *sighs* and even with it moving my char, I can't make it so I can turn to them and talk, because the following moveent its a parallel process, makeing it (as far as I can tell) impossible to also have an "Action Button" Event.

      I'm sorry if I'm being difficult.  I'm really not trying to be  ;) I'm just all turned around....

      "Keep smiling, it makes people wonder what you're up to."

      OK, so what's the speed of dark?
      What happens if you get scared half to death twice?

      Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

      *
      Rep:
      Level 97
      2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
      No, when you go to move event:



      Ignore the red, it was for someone else, but notice at the top left there is a drop down menu that is currently set on player? You can change that to whatever event is on the map at the time.

      Also, you can transfer the movement into a separate parallel process event, thus freeing their screens for action key.

      **
      Rep:
      Level 86
      ooooooooooooooooh.... *blush* hehe.... thanks, That makes sense.... can't beleive I missed that.... *blush*

      "Keep smiling, it makes people wonder what you're up to."

      OK, so what's the speed of dark?
      What happens if you get scared half to death twice?

      Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

      *
      Rep:
      Level 87
      I made a cute little evented system like this for a game I was doing for my son.  Give me a few minutes to check it out and I'll post it.
      Always remember you're unique.
      Just like everybody else.

      **
      Rep:
      Level 86
      yey! ok, now that I got that working.... urm.... I made it through, because other wise the event can walk over the bridge I made appear though an event.... ( don't know why that is but *shrugs*) so now he is walking over everything water, trees..... me!  How do I keep it from walking over these things, but able to walk over things I'm able to walk over?

      "Keep smiling, it makes people wonder what you're up to."

      OK, so what's the speed of dark?
      What happens if you get scared half to death twice?

      Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

      *
      Rep:
      Level 97
      2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
      Rather then through, try setting him to Always on Top. I am not sure if it would work, honestly, but try it, and if it doesn't I will look for a way to bypass the problem.

      **
      Rep:
      Level 86
      *sigh* alas... that doesn't work, and while parallel process does work, its making it so I can use the other events.... which, I think defeats the purpose of parallel process.... *shrugs*  just as a test I made it so he would say hello if I used an action key while touching/facing him.  and it also covers up my graphics of anything but the parallel process.  See, what I'm doing is allowing the main char to pick who they want as their companion/party member, and then they appear, and walk up to them, and follow them.  but, not being able to cross the bridge, and not being able to use the action button evnet, I can't make them back up to let me through, or anything else for that matter. 

      ** By the way, thanks for all the help  ;8

      "Keep smiling, it makes people wonder what you're up to."

      OK, so what's the speed of dark?
      What happens if you get scared half to death twice?

      Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

      *
      Rep:
      Level 87
      Here's the little system I did. 
      http://rmrk.net/index.php/topic,22248.0.html

      You might be able to adapt that.  At the moment, the SHIFT button makes any followers take a step back (in case you get stuck somewhere) - you might be able to adapt it to allow the action button.  Not sure how hard it would be with the way I've done this - I've used common events.
      Always remember you're unique.
      Just like everybody else.

      **
      Rep: +0/-0Level 86
       I get this error on line 145 that says this

      Script line 145:  ArgumentError Occured. 

      Wrong number of arguments (1 for 0)

      This happens whenever I start a new game.

      **
      Rep:
      Level 86
      hmmm... I dunno, I'm not useing the script from the beggining of the thread, what does line 145 say on it? maybe I can try to help (though I'm not the most versed in script) 

      "Keep smiling, it makes people wonder what you're up to."

      OK, so what's the speed of dark?
      What happens if you get scared half to death twice?

      Since there's a duck-billed platapus, is there just a plain platapus? If so... what does that look like?

      **
      Rep: +0/-0Level 86
      Awesome work. Works great. Thank you.

      Have been looking for this sort of thing for a long, long time.

       ;D
      You dropped your pockets.

      **
      Rep:
      Level 86
      i like Ichigo script better(old one) this script makes my last character animate even if I'm just standing.

      ***
      Rep:
      Level 86
      I hate everyone except the ones I don't hate...
      I gotta say- this script rox!! But would it be possible to do so that you cannot go "through" the other party members? Say you want to make a snake type of mini game? Apart from that small idea, I think this script rocks! It's really cool! :D
      I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
      Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
      That's right, let's see some more -Rep'ing! BOOYEAH!!

      ***
      Rep:
      Level 86
      I hate everyone except the ones I don't hate...
      Thanks, it works smooth now except for one thing: Whenever I don't walk around you can still see the second and third party members animating (walking), do you know how I can fix this?

      lmao...thats what blizzard changed the script to do...

      But that makes no sense at all! If YOU stop animating, then THEY should stop animating too (walking)!
      I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
      Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
      That's right, let's see some more -Rep'ing! BOOYEAH!!

      *
      Rep:
      Level 97
      2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
      Well, it is intended for party members who should not stop animating, for instance a flying party member should continue flapping it's wings even when you are standing still, and the addition that Blizzard made was that you could specify which actors should animate even when standing still. People should read directions, and then they would know not only why but where to specify which actors ought to have that feature.  :police:

      ***
      Rep:
      Level 86
      I hate everyone except the ones I don't hate...
      Oh ok, heeh, well then I'll read those directions- but couldn't I just use Shen's Catterpillar script?
      I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
      Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
      That's right, let's see some more -Rep'ing! BOOYEAH!!

      *
      Rep:
      Level 97
      2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
      I don't know what Shen's caterpillar script is, but you can use whatever script (or event system) you like.

