Ohai. :U
I need a script that will make actors step in place, regardless of what their speed is set to on the map. This is what I mean:
Notice the speed setting. At this setting, their step-in-place animation is fairly smooth. However, if you increase this setting, their step-in-place animation goes faster.
I tried to use the above method to change the actor's step-in-place animation speed to match the animation speed of the events, but that caused the actor to move very slowly.
I'd also like it if it could be scripted in so that events would do the same if there was a note on them, sort of like how BulletXT's torch script works.*EDIT*: I totally forgot about the stepping animation checkbox in the events. So, basically if it's checked, the script will have the game keep an event at a steady stepping animation speed, regardless of what the speed setting is on.
It needs to be compatible with Woratana's caterpillar script. My idea for this script is that it will help users create RPG projects that better resemble the Dragon Quest games from the olden NES / SNES days.
Sorry if I sound weird--it's 4 AM here and I'm quite out of it. xD Thanks to anyone who can complete this request!It is now 8 30 AM, and I need to get ready for Church. Later dudes and thanks. n.n
Woratana's Caterpillar Script:
#===============================================================
# ? [VX] ? Plug 'n Play Caterpillar System ? ?
# * Create party members follow the player on map *
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 29/02/2009
# ? Version: 2.0
#--------------------------------------------------------------
# ? Update:
#--------------------------------------------------------------
# ? Version 2.0 (29/02/2009)
# - Fix direction bug
# - Fix vehicle bug
# - Add max following members
# ? Version 1.5 (17/02/2009)
# - Fix dash bug
# - More compatible with script that edit Spriteset_Map.create_characters
#--------------------------------------------------------------
# ? Compatibility:
#--------------------------------------------------------------
# ? This script will rewrite 0 method(s):
#
#
# ? This script will alias 14 method(s):
# Spriteset_Map.create_characters
# Spriteset_Map.update_characters
# Game_Player.move_down
# Game_Player.move_left
# Game_Player.move_right
# Game_Player.move_up
# Game_Player.move_lower_left
# Game_Player.move_lower_right
# Game_Player.move_upper_left
# Game_Player.move_upper_right
# Game_Player.jump
# Game_Player.get_off_vehicle
# Game_Player.moveto
# Game_Map.setup
#
# ? This script should work with most scripts
#
#--------------------------------------------------------------
# ? Installation:
#--------------------------------------------------------------
# 1) This script should be placed JUST BEFORE ? Main Process.
#
# ? Like this:
# ? Materials
# ...
# ...
# * Caterpillar System
# ? Main Process
# Main
#
# 2) Setup this script in Setup Part below.
#
#--------------------------------------------------------------
# ? How to use:
#--------------------------------------------------------------
# ? Place this script and setup in the setup part.
#
#=================================================================
module Wora
#=================================================================
# ++ Setup Part
#-----------------------------------------------------------------
CATERPILLAR_HIDE_SWITCH = 1
# Turn ON this switch to HIDE caterpillar actors
# Turn OFF this switch to SHOW caterpillar actors
CATERPILLAR_MAX_ACTORS = 5
# Maximum number of the following actors
#-----------------------------------------------------------------
def self.add_upd_cater(code = nil)
# Add new move action to caterpillar
$game_cateracter.each_index do |i|
act = $game_cateracter[i]
eval($cater_movelist[$cater_movelist.size - 1 - i])
end
$cater_movelist.shift
$cater_movelist.push(code) unless code.nil?
end
def self.reset_cater_pos
# Reset caterpillar position
$game_cateracter.each_index {|i| $game_cateracter[i].refresh }
$cater_movelist = Array.new(Wora::CATERPILLAR_MAX_ACTORS - 1) {''}
end
end
class Game_WCateracter < Game_Character
attr_accessor :actor
def initialize(member_id)
super()
@wmember_id = member_id
refresh
end
def update(*args)
super(*args)
actor = $game_party.members[@wmember_id]
unless actor.nil?
