Last Updated: Thursday, September 27th, 2012
Current Version 1.99
This screenshot wont show you very much as it looks like most caterpillars do. What separates this script from the rest has to be observed in the Demo. Many of the features control HOW events can be moved and manipulated. So things like Event Fade, Z-Index fixes, Walk Off Map, Turn Toward Event, Dead Actor Effects, Fixes that caused the game to hang (like Repeat and "Wait for Move's Completion) and pretty much all the rest are not given justice by a simple screenshot.
CURRENT VERSION DOWNLOAD
http://www.775.net/~heretic/downloads/rmxp/cat.php(Script is contained within the Demo under Caterpillar)
This is based on Zeriab's Caterpillar as the base code. It has been heavily changed, updated, and modified to include a slew of brand new features, options, and functionality. There were things that I wanted to do with the original script that it never allowed for, and I felt that others may have run into similar issues. I felt they needed a Caterpillar Script with Extended Functionality and Features to be used in their games. This Script Revision is my effort to make every possible thing that I could think of with a Caterpillar Script to be available to everyone.
Legal: Give Zeriab credit first, he is the Original Author. Then give me credit too because I put a lot of effort into modifying and adding to it. Permission for Commercial Use needs to be obtained from Zeriab, if you can get ahold of him.
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New in Version 1.99
- Minor Bugfix for Ladders. Transferring the Player to or from a Ladder to or from a Non Ladder spot was causing the Caterpillar Actors to get stuck facing up. Fixed
- Changes to the included MMW script to allow for SOUNDS. NPCs now get a Voice when the speak! There are a ton of other changes to the MMW which could easily be its own script, but since its bundled, I decided to just leave them bundled.
New in Version 1.98
- Alternate Sprites Per Character for Dead Actors
- Unlimited Non Party Followers
- Extensive Enhancements to Wachunga's Multiple Message Windows
- Demo heavily expanded in order to provide working examples and explain features
- Cutscene in Demo teaches you how to bring your Cutscenes to Life!
New in Version 1.97
- Built In Framerate Optimizer
- Ladder Effects
- Enhanced Transparency and Movement Effects
*NOTE*
Version 1.96 has a BUG that Corrupts Savegames! Dont use 1.96. Unfortunately it means you'll need to start a new game.
New in Version 1.96
- Zombie and Coffin Graphics for Dead Characters!
- A few new commands for adjusting Z-Index have been implemented.
- Fixed a big bug that may have caused Events with Adjusted Z-Indexes to "disappear"!
New in version 1.95:
- I came across a "bug" caused by CAT ACTORS changing Graphics due to Event Page Graphics. I decided to keep the Event Graphics across Event Page Graphics, just for the ACTIVE PARTY ACTORS.
- Found a Critical Bug that caused Games to Crash! Trying to use event.move_route.list.clear when the method did not exist caused a FULL CRASH. That has been fixed.
- Demo has been Heavily Updated to explain many of the Features included in the script as well as explaining the Functionality of the Default Engine to people that may not be familiar with the smaller Nuances that catch many New Developers off guard.
- The Demo is becoming as COMPLEX as I can possibly make it in order to chech for every possible aspect that a Developer might consider using some functions. It is unnecessarily complex, however this has allowed me to find a tremendous number of Bugs and correct them before releasing new versions of the script. I am sure that even more bugs will be present, so if you find any, please let me know and I will do my best to maintain support for this script. It is also one of the reasons that the version is not a Full 2.0 as of yet. There are other features I want to include that have not been implemented at this time. And of course, implementing new features means new bugs as well.
New in version 1.94:
- Party Members that are KO'd now become GHOSTS!
- Added new properties to allow ANY event to be EXCLUDED from the "Wait for EVERY Move's Completion"
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Caterpillar Related Features:
- New Ability to "Pause" the Caterpillar
- New Ability to change Actors Walk Animation when the Character is Dead
- New Feature DEVELOPER_ERRORS - Provides Developers with useful information on Duplicate or Missing Cat(erpillar) Actors. Fixing Caterpillar Bugs, this is absolutely CRITICAL. It is also informative by advising when one of the new Script Commands is called incorrectly. IE fade_event('bob') comes back with an Error that says 'bob' needs to be a Number, not a Name, and expects TWO numbers. DOES NOT SHOW ERRORS IN RELEASE GAMES.
- New Ability to Orient to Player's Direction (Manual and Automagical)
- New Feature to "Stack" the Caterpillar so the Player is always in Front (automatic)
- New Feature call the Caterpillar to the Player, for like Teleporting and stuff...
