Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> Pet script by "originalwij" v1.0, like caterpillar only for a pet
slaQ
post Dec 2 2008, 01:40 PM
Post #1


Level 1
Group Icon

Group: Member
Posts: 9
Type: Artist
RM Skill: Skilled




Hey everyone,

I was looking for a pet script, and as of now originalwij has been so kind to provide us with one.

Be sure to thank him, and NOT me.

greetings, slaQ


=====SEE BELOW FOR ORINIGALWIJ'S PET SCRIPT=====

This post has been edited by slaQ: Dec 10 2008, 02:18 PM


__________________________
Wasn't it Abraham Lincoln who once said "YUM! Sandwiches!" ?
Go to the top of the page
 
+Quote Post
   
slaQ
post Dec 8 2008, 03:12 AM
Post #2


Level 1
Group Icon

Group: Member
Posts: 9
Type: Artist
RM Skill: Skilled




Seriously? zero replies? confused.gif

There must be someone willing to give this a shot...

If not then I guess I'll have to learn myself some ruby sweat.gif


__________________________
Wasn't it Abraham Lincoln who once said "YUM! Sandwiches!" ?
Go to the top of the page
 
+Quote Post
   
Ziosin
post Dec 8 2008, 04:44 AM
Post #3


Doesn't ever stop believin'
Group Icon

Group: Revolutionary
Posts: 758
Type: Writer
RM Skill: Skilled




I personally can't script. But for someone else, it should be a fairly easy script. You just have to relocate your post to here: http://www.rpgrevolution.com/forums/index.php?showforum=93

Before you repost it, though, ask a mod to close this one so you don't have multiple posts of the same thing.


__________________________
Ziosin's signature, V3.0



Colossus Reborn

Project has been abandoned. I'm gonna keep around the kickass logo, though.
Go to the top of the page
 
+Quote Post
   
originalwij
post Dec 9 2008, 10:43 AM
Post #4


... 42 ...
Group Icon

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful




@slaQ

Try this:

[Show/Hide] Pet Script v1.0
CODE

#==============================================================================
# Pet
#==============================================================================
# Author : OriginalWij
# Version : 1.0
#==============================================================================

# Pet enable switch number
PET_ENABLE_SWITCH = 1
# Pet ID (database actor number)
PET_ID = 5

#==============================================================================
# Game_Character
#==============================================================================

class Game_Character
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_accessor :priority_type
end

#==============================================================================
# Game_Player
#==============================================================================

class Game_Player
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_reader :move_speed
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
alias pet_game_player_update update unless $@
def update
$game_party.update_pet
pet_game_player_update
end
#--------------------------------------------------------------------------
# Move to
#--------------------------------------------------------------------------
alias pet_game_player_moveto moveto unless $@
def moveto(x, y)
$game_party.moveto_pet(x, y)
pet_game_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# Move down
#--------------------------------------------------------------------------
alias pet_game_player_move_down move_down unless $@
def move_down(turn = true)
if passable?(@x, @y + 1)
$game_party.move_pet(2, turn)
end
pet_game_player_move_down(turn)
end
#--------------------------------------------------------------------------
# Move left
#--------------------------------------------------------------------------
alias pet_game_player_move_left move_left unless $@
def move_left(turn = true)
if passable?(@x - 1, @y)
$game_party.move_pet(4, turn)
end
pet_game_player_move_left(turn)
end
#--------------------------------------------------------------------------
# Move right
#--------------------------------------------------------------------------
alias pet_game_player_move_right move_right unless $@
def move_right(turn = true)
if passable?(@x + 1, @y)
$game_party.move_pet(6, turn)
end
pet_game_player_move_right(turn)
end
#--------------------------------------------------------------------------
# Move up
#--------------------------------------------------------------------------
alias pet_game_player_move_up move_up unless $@
def move_up(turn = true)
if passable?(@x, @y - 1)
$game_party.move_pet(8, turn)
end
pet_game_player_move_up(turn)
end
#--------------------------------------------------------------------------
# Move down left
#--------------------------------------------------------------------------
alias pet_game_playermove_lower_left move_lower_left unless $@
def move_lower_left
if passable?(@x - 1, @y + 1)
$game_party.move_pet(1)
end
pet_game_playermove_lower_left
end
#--------------------------------------------------------------------------
# Move down right
#--------------------------------------------------------------------------
alias pet_game_playermove_lower_right move_lower_right unless $@
def move_lower_right
if passable?(@x + 1, @y + 1)
$game_party.move_pet(3)
end
pet_game_playermove_lower_right
end
#--------------------------------------------------------------------------
# Move up left
#--------------------------------------------------------------------------
alias pet_game_player_move_upper_left move_upper_left unless $@
def move_upper_left
if passable?(@x - 1, @y - 1)
$game_party.move_pet(5)
end
pet_game_player_move_upper_left
end
#--------------------------------------------------------------------------
# Move up right
#--------------------------------------------------------------------------
alias pet_game_player_move_upper_right move_upper_right unless $@
def move_upper_right
if passable?(@x + 1, @y - 1)
$game_party.move_pet(7)
end
pet_game_player_move_upper_right
end
#--------------------------------------------------------------------------
# Jump
#--------------------------------------------------------------------------
alias pet_game_player_jump jump unless $@
def jump(pet_x, pet_y)
new_x = @x + pet_x
new_y = @y + pet_y
if (pet_x == 0 and pet_y == 0) or passable?(new_x, new_y)
$game_party.move_pet(9, [pet_x, pet_y])
end
pet_game_player_jump(pet_x, pet_y)
end
end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_reader :pet
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
alias pet_game_party_initialize initialize unless $@
def initialize
pet_game_party_initialize
@pet = Game_Pet.new(nil)
@move_pet = []
end
#--------------------------------------------------------------------------
# Update pet
#--------------------------------------------------------------------------
def update_pet
@pet.actor = PET_ID
@pet.move_speed = $game_player.move_speed
if $game_player.dash?
@pet.move_speed += 1
end
@pet.update
@pet.transparent = !$game_switches[PET_ENABLE_SWITCH]
end
#--------------------------------------------------------------------------
# Move to (pet)
#--------------------------------------------------------------------------
def moveto_pet(x, y)
@pet.moveto(x, y)
@move_pet.clear
end
#--------------------------------------------------------------------------
# Move pet
#--------------------------------------------------------------------------
def move_pet(type, turn = false)
if @move_pet == nil
@move_pet = [type, turn]
do_type = 0
else
do_type = @move_pet[0]
do_turn = @move_pet[1]
@move_pet = [type, turn]
end
case do_type
when 1
@pet.move_lower_left
when 2
@pet.move_down(do_turn)
when 3
@pet.move_lower_right
when 4
@pet.move_left(do_turn)
when 5
@pet.move_upper_left
when 6
@pet.move_right(do_turn)
when 7
@pet.move_upper_right
when 8
@pet.move_up(do_turn)
when 9
@pet.jump(do_turn[0], do_turn[1])
end
end
end