@character_name = actor.character_name
@character_index = actor.character_index
@transparent = ($game_switches[Wora::CATERPILLAR_HIDE_SWITCH] or
$game_player.in_vehicle? or $game_player.transparent)
@opacity = $game_player.opacity
@move_speed = $game_player.move_speed + ($game_player.dash? ? 1 : 0)
else
@character_name = ''
@character_index = 0
end
end
def screen_z
return $game_player.screen_z
end
def check_event_trigger_touch(x, y)
return false
end
def passable?(x, y)
return true
end
def refresh
@direction = $game_player.direction
moveto($game_player.x, $game_player.y)
end
end
class Spriteset_Map
alias wora_cater_sprmap_crechara create_characters
alias wora_cater_sprmap_updchara update_characters
#--------------------------------------------------------------------------
# * Create Character Sprite
#--------------------------------------------------------------------------
def create_characters(*args)
wora_cater_sprmap_crechara(*args)
# Remove Game_Player sprite, this will be add later
((@character_sprites.size-1)..0).each do |i|
next if @character_sprites[i].nil?
if @character_sprites[i].character.is_a?(Game_Player)
@character_sprites[i].dispose
@character_sprites.delete_at(i)
break
end
end
# Create party members sprite
(1..(Wora::CATERPILLAR_MAX_ACTORS-1)).each do |n|
@character_sprites.push(Sprite_Character.new(@viewport1, $game_cateracter[n-1]))
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
end
#--------------------------------------------------------------------------
# * Update Character Sprite
#--------------------------------------------------------------------------
def update_characters(*args)
$game_cateracter.each {|cater| cater.update }
wora_cater_sprmap_updchara(*args)
end
end
class Game_Player < Game_Character
attr_reader :move_speed
unless method_defined?('wora_cater_gampla_movdown')
alias wora_cater_gampla_movdown move_down
alias wora_cater_gampla_movleft move_left
alias wora_cater_gampla_movright move_right
alias wora_cater_gampla_movup move_up
alias wora_cater_gampla_movll move_lower_left
alias wora_cater_gampla_movlr move_lower_right
alias wora_cater_gampla_movul move_upper_left
alias wora_cater_gampla_movur move_upper_right
alias wora_cater_gampla_jump jump
alias wora_cater_gampla_getoffveh get_off_vehicle
alias wora_cater_gampla_moveto moveto
#--------------------------------------------------------------------------
# * Move Down
#--------------------------------------------------------------------------
def move_down(turn_ok = true)
wora_cater_gampla_movdown(turn_ok)
Wora.add_upd_cater("act.move_down(#{turn_ok})") unless @move_failed
end
#--------------------------------------------------------------------------
# * Move Left
#--------------------------------------------------------------------------
def move_left(turn_ok = true)
wora_cater_gampla_movleft(turn_ok)
Wora.add_upd_cater("act.move_left(#{turn_ok})") unless @move_failed
end
#--------------------------------------------------------------------------
# * Move Right
#--------------------------------------------------------------------------
def move_right(turn_ok = true)
wora_cater_gampla_movright(turn_ok)
Wora.add_upd_cater("act.move_right(#{turn_ok})") unless @move_failed
end
#--------------------------------------------------------------------------
# * Move up
#--------------------------------------------------------------------------
def move_up(turn_ok = true)
wora_cater_gampla_movup(turn_ok)
Wora.add_upd_cater("act.move_up(#{turn_ok})") unless @move_failed
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
wora_cater_gampla_movll
Wora.add_upd_cater('act.move_lower_left') unless @move_failed
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
wora_cater_gampla_movlr
Wora.add_upd_cater('act.move_lower_right') unless @move_failed
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
wora_cater_gampla_movul
Wora.add_upd_cater('act.move_upper_left') unless @move_failed
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
wora_cater_gampla_movur
Wora.add_upd_cater('act.move_upper_right') unless @move_failed
end
#--------------------------------------------------------------------------
# * Jump
#--------------------------------------------------------------------------
def jump(x, y)
wora_cater_gampla_jump(x, y)
Wora.add_upd_cater("act.jump(#{x},#{y})")
end
#--------------------------------------------------------------------------
# * Get Off Vehicle
#--------------------------------------------------------------------------
def get_off_vehicle(*args)
wora_cater_gampla_getoffveh(*args)
Wora.reset_cater_pos
end
#--------------------------------------------------------------------------
# * Move to Designated Position
#--------------------------------------------------------------------------
def moveto(*args)
wora_cater_gampla_moveto(*args)
Wora.reset_cater_pos
end
end
end
class Game_Map
attr_accessor :events
alias wora_cater_gammap_setup setup
def setup(*args)
wora_cater_gammap_setup(*args)
# Create caterpillar actors
$game_cateracter = []
(1..(Wora::CATERPILLAR_MAX_ACTORS-1)).each do |n|
$game_cateracter.push(Game_WCateracter.new(n))
end
$cater_movelist = Array.new(Wora::CATERPILLAR_MAX_ACTORS - 1) {''}
end
end