- New Feature to Pass Solid Actors (originally by Modern Algebra in the VX rewrite, but recoded from scratch for XP version). Solid means Through is NOT enabled for the Event. Other Events can not cross into the Caterpillar regardless of Cat Actors Through State.
- Removed MAX ACTORS due to incompatability with Pass Solid Actors XP Version. Max Actors now just automatically scales to your party's size.
- New Ability to allow the Player, Cat Actors (and other events) to Walk Off the Map (not screen, map)
- New Feature to "delete_last_move" where you dont want the Caterpillar to step where the Player just stepped. (See Demo)
- New Feature to "move_pop" - Causes the last move command to be removed - useful for preventing NPC Stacking when it is unwanted.
- New Feature to "force_walk" which makes ALL the Cat Actors have a Walk Animation, regardless of the Event's Original Walk Animation Setting (Use with Dead Dont Walk feature during Cutscenes where some Actors may be Dead)
- New Feature to cause Cat(erpillar) Actors to Repeat Turn toward or away from an Event or Player
- turn_cat_toward_event(event_id, repeat=true) #Repeat is optional and may be ommited)
- turn_cat_away_from_event(event_id, repeat=true) #Repeat is optional
- New Feature to Reset Cat Actors Repeating Forced Move Routes - Cat Actors dont follow the Player while repeating a forced move route. This fixes that. Unforutnately not Automatic...
Non Caterpillar Related Features and Additions:
- Event Fade - Events can now Fade in and Out like Fog can, gradually. Works on Player too!
- Added the ability to allow an Event to go "Off Map" (not just off screen) by naming \off_map and enabling Through
- Added the ability for Events to Turn and Move Toward and Away From other Events
- Interpreter Bugfix - Fixed two issues in "update" that causes a Hang with Repeat and Wait
- Completely rewrote Z-Index to allow for FLAT SPRITES, Caterpillar Stacking, and Manual
adjustments to an Event's Z-Index based simply on naming an event
- Caterpillar is NOT SDK Dependant. Other included scripts are however.
- Script includes ForeverZer0's Pathfinding Script 1.1 (version 1.1 includes a bug, but hopefully he can fix that...)
- Demo includes several scripts, such as Fade Event and Interpreter Bugfix, in the event
that someone may need those specific features but not the rest of the Caterpillar.
- Commands can be called from a Script Window without needing "extra garbage" before it. For example, the Manual Commands you can just call by using "fade_event(128, 20)" instead of $game_system.caterpillar.some_other_junk.fade_event", just use "fade_event(128, 20)". This was done to make it as easy as possible for non scripting people to have access to the functionality of the scripts.
Planned Additions:
- Ability to change Dead Characters Graphics to be Transparent, or Change to something like a Coffin. Someone care to provide me with a Coffin Graphic?
- Ability to add a Non Party Caterpillar Actor, to mirror Modern Algebra's VX version.
- Ability to Die on Map Screen due to Slip Damage - In Progress (Not Complete)
- Separate Script - Realtime ATB with HP/SP Bars (not ready for release, not stable, laggy)
Untested Features:
- Script should hopefully be compatible with 8 directional movement scripts. Havent tested this yet however.
Goal: Reach Version 2.0 to include just about everything that I believe should have been part of the Default Engine.
Everything is thoroughly documented, and the Demo should provide features for MOST of the new Additions. Im going back and forth between coding, and testing the code in the Demo so newer versions will have examples in the Updated Demo. The Demo itself also contains Comments in the Events to explain some specific things related to that Event or Command being called in the Event.
There are several things that can be done by Eventing instead of calling one of the Commands in the Script. The intention was to make it easier for anyone who uses this script to build their game. For example, AUTO_ORIENT_TO_PLAYER. It can be evented, but if Event ID's are different for the Cat Actors from Map to Map, Common Events wont work. It is just intended to save Developers time. Other Commands such as "turn_toward_event(event_id) has an additional option where if the Event ID is 0, the Player is targetted. There is a Button for that built into the Engine already, however "turn_cat_toward_event(event_id)" uses turn_toward_event(event_id) so just the Active Party Members turn toward whoever they want, including the player. Basically, one line of Script as opposed to upwards of several pages of events for the same thing.
Please check out the Demo and tell me if there are any Bugs, or other Features you may like to see, or any general comments about my revision of the script.
Enjoy!