#==============================================================================
# Game_Pet
#==============================================================================

class Game_Pet < Game_Character
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_reader :actor
attr_accessor :move_speed
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(actor)
super()
@through = true
@actor = actor
end
#--------------------------------------------------------------------------
# Set actor
#--------------------------------------------------------------------------
def actor=(actor)
@actor = actor
setup
end
#--------------------------------------------------------------------------
# Setup
#--------------------------------------------------------------------------
def setup
if @actor != nil
@character_name = $game_actors[@actor].character_name
@character_index = $game_actors[@actor].character_index
else
@character_name = ""
@character_index = 0
end
@priority_type = $game_player.priority_type
end
#--------------------------------------------------------------------------
# Get screen Z
#--------------------------------------------------------------------------
def screen_z
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z - 1
end
super
end
#--------------------------------------------------------------------------
# Chek event trigger (here)
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
return false
end
#--------------------------------------------------------------------------
# Check event trigger (there)
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
return false
end
#--------------------------------------------------------------------------
# Check event trigger (touch)
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return false
end
#--------------------------------------------------------------------------
# Jump
#--------------------------------------------------------------------------
def jump(x, y)
super(x, y)
end
end

#==============================================================================
# Spriteset_Map
#==============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
# Create characters
#--------------------------------------------------------------------------
alias pet_spriteset_map_create_characters create_characters unless $@
def create_characters
pet_spriteset_map_create_characters
@character_sprites << Sprite_Character.new(@viewport1, $game_party.pet)
end
end


To use: setup the enable switch and the pet ID (top of the script)
NOTE: The pet ID refers to the ID of an actual actor in the database, but only the walking graphic needs to be set.


__________________________




Go to the top of the page
 
+Quote Post
   
slaQ
post Dec 10 2008, 01:45 PM
Post #5


Level 1
Group Icon

Group: Member
Posts: 9
Type: Artist
RM Skill: Skilled




Yes! this is beautiful! exactly how I'd imagined happy.gif

I really owe you for this one originalwij.

Is there anything I can give back to you? Maybe help you out with some graphical stuff perhaps ?
(I'm a professional graphics designer)

Just name it and I'll fix it for you smile.gif

Thanks again,

slaQ


__________________________
Wasn't it Abraham Lincoln who once said "YUM! Sandwiches!" ?
Go to the top of the page
 
+Quote Post
   
woratana
post Dec 10 2008, 07:01 PM
Post #6


Looking for scripter to hire? PM me *O*
Group Icon

Group: +Gold Member
Posts: 1,038
Type: Scripter
RM Skill: Undisclosed




Nice~^^

Will this script work with caterpillar? Just curious.^^


__________________________
Check out my NEW blog!!!



MVP (Most Valuable Poster) Award 2008


Go to the top of the page
 
+Quote Post
   
originalwij
post Dec 10 2008, 07:38 PM
Post #7


... 42 ...
Group Icon

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful




@slaQ

Thanks, glad to help!
I'll PM you when I figure out what graphics I need. I'm a scripter (obviously) and not very good at graphics ...

