The RPG Maker Resource Kit

RMRK RPG Maker Creation => XP => XP Scripts Database => Topic started by: Blizzard on December 14, 2006, 04:40:21 PM

Title: Caterpillar
Post by: Blizzard on December 14, 2006, 04:40:21 PM
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


Screenshots

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F3357%2Fsnap13ry5.png&hash=d52ad44b86fcf9667d8b33b28cf0bc10373995e8)

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


Author's Notes

None.
Title: Re: Caterpillar
Post by: Me™ on December 14, 2006, 04:57:47 PM
Code: [Select]
version 2

I guess.
Title: Re: Caterpillar
Post by: Blizzard on December 14, 2006, 05:02:06 PM
Nope. It's the GNU license that's 2.1. :-\
Title: Re: Caterpillar
Post by: Me™ on December 14, 2006, 05:51:37 PM
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 ;)
Title: Re: Caterpillar
Post by: &&&&&&&&&&&&& 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.
Title: Re: Caterpillar
Post by: Blizzard on December 14, 2006, 07:38:19 PM
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.
Title: Re: Caterpillar
Post by: Me™ on December 14, 2006, 07:52:53 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:

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.
Title: Re: Caterpillar
Post by: Blizzard on December 14, 2006, 07:54:38 PM
Ah that's what's that switch for... Was always too lazy to try it out. ::)
Title: Re: Caterpillar
Post by: Me™ on December 14, 2006, 08:02:05 PM
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.
Title: Re: Caterpillar
Post by: Blizzard on December 14, 2006, 08:10:53 PM
I didn't really read it, lol... :=
Title: Re: Caterpillar
Post by: Edwin VanCleef on December 14, 2006, 09:24:37 PM
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=5d3733863fdf10f563bd9da6eb2dcbb8ad6d604d)

help appreciated
Title: Re: Caterpillar
Post by: Blizzard on December 15, 2006, 05:03:39 PM
Oops...

Lol, that's a fix for my menu. I removed it.
Title: Re: Caterpillar
Post by: 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?
Title: Re: Caterpillar
Post by: Wafflekid on December 15, 2006, 09:37:32 PM
Yeah, the same thing happend with me.
Title: Re: Caterpillar
Post by: Edwin VanCleef on December 16, 2006, 09:48:55 PM
Could anyone help out? Really need help in here.
Title: Re: Caterpillar
Post by: Lominisio on December 16, 2006, 10:44:28 PM
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
Title: Re: Caterpillar
Post by: Edwin VanCleef on December 17, 2006, 09:56:48 AM
Ye, that seems obvious, but I'm a horrible scripter really so my chance of finding it is zero.
Title: Re: Caterpillar
Post by: Irock on December 28, 2006, 11:10:00 AM
Thank you!
Title: Re: Caterpillar
Post by: Snailer on December 30, 2006, 12:30:41 PM
GREAT SCRIPT !!
One question though..
How can i make it so when my main character goes transparant My caterpillars also will.??
Title: Re: Caterpillar
Post by: Me™ on December 30, 2006, 07:14:20 PM
make TRANSPARENT_SWITCH = false to TRANSPARENT_SWITCH = true

and use the switch number from TRANSPARENT_SWITCHES_INDEX to toggle the caterpilalrs transparancy.
Title: Re: Caterpillar
Post by: italianstal1ion on December 31, 2006, 07:09:45 AM
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...
Title: Re: Caterpillar
Post by: Irgna on December 31, 2006, 01:16:13 PM
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.
Title: Re: Caterpillar
Post by: 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...
Title: Re: Caterpillar
Post by: 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~
Title: Re: Caterpillar
Post by: italianstal1ion on January 03, 2007, 02:14:11 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.
Title: Re: Caterpillar
Post by: SeiakuBlackheart on January 04, 2007, 01:53:41 AM
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!
Title: Re: Caterpillar
Post by: Irgna on January 04, 2007, 02:57:47 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
Title: Re: Caterpillar
Post by: feildmaster on January 11, 2007, 03:11:04 AM
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... >.>
Title: Re: Caterpillar
Post by: jblair on January 17, 2007, 03:10:01 PM
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!
Title: Re: Caterpillar
Post by: pliio8 on January 17, 2007, 06:44:26 PM
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?
Title: Re: Caterpillar
Post by: jblair on January 17, 2007, 06:50:34 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
Title: Re: Caterpillar
Post by: feildmaster on January 19, 2007, 10:30:30 PM
lol... I wasn't a wiz in RPG maker (still am not) from the beginning... >.>

Tis our duty to help y'all out...
Title: Re: Caterpillar
Post by: okartee on February 23, 2007, 04:19:11 AM
NICE im so using this in DoH
Title: Re: Caterpillar
Post by: Irock on March 09, 2007, 06:46:07 PM
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
Title: Re: Caterpillar
Post by: ObiVanKenobi on March 19, 2007, 03:08:27 PM
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.
Title: error
Post by: rodillo on April 06, 2007, 01:25:20 PM
I have been following the instructions, but always get this error
Title: Re: Caterpillar
Post by: tSwitch on April 06, 2007, 02:22:25 PM
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
Title: Re: Caterpillar
Post by: Decadent Sympozium on April 11, 2007, 09:58:32 AM
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. :)
Title: Re: Caterpillar
Post by: 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=34515081fcd8db9ec9040c981840d8c3759104fe)
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:
Title: Re: Caterpillar
Post by: :) on April 28, 2007, 04:03:48 PM
is this a problem with his script? if not post a seperate topic for it including teh script your used.
Title: Re: Caterpillar
Post by: Pathbinder on April 28, 2007, 04:09:04 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.
Title: Re: Caterpillar
Post by: :) on April 28, 2007, 04:15:43 PM
what is teh name of your catipiller script in the script section under options?

