CaterpillarVersion: 2Note: I DID NOT MAKE THIS! Look down at the credits to see who made this.IntroductionWill 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(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F3357%2Fsnap13ry5.png&hash=ea555d03ae1305ff9b7b324a3c520b7470811ed0)
DemoN/A
ScriptJust make a new script above main and paste this code into it.
# 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
InstructionsInside the script.
CompatibilityMight 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 NotesNone.
version 2
I guess.
Nope. It's the GNU license that's 2.1. :-\
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 ;)
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.
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.
Quote from: BanisherOfEden on December 14, 2006, 07:27:04 PM
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:
# ?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.
Ah that's what's that switch for... Was always too lazy to try it out. ::)
I did not try it out ::), but this:
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.
I didn't really read it, lol... :=
i got a weird error with this script:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg314.imageshack.us%2Fimg314%2F8982%2Ferrorbl9.png&hash=500529455e0bbe470da074680987b6eb5dd7e7de)
help appreciated
Oops...
Lol, that's a fix for my menu. I removed it.
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?
Yeah, the same thing happend with me.
Could anyone help out? Really need help in here.
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
Ye, that seems obvious, but I'm a horrible scripter really so my chance of finding it is zero.
Thank you!
GREAT SCRIPT !!
One question though..
How can i make it so when my main character goes transparant My caterpillars also will.??
make TRANSPARENT_SWITCH = false to TRANSPARENT_SWITCH = true
and use the switch number from TRANSPARENT_SWITCHES_INDEX to toggle the caterpilalrs transparancy.
Quote from: Edwin VanCleef on December 15, 2006, 07:57:56 PM
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...
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.
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...
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~
Quote from: SeiakuBlackheart on January 03, 2007, 12:26:54 AM
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.
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!
Quote from: feildmaster on December 31, 2006, 04:53:36 PM
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
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... >.>
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!
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?
Quote from: feildmaster on December 31, 2006, 04:53:36 PM
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
lol... I wasn't a wiz in RPG maker (still am not) from the beginning... >.>
Tis our duty to help y'all out...
NICE im so using this in DoH
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
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.
I have been following the instructions, but always get this error
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
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. :)
Hello, newbie here. ;D I seem to have found an error. I get this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi82.photobucket.com%2Falbums%2Fj252%2Fpathbinder%2Fcaptured2.jpg&hash=4b37fadcd244867a2504240b21552d8416658395)
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:
is this a problem with his script? if not post a seperate topic for it including teh script your used.
Quote from: Nouman on April 28, 2007, 04:03:48 PM
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.
what is teh name of your catipiller script in the script section under options?
is it called lvl up?
Quote from: Pathbinder on April 28, 2007, 04:02:32 PM
Hello, newbie here. ;D I seem to have found an error. I get this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi82.photobucket.com%2Falbums%2Fj252%2Fpathbinder%2Fcaptured2.jpg&hash=4b37fadcd244867a2504240b21552d8416658395)
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. :-[
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.
Quote from: Reives on April 29, 2007, 05:11:33 PM
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. ;)
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?
Quote from: jblair on January 17, 2007, 06:50:34 PM
Quote from: feildmaster on December 31, 2006, 04:53:36 PM
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
thanks, that worked
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
Take a look in the Tutorials and Event Systems Board. Arkbennet made an evented Caterpillar
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....
No, when you go to move event:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg229.imageshack.us%2Fimg229%2F1179%2Fjumpot2.png&hash=51f68ddb6c7936c33dbb1c6067a7dbcd3a7f6585)
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.
ooooooooooooooooh.... *blush* hehe.... thanks, That makes sense.... can't beleive I missed that.... *blush*
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.
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?
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.
*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
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.
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.
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)
Awesome work. Works great. Thank you.
Have been looking for this sort of thing for a long, long time.
;D
i like Ichigo script better(old one) this script makes my last character animate even if I'm just standing.
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
Quote from: italianstal1ion on December 31, 2006, 07:09:45 AM
Quote from: Edwin VanCleef on December 15, 2006, 07:57:56 PM
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)!
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:
Oh ok, heeh, well then I'll read those directions- but couldn't I just use Shen's Catterpillar script?
I don't know what Shen's caterpillar script is, but you can use whatever script (or event system) you like.
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)
Hah, people really do need to read directions, in 20 seconds I realized how to prevent animation when standing still XD
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.
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
Yeah, unless the comments lied, put his ID in the array if you want 'im to move.
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...
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.
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 wish i knew how to script >.< i dont even know how to use this. but it looks cool anyway
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~
What line does it say the syntax error is on and could you post that line here?
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.
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...