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Advance Moving Script

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Rep:
Level 87
No rain, no rainbow.
Advance Moving script
- Can Run (pres Z button)
 - Can moving to diagonal pozitioin
Dash ver. 1.2[/b][/font]
Spoiler for:
Code: [Select]
#==============================================================================
#Advance Moving script - Dash ver. 1.2
#Script by Kurama
#http://www.anime.tym.sk/
#------------------------------------------------------------------------------
# Graphics/Characters
# Scene_Dash
# 001-Fighter01_dash
#==============================================================================

class Game_Player < Game_Character

  SPEED_DASH = 5   # ??????????
  SPEED_NORMAL = 4   # ???????

  # ?????????????????Input::(hotkey)
  #??????????????????????????
  KEY_DASH = Input::A

  # "_dash"??????????????????????? true:?? / false:??? ?
  NO_FILE_DASH = true
 
  # ????????????????? true:????? / false:???? ?
  CHANGE_IN_MOVING = false
 
  # ??????????????ID
  # ?????????????????????????????ON???????
  #  ???????????????
  NO_DASH_SWITCH = 999

end

#==============================================================================
# ? Game_Player
#==============================================================================

class Game_Player < Game_Character

  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias dash_update update
  def update
    # ?????????????????
    # ???????????????????????
    unless $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      if !($game_switches[NO_DASH_SWITCH])
        # ????
        if Input.press?(KEY_DASH) and (CHANGE_IN_MOVING == false or Input.dir8 != 0)
          if (dash_graphic_exist?($game_party.actors[0]) or NO_FILE_DASH)
            # ??????????????
            if @move_speed != SPEED_DASH
              @move_speed = SPEED_DASH
              @dash_on = true
              $game_player.refresh
            end
          end
        elsif @dash_on == nil or @dash_on
            @move_speed = SPEED_NORMAL
            @dash_on = nil
            $game_player.refresh
        end
      end
    end
    dash_update
  end
  #--------------------------------------------------------------------------
  # ? ??????????????????
  #--------------------------------------------------------------------------
  def dash_graphic_exist?(actor)   
    # ???????
    begin
      RPG::Cache.character(actor.character_name.to_s + "_dash", actor.character_hue)
    rescue
      return false
    end
    return true
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias dash_refresh refresh
  def refresh
    dash_refresh
    # ??????? 0 ??????
    if $game_party.actors.size != 0
      actor = $game_party.actors[0]
      # ??????????????????
      if @dash_on and dash_graphic_exist?(actor)
        fileplus = "_dash"
      else
        fileplus = ""
      end
      @character_name = actor.character_name + fileplus
      @character_hue = actor.character_hue
    end
  end
end
Quarter ver.1.0
Spoiler for:
Code: [Select]
#==============================================================================
#Advance Moving script - Quarter ver. 1.0
#Script by Kurama
#http://www.anime.tym.sk/
#------------------------------------------------------------------------------
# Graphics/Characters
# Scene_Quarter
# 001-Fighter01_quarter
#==============================================================================

#==============================================================================
# ? Game_Player
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_para_quarter update
  def update
    update_para_quarter
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # ???????????????????????????
      case Input.dir8
      when 1  # ?????
        move_lower_left
      when 3  # ?????
        move_lower_right
      when 7  # ?????
        move_upper_left
      when 9  # ?????
        move_upper_right
      end
    end
  end
end

#==============================================================================
# ? Sprite_Character
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias update_para_quarter update
  def update
    update_para_quarter
    if @tile_id == 0
      if (@character.direction - 2) % 2 == 1
        # ????????????
        if quarter_graphic_exist?(@character)
          # ????????
          if character.dash_on and dash_quarter_graphic_exist?(@character)
            @character_name = @character.character_name + "_dash_quarter"
          else
            @character_name = @character.character_name + "_quarter"
          end
          self.bitmap = RPG::Cache.character(@character_name,
            @character.character_hue)
          # ?????
          case @character.direction
            when 1
              n = 0
            when 3
              n = 2
            when 7
              n = 1
            when 9
              n = 3
          end
        else
          @character.direction = @character.sub_direction
          # ???????????????
          n = (@character.direction - 2) / 2
        end
        # ?????????
        sx = @character.pattern * @cw
        sy = n * @ch
        self.src_rect.set(sx, sy, @cw, @ch)
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        # ?????????
        sx = @character.pattern * @cw
        sy = (@character.direction - 2) / 2 * @ch
        self.src_rect.set(sx, sy, @cw, @ch)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def quarter_graphic_exist?(character)
    # ???????
    begin
      RPG::Cache.character(character.character_name.to_s + "_quarter", character.character_hue)
    rescue
      return false
    end
    return true
  end
  #--------------------------------------------------------------------------
  # ? ????????????????
  #--------------------------------------------------------------------------
  def dash_quarter_graphic_exist?(character)
    # ???????
    begin
      RPG::Cache.character(character.character_name.to_s + "_dash_quarter", character.character_hue)
    rescue
      return false
    end
    return true
  end
end

#==============================================================================
# ? Game_Character
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor   :direction        # ??
  attr_accessor   :sub_direction    # ???????????????
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_lower_left
    # ?????????
    unless @direction_fix
      @sub_direction = @direction
      @direction = 1
      # ?????????????????????????
      @sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 8 ? 2 : @sub_direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
       (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
      # ?????
      @x -= 1
      @y += 1
      # ????
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_lower_right
    # ?????????
    unless @direction_fix
      @sub_direction = @direction
      @direction = 3
      # ?????????????????????????
      @sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 8 ? 2 : @sub_direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
       (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
      # ?????
      @x += 1
      @y += 1
      # ????
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_upper_left
    # ?????????
    unless @direction_fix
      @sub_direction = @direction
      @direction = 7
      # ?????????????????????????
      @sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 2 ? 8 : @sub_direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
       (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
      # ?????
      @x -= 1
      @y -= 1
      # ????
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_upper_right
    # ?????????
    unless @direction_fix
      @sub_direction = @direction
      @direction = 9
      # ?????????????????????????
      @sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 2 ? 8 : @sub_direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
       (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
      # ?????
      @x += 1
      @y -= 1
      # ????
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def dash_on
    if @dash_on != nil
      return @dash_on
    else
      return false
    end
  end
end
Demo: http://anime.tym.sk/subori/Advance%20Moving%20script.zip
Dash:

Quarter:
« Last Edit: March 02, 2007, 12:09:24 PM by Blizzard »
Sorry for my stupid English, I'm from Slovakia :)

Craftknight's rule
Story: 23%
Maps: 4%
Systems: 5%

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
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pokeball :)OfflineMale
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Cheese
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cool, did you make this?
Watch out for: HaloOfTheSun

****
Banned
Rep:
Level 88
I'm basically Yoda's brother
my hero's graphic doesn't change. I uploaded the dash sprite.

just so everyone knows, im 15 years old.

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Sweet thanx
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

**
Rep:
Level 87
I uploaded the dash and quarter images but my character doesn't change when I'm running or walking diagonally, is there anything I can do to fix this?

*
Rep: +0/-0Level 88
DIE!
Look at the beginning of the script and look what the (Example): "001-Fighter01_quarter" says and rename the character file to that. It worked for me.

Which Final Fantasy Character Are You?

... I didn't think I was stubborn...

*******
Rep:
Level 90
Returned from the dead.
Would you happen to have some dash and Quarter sprites for Fighter04?
Sincerely,
Your conscience.