is it called lvl up?
Title: Re: Caterpillar
Post by: Pathbinder on April 29, 2007, 04:29:35 AM
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=34515081fcd8db9ec9040c981840d8c3759104fe)
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.  :-[
Title: Re: Caterpillar
Post by: 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.
Title: Re: Caterpillar
Post by: Pathbinder on May 01, 2007, 05:04:45 AM
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. ;)
Title: Re: Caterpillar
Post by: Edwin VanCleef on June 14, 2007, 08:41:39 PM
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?
Title: Re: Caterpillar
Post by: Irgna on June 14, 2007, 08:58:36 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
Title: Re: Caterpillar
Post by: Edwin VanCleef on June 15, 2007, 12:18:30 AM
thanks, that worked
Title: Re: Caterpillar
Post by: FruitBodyWash on November 04, 2007, 01:10:38 AM
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
Title: Re: Caterpillar
Post by: modern algebra on November 04, 2007, 01:14:02 AM
Take a look in the Tutorials and Event Systems Board. Arkbennet made an evented Caterpillar
Title: Re: Caterpillar
Post by: FruitBodyWash on November 04, 2007, 02:28:05 AM
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....
Title: Re: Caterpillar
Post by: modern algebra on November 04, 2007, 02:30:08 AM
No, when you go to move event:

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg229.imageshack.us%2Fimg229%2F1179%2Fjumpot2.png&hash=c0565993876f0015a6b32a5653c5f910e6c37808)

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.
Title: Re: Caterpillar
Post by: FruitBodyWash on November 04, 2007, 02:52:14 AM
ooooooooooooooooh.... *blush* hehe.... thanks, That makes sense.... can't beleive I missed that.... *blush*
Title: Re: Caterpillar
Post by: shaz on November 04, 2007, 02:55:37 AM
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.
Title: Re: Caterpillar
Post by: FruitBodyWash on November 04, 2007, 03:16:50 AM
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?
Title: Re: Caterpillar
Post by: modern algebra on November 04, 2007, 03:25:42 AM
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.
Title: Re: Caterpillar
Post by: FruitBodyWash on November 04, 2007, 03:31:29 AM
*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
Title: Re: Caterpillar
Post by: shaz on November 04, 2007, 03:43:43 AM
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.
Title: Re: Caterpillar
Post by: RPGJester on November 06, 2007, 08:47:37 PM
 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.
Title: Re: Caterpillar
Post by: FruitBodyWash on November 07, 2007, 06:40:45 PM
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) 
Title: Re: Caterpillar
Post by: Guardian87 on November 14, 2007, 11:22:58 PM
Awesome work. Works great. Thank you.

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

 ;D
Title: Re: Caterpillar
Post by: elfyelf on November 30, 2007, 11:47:00 PM
i like Ichigo script better(old one) this script makes my last character animate even if I'm just standing.
Title: Re: Caterpillar
Post by: Demonic Blade on December 23, 2007, 04:25:36 PM
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
Title: Re: Caterpillar
Post by: Demonic Blade on December 23, 2007, 04:30:12 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)!
Title: Re: Caterpillar
Post by: modern algebra on December 23, 2007, 06:14:44 PM
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:
Title: Re: Caterpillar
Post by: Demonic Blade on December 23, 2007, 08:11:07 PM
Oh ok, heeh, well then I'll read those directions- but couldn't I just use Shen's Catterpillar script?
Title: Re: Caterpillar
Post by: modern algebra on December 23, 2007, 11:14:11 PM
I don't know what Shen's caterpillar script is, but you can use whatever script (or event system) you like.
Title: Re: Caterpillar
Post by: Demonic Blade on January 12, 2008, 07:36:37 PM
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)
Title: Re: Caterpillar
Post by: Falcon on January 13, 2008, 01:21:05 PM
Hah, people really do need to read directions, in 20 seconds I realized how to prevent animation when standing still XD
Title: Re: Caterpillar
Post by: Demonic Blade on January 13, 2008, 06:56:31 PM
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.
Title: Re: Caterpillar
Post by: modern algebra on January 16, 2008, 05:58:19 AM
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
Title: Re: Caterpillar
Post by: Falcon on January 16, 2008, 11:12:23 AM
Yeah, unless the comments lied, put his ID in the array if you want 'im to move.
Title: Re: Caterpillar
Post by: Demonic Blade on January 19, 2008, 09:32:59 AM
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...
Title: Re: Caterpillar
Post by: Falcon on January 19, 2008, 12:34:59 PM
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.
Title: Re: Caterpillar
Post by: Demonic Blade on January 21, 2008, 03:15:10 PM
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...)
Title: Re: Caterpillar
Post by: momomannu on August 24, 2008, 03:20:50 PM
i wish i knew how to script >.< i dont even know how to use this. but it looks cool anyway
Title: Re: Caterpillar
Post by: jackmesser on October 12, 2008, 10:26:47 AM
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~
Title: Re: Caterpillar
Post by: modern algebra on October 12, 2008, 03:14:32 PM
What line does it say the syntax error is on and could you post that line here?
Title: Re: Caterpillar
Post by: Wrinkle on August 13, 2010, 09:55:00 PM
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.
Title: Re: Caterpillar
Post by: Cyberfreak on March 14, 2013, 11:39:44 PM
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...