I need a script that can make your character jump by pressing on a button or a script that can shoot or do another action by pressing on a button ...uhh....in Resident Evil 2d you can do that ( shoot-button ) PLEASE HELPPP!!!!
go here:
http://www.rmxp.net/forums/index.php?showtopic=27988
hope it helps!
waauww...i didn't expect an answer so soon :lol:
hahahaha, we
right....... :D
You could use events too you know...
Quote from: deadly_diabloYou could use events too you know...
Actually no, that is not true. He wants to be able to jump by simply pressing down a button, and so in theory he cou;d jump whenever and wherever he wanted, not just at certain locations.
Conditional branch :?
If L is pressed heh
No need for a script...
Thats good enough but you would have to put the event on parallel process and on every map, to shoot on every map. Although the event would be simple to set up but the script would simpler as long as it isn't that complicated to install.
Quote from: Melfice666Thats good enough but you would have to put the event on parallel process and on every map, to shoot on every map. Although the event would be simple to set up but the script would simpler as long as it isn't that complicated to install.
You can make it with a switch or variable
And put it in "ON" always.
but you would still have to put an event saying
switch jump=on
conditional branch if e pressed
jump
you know what i mean unless there is some other way to make it work on every map.
And that shoot-button thingy ? ( resident evil 2d gun & ammo )
how do i put that in my game ?
( Bubblegum Mania ! :D )
shoot button is sorta abs, checking targets and shooting
but come on.. scripts for jumps? what are you guys a buncha noobs?
para processes are fatal for everything, and i can ensure you that in some point you'll need a para on every map, and you can easily put everthing you need in that main para..
don't forget conditions are not THAT smart, and just putting jump won't help you bit..
make sure you check for the hero's facing and set the jump right..
and so on and so on
same thing you'll do for every crazy abs thing around, abs is easy and boring to set i'll tell you that... BORING, so many conditional branches .. drives me crazy
now remember para process are good, common events are good, complicated is good for you -.-
Quote from: blueXxshoot button is sorta abs, checking targets and shooting
but come on.. scripts for jumps? what are you guys a buncha noobs?
para processes are fatal for everything, and i can ensure you that in some point you'll need a para on every map, and you can easily put everthing you need in that main para..
don't forget conditions are not THAT smart, and just putting jump won't help you bit..
make sure you check for the hero's facing and set the jump right..
and so on and so on
same thing you'll do for every crazy abs thing around, abs is easy and boring to set i'll tell you that... BORING, so many conditional branches .. drives me crazy
now remember para process are good, common events are good, complicated is good for you -.-
No none of us are a bunch of Noobs Blue, But thanks for helping him out.
I will look for that Jump Script is y astill need it.
ramiro pointed at the jump script :
http://www.rmxp.net/forums/index.php?showtopic=27988
i am just saying that sometimes people rush into scripts too fast, alot of things can be done with events..
Yes, he's right. You really shouldn't be neglecting events like Common Events.
I found this one in rmxp.net but it will only let you jump when you are stop
You cant jump whem you are walking or running
#==============================================================================
# ? Jump Script
#------------------------------------------------------------------------------
# Enables jumping around the map
# Made by: Huitzilopoctli @ rmxp.net
#------------------------------------------------------------------------------
# Press the A Input (ShiftKey) to jump
# The player will be able to jump over any passable tile, or any tile with a
# TerrainID the same as the JumpID
# The player must land on a passable tile without a solid event blocking it
# If the player can't jump the full 2 tiles, it will go 1 or, failing that, none
# To stop the player from jumping over a particular event, make the first
# command for the event a comment, containing this word: \Tall
# To create a 'tall' tile that will stop the player from jumping over it even if
# the tile below is jumpable, set the tile's id to not the JumpID or 0
#==============================================================================
#==============================================================================
# ? Customisation
#==============================================================================
JumpID = 1 # The terrain ID of the tiles which can be jumped over
#==============================================================================
# ? Game_Player
#==============================================================================
class Game_Player < Game_Character
def leap
xdir = (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
ydir = (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
dist = 0
clear_jump = true
clear_land1 = true
e = $game_map.events[$game_map.check_event(@x + xdir, @y + ydir)]
if e
clear_jump = !(e.list[0].code == 108 && e.list[0].parameters[0] =~ "\Tall")
clear_land1 = e.through
end
clear_land2 = true
e = $game_map.events[$game_map.check_event(@x + xdir * 2, @y + ydir * 2)]
if e
clear_land2 = e.through
end
pass1 = $game_map.passable?(@x + xdir, @y + ydir, @direction)
pass2 = $game_map.passable?(@x + xdir * 2, @y + ydir * 2, @direction)
jumpid = $game_map.terrain_tag(@x + xdir, @y + ydir) == JumpID
dist = 0
if clear_jump
if clear_land2 & pass2 & (jumpid | pass1)
dist = 2
elsif clear_land1 & pass1
dist = 1
end
end
route = RPG::MoveRoute.new
route.list.clear
route.list.push(RPG::MoveCommand.new(37))
route.list.push(RPG::MoveCommand.new(14, [xdir * dist, ydir * dist]))
route.list.push(RPG::MoveCommand.new(38))
route.list.push(RPG::MoveCommand.new(0))
route.repeat = false
$route = route
$game_player.force_move_route(route)
end
alias update_primary update
def update
update_primary
leap if Input.trigger?(Input::A) && !moving?
end
end
Quote from: blueXxshoot button is sorta abs, checking targets and shooting
but come on.. scripts for jumps? what are you guys a buncha noobs?
para processes are fatal for everything, and i can ensure you that in some point you'll need a para on every map, and you can easily put everthing you need in that main para..
don't forget conditions are not THAT smart, and just putting jump won't help you bit..
make sure you check for the hero's facing and set the jump right..
and so on and so on
same thing you'll do for every crazy abs thing around, abs is easy and boring to set i'll tell you that... BORING, so many conditional branches .. drives me crazy
now remember para process are good, common events are good, complicated is good for you -.-
what are .....abs ? and what is a para :?
para= parallel process , event trigger type.
abs= something(animated?auto?) (i dunno) battle system
basicly a battle system that doesn't use the stupid turn based thing we all know and love = battling other events
para processes btw work all the time and don't get the game stuck and they keep looping themselves, they are great when it comes to things like jumping, shooting, dancing, clocks and other things you don't want or can't set a certain time for them to happen
ABS = Zelda Style Battle System, where you run up to the person and you can stab them.
Plz update the links, this sounds cool! :'(