Script Name: Stand/Walk/Run
Written By: Synthesize
Current Version: V.2.00A
Release Date: January 26, 2008
What is this script? This script allows running and animations for running. It also allows idle stances (Show the sprite when he is not moving).
Features: - Allows you to have running animations
- Allows you to have idle animations
- Allows you to specify the time before the actor goes idle
- Allows you to have run points
- Allows you to customize how many run points are restored
- Turn everything ON/OFF
Version History: Version 2.00A - The script should actually work now =D
Version 1.00A - First release
- Converted from my RMXP Version
DEMO: Triton Server Spoiler for The Script :
#=============================================================================== # Stand/Walk/Run Script --- RMVX Version #=============================================================================== # Written by Synthesize # Version 2.00 # January 26, 2008 #=============================================================================== # * This script is untested * #=============================================================================== # Customization #------------------------------------------------------------------------------- module StandWalkRun Use_run = true # Use Run Points? Use_run_sprite = true # Use a Running sprite? Run_sprite_suffix = '_run' # Running Sprite Suffix Run_points = 100 # The maximum amount of Run Points Run_points_restore = 60 # 1 Run Point is restored in X Frames Restore_run_while_walking = true # Restore points while walking? Use_idle_sprite = true # Use Idle Sprite? Idle_sprite_suffix = '_idle' # idle Sprite Suffix Use_anime = true # Animate your Idle Sprite? Idle_time = 240 # Time before sprite is animated # Save a character set in your Charset folder with the Character set file name + the suffix specified above. # As an example, Actor1.png will become Actor1_run.png when running and Actor1_idle.png for standing # You may use the same sets for different actors. The way that works, is the character set is changed to # the character sprite on the _run/_idle sprite set at the same location as it was on Actor1.png. # So for example you use all eight sprites from Actor1, then each of those playable characters will # use the same graphic set but each will use a different running/standing animation. end #------------------------------------------------------------------------------- # Scene_Map:: The main functions of the script are here #------------------------------------------------------------------------------- class Scene_Map < Scene_Base # Aliases alias syn_map_update update alias syn_map_start start #----------------------------------------------------------------------------- # Initiate variables #----------------------------------------------------------------------------- def start $game_player.old_character_name = $game_player.character_name @wait_time = 0 @wait_time2 = 0 syn_map_start end #----------------------------------------------------------------------------- # Rewrite Scene_Change to reset sprite #----------------------------------------------------------------------------- def update_scene_change return if $game_player.moving? case $game_temp.next_scene when "battle" call_idle($game_player.old_character_name, false) call_battle when "shop" call_idle($game_player.old_character_name, false) call_shop when "name" call_idle($game_player.old_character_name, false) call_name when "menu" call_idle($game_player.old_character_name, false) call_menu when "save" call_idle($game_player.old_character_name, false) call_save when "debug" call_idle($game_player.old_character_name, false) call_debug when "gameover" call_gameover when "title" call_title else $game_temp.next_scene = nil end end #----------------------------------------------------------------------------- # Update:: Update the scene #----------------------------------------------------------------------------- def update syn_map_update if Input.dir4 == 0 wait(1, false) if StandWalkRun::Use_idle_sprite call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time $game_temp.syn_state = "idle" restore_run if StandWalkRun::Use_run else $game_temp.syn_state = "" restore_run if StandWalkRun::Restore_run_while_walking call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name end end #----------------------------------------------------------------------------- # Call_Idle:: Sets and animates the idle Sprite #----------------------------------------------------------------------------- def call_idle(sprite, anime) $game_player.set_step_anime(anime) $game_player.set_graphic(sprite, 0) end #----------------------------------------------------------------------------- # Restore_Run: Restore Run Points #----------------------------------------------------------------------------- def restore_run if $game_player.run_points < StandWalkRun::Run_points wait(1, true) $game_player.run_points += 1 if @wait_time2 == StandWalkRun::Run_points_restore @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore end end #----------------------------------------------------------------------------- # Wait:: Allows Wait Times #----------------------------------------------------------------------------- def wait(duration, value) for i in 0...duration @wait_time += 1 if value == false @wait_time2 += 1 if value break if i >= duration / 2 end end end #------------------------------------------------------------------------------- # Game_Temp:: Create current state #------------------------------------------------------------------------------- class Game_Temp attr_accessor :syn_state alias syn_temp_init initialize def initialize @syn_state = "" syn_temp_init end end #------------------------------------------------------------------------------- # Game_Character:: Create the Change_Sprite method #------------------------------------------------------------------------------- class Game_Character # Attr(s) attr_accessor :old_character_name attr_accessor :run_points alias syn_ch_init initialize #----------------------------------------------------------------------------- # Initialize Variables #----------------------------------------------------------------------------- def initialize @run_points = StandWalkRun::Run_points syn_ch_init end #----------------------------------------------------------------------------- # Set Setp Animation #----------------------------------------------------------------------------- def set_step_anime(value) @step_anime = value return @step_anime end end #------------------------------------------------------------------------------- # Game_Player:: This handles the dash process #------------------------------------------------------------------------------- class Game_Player < Game_Character alias syn_player_update update alias syn_player_dash dash? def dash? return false if @run_points == 0 and StandWalkRun::Use_run syn_player_dash end #----------------------------------------------------------------------------- # Update:: Update the scene #---------------------------------------------------------------------------- def update if dash? unless $game_temp.syn_state == "idle" set_graphic(@character_name + StandWalkRun::Run_sprite_suffix, 0) if StandWalkRun::Use_run_sprite @run_points -= 1 syn_player_update end else changed = false syn_player_update end end end #------------------------------------------------------------------------------- # * This script is not compatible with RPG Maker XP * #------------------------------------------------------------------------------- # Written by Synthesize # Version 2.00 # Requested by Cerulean Sky #=============================================================================== # Stand/Walk/Run - RMVX Version #===============================================================================
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