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Caterpillar

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********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
    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

    • 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



    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

      • Originally by Fukuyama
      • Animated member support added by Blizzard

      Author's Notes

      None.
      « Last Edit: December 15, 2006, 05:03:34 PM by Blizzard »
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      ***
      Rep:
      Level 88
      Random-Idiot
      Code: [Select]
      version 2

      I guess.
      ALL HAIL ME™

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Nope. It's the GNU license that's 2.1. :-\
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      ***
      Rep:
      Level 88
      Random-Idiot
      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 ;)
      ALL HAIL ME™

      *
      &&&&&&&&&&&&&&&&&&&&&&&&&&&&&
      Rep:
      Level 96
      &&&&&&&&&&&&&&&&&&&&&&&&&&&
      GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
      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.
      &&&&&&&&&&&&&&&&

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      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.
      « Last Edit: December 14, 2006, 07:51:40 PM by Blizzard »
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      ***
      Rep:
      Level 88
      Random-Idiot
      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.
      ALL HAIL ME™

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Ah that's what's that switch for... Was always too lazy to try it out. ::)
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      ***
      Rep:
      Level 88
      Random-Idiot
      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.
      ALL HAIL ME™

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      I didn't really read it, lol... :=
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      ***
      Rep:
      Level 88
      A pirate's life for me
      i got a weird error with this script:



      help appreciated


      The new generation will go to the distance... Will the distance between us smallen?

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Oops...

      Lol, that's a fix for my menu. I removed it.
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      ***
      Rep:
      Level 88
      A pirate's life for me
      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?


      The new generation will go to the distance... Will the distance between us smallen?

      **
      Rep:
      Level 88
      Shut up and leave me alone!
      Yeah, the same thing happend with me.
      Hi...

      ***
      Rep:
      Level 88
      A pirate's life for me
      Could anyone help out? Really need help in here.


      The new generation will go to the distance... Will the distance between us smallen?

      ****
      Irock touched your custom title
      Rep:
      Level 89
      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

      ***
      Rep:
      Level 88
      A pirate's life for me
      Ye, that seems obvious, but I'm a horrible scripter really so my chance of finding it is zero.


      The new generation will go to the distance... Will the distance between us smallen?

      *
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      Level 102
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      *****
      Ancient Mummy
      Rep:
      Level 90
      GREAT SCRIPT !!
      One question though..
      How can i make it so when my main character goes transparant My caterpillars also will.??

      ***
      Rep:
      Level 88
      Random-Idiot
      make TRANSPARENT_SWITCH = false to TRANSPARENT_SWITCH = true

      and use the switch number from TRANSPARENT_SWITCHES_INDEX to toggle the caterpilalrs transparancy.
      ALL HAIL ME™

      ***
      Rep:
      Level 88
      Smarter than the average bear
      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...

      ****
      Rep:
      Level 88
      Back with RMVX!
      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.
      PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

      ***
      Rep:
      Level 88
      Hell... What did I mess up now... I'm Back!
      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...
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      **
      Rep: +0/-0Level 88
      Hellsing=Love
      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~

      Galbadia Garden, come play this!
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      ***
      Rep:
      Level 88
      Smarter than the average bear
      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.