      ***
      Rep:
      Level 86
      I hate everyone except the ones I don't hate...
      I guess so, but while I'm at it (2 weeks afterwards XD), I think it was Shaz's script it was called, and I found one now where it doesn't make the other characters behind you animate when not walking. It looks clumsy though, as they all walk with excact same footsteps (right, left, right, left - you'd think they were in the army :(). I'll only give a link if neccesarry. I'm tired. Besides, I found it on (NAMCKOR, please don't comment on this, for I know what you've said and I think about it every time I do this, okay, so don't get irritated or anything, please) google for a catterpillar script, and I found it on some french side, with some Juan linking to a script made by someone with a very weird  and long name (it was also a forum- french as I just said). Besides, I found out for some reason that only the second party member was animating when not moving, not the rest. When I removed the second, all the others moved as before after the leader (first party member ::) :P)
      I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
      Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
      That's right, let's see some more -Rep'ing! BOOYEAH!!

      ******
      Revolution is not a bed of roses.
      Rep:
      Level 91
      Project of the Month winner for July 2009
      Hah, people really do need to read directions, in 20 seconds I realized how to prevent animation when standing still XD

      ***
      Rep:
      Level 86
      I hate everyone except the ones I don't hate...
      You mean the "Stopped animation" part of the comments? Because that says nothing about it, and has nothing to do with it, and is frigging unclear.
      I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
      Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
      That's right, let's see some more -Rep'ing! BOOYEAH!!

      *
      Rep:
      Level 97
      2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
      lol, how does that have nothing to do with it? It says flat out that if you want a character to animate when not moving, then put his ID in the array. Otherwise, don't :P

      ******
      Revolution is not a bed of roses.
      Rep:
      Level 91
      Project of the Month winner for July 2009
      Yeah, unless the comments lied, put his ID in the array if you want 'im to move.

      ***
      Rep:
      Level 86
      I hate everyone except the ones I don't hate...
      Okay, okay. But it doesn't say AS clear as you two pointed out. It's all stuff with "Put ID of those who animates and then some weird stuff, and it says "it looks weird if they're like floating in air when not moving" or something like that. <= Not very clear, but I haven't got the script opened right now, so sry. But thx for explaining anyways. This is useful for my (kinda) new game...
      I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
      Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
      That's right, let's see some more -Rep'ing! BOOYEAH!!

      ******
      Revolution is not a bed of roses.
      Rep:
      Level 91
      Project of the Month winner for July 2009
      Quote
      # Put any actor IDs who should have a "stopped animation" if in the caterpillar
      # i.e. if a party member "is floating" it will look stupid if he suddenly stops
      # moving in the air.
      # - added by Blizzard
      ACTOR_IDS = [2, 3, 4]

      Sounds quite clear to me.

      ***
      Rep:
      Level 86
      I hate everyone except the ones I don't hate...
      Sounds weird with the comments having no kind of punctuation in it to me. And it is weird. I mean, when is "Stopped Animation" and what about "is floating". But alright, I got my answers, no need to continue and argument with no sense in it (as my father always says when I'm getting my little sister back for being mean and annoying- which she always is...)
      I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
      Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
      That's right, let's see some more -Rep'ing! BOOYEAH!!

      **
      Rep:
      Level 84
      BLEH
      i wish i knew how to script >.< i dont even know how to use this. but it looks cool anyway
      8888888888888888888888888888888
      8888___88888888888888888___8888
      888_____888888888888888_____888
      888_____888888888888888_____888
      888_____888888888888888_____888
      888_____888888888888888_____888
      888_____888888888888888_____888
      888_____888888888888888_____888
      888_____88____888____88_____888
      888_____8______8______8_____888
      888_____8______8______8_____888
      888_____8______8______8_____888
      888_____8______8______8_____888
      888_____8____888888888888888888
      888_____8___88_____________8888
      888_____8__88_______________888
      888______888_________________88
      888________88_________________8
      888__________88_______________8
      888____________88_____________8

      **
      Rep:
      Level 84
      ~Zushau~ Stuck in a rift of time....
      I keep gettting the error message after ive pasted the script into the script editor after inserting a new one befor Main, i click test play.

      It says: ? ? ? ? ? 'catapilla' ? ? ? ? ? SyntaxError? ? ? ? ? ? ?
      (I called the script Catapilla) ( i put spaces between ? because they changed into an emotion)

      Im using rpgmaker Xp v1.01 PK v2.0, Postality Knights edition.
      Ive put in other scripts before and they've worked. Thanks.

      Jack/
      ~Zushau~
      « Last Edit: October 12, 2008, 10:56:08 AM by jackmesser »
      ~Zushau~

      Stuck in that vortex again, with a laptop this time!

      *
      Rep:
      Level 97
      2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
      What line does it say the syntax error is on and could you post that line here?

      **
      Rep:
      Level 75
      Moose Warrior of the Moose Brigade
      On this catepillar script when you jump the characters following you jump as well, is there a way to make it so that when those characters jump there graphic changes to a jumping graphic? that way it don't look like there stiff as a board when they jump :P.
      If at first you don't succeed, keep on sucking until you do succeed

      *
      Rep: +0/-0Level 38
      RMRK Junior
      Im sorry to post here, because that thread is very old, but i have a problem with the script.
      Everytime i want to change the graphic of my main character it doesn't change the graphic.
      Without the script it works fine...

      UPDATE: No problem, i solved it myself...
      « Last Edit: March 15, 2013, 01:58:16 AM by Cyberfreak »