@woratana

I don't believe it will work with a caterpillar script as it is a mini-caterpillar script itself, but I will see what I can do ....


__________________________




Go to the top of the page
 
+Quote Post
   
Kakeru
post Dec 11 2008, 12:55 PM
Post #8


Level 1
Group Icon

Group: Member
Posts: 7
Type: Event Designer
RM Skill: Skilled




QUOTE (originalwij @ Dec 9 2008, 06:43 PM) *
@slaQ

Try this:

[Show/Hide] Pet Script v1.0
CODE

#==============================================================================
# Pet
#==============================================================================
# Author : OriginalWij
# Version : 1.0
#==============================================================================

# Pet enable switch number
PET_ENABLE_SWITCH = 1
# Pet ID (database actor number)
PET_ID = 5

#==============================================================================
# Game_Character
#==============================================================================

class Game_Character
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_accessor :priority_type
end

#==============================================================================
# Game_Player
#==============================================================================

class Game_Player
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_reader :move_speed
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
alias pet_game_player_update update unless $@
def update
$game_party.update_pet
pet_game_player_update
end
#--------------------------------------------------------------------------
# Move to
#--------------------------------------------------------------------------
alias pet_game_player_moveto moveto unless $@
def moveto(x, y)
$game_party.moveto_pet(x, y)
pet_game_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# Move down
#--------------------------------------------------------------------------
alias pet_game_player_move_down move_down unless $@
def move_down(turn = true)
if passable?(@x, @y + 1)
$game_party.move_pet(2, turn)
end
pet_game_player_move_down(turn)
end
#--------------------------------------------------------------------------
# Move left
#--------------------------------------------------------------------------
alias pet_game_player_move_left move_left unless $@
def move_left(turn = true)
if passable?(@x - 1, @y)
$game_party.move_pet(4, turn)
end
pet_game_player_move_left(turn)
end
#--------------------------------------------------------------------------
# Move right
#--------------------------------------------------------------------------
alias pet_game_player_move_right move_right unless $@
def move_right(turn = true)
if passable?(@x + 1, @y)
$game_party.move_pet(6, turn)
end
pet_game_player_move_right(turn)
end
#--------------------------------------------------------------------------
# Move up
#--------------------------------------------------------------------------
alias pet_game_player_move_up move_up unless $@
def move_up(turn = true)
if passable?(@x, @y - 1)
$game_party.move_pet(8, turn)
end
pet_game_player_move_up(turn)
end
#--------------------------------------------------------------------------
# Move down left
#--------------------------------------------------------------------------
alias pet_game_playermove_lower_left move_lower_left unless $@
def move_lower_left
if passable?(@x - 1, @y + 1)
$game_party.move_pet(1)
end
pet_game_playermove_lower_left
end
#--------------------------------------------------------------------------
# Move down right
#--------------------------------------------------------------------------
alias pet_game_playermove_lower_right move_lower_right unless $@
def move_lower_right
if passable?(@x + 1, @y + 1)
$game_party.move_pet(3)
end
pet_game_playermove_lower_right
end
#--------------------------------------------------------------------------
# Move up left
#--------------------------------------------------------------------------
alias pet_game_player_move_upper_left move_upper_left unless $@
def move_upper_left
if passable?(@x - 1, @y - 1)
$game_party.move_pet(5)
end
pet_game_player_move_upper_left
end
#--------------------------------------------------------------------------
# Move up right
#--------------------------------------------------------------------------
alias pet_game_player_move_upper_right move_upper_right unless $@
def move_upper_right
if passable?(@x + 1, @y - 1)
$game_party.move_pet(7)
end
pet_game_player_move_upper_right
end
#--------------------------------------------------------------------------
# Jump
#--------------------------------------------------------------------------
alias pet_game_player_jump jump unless $@
def jump(pet_x, pet_y)
new_x = @x + pet_x
new_y = @y + pet_y
if (pet_x == 0 and pet_y == 0) or passable?(new_x, new_y)
$game_party.move_pet(9, [pet_x, pet_y])
end
pet_game_player_jump(pet_x, pet_y)
end
end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_reader :pet
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
alias pet_game_party_initialize initialize unless $@
def initialize
pet_game_party_initialize
@pet = Game_Pet.new(nil)
@move_pet = []
end
#--------------------------------------------------------------------------
# Update pet
#--------------------------------------------------------------------------
def update_pet
@pet.actor = PET_ID
@pet.move_speed = $game_player.move_speed
if $game_player.dash?
@pet.move_speed += 1
end
@pet.update
@pet.transparent = !$game_switches[PET_ENABLE_SWITCH]
end
#--------------------------------------------------------------------------
# Move to (pet)
#--------------------------------------------------------------------------
def moveto_pet(x, y)
@pet.moveto(x, y)
@move_pet.clear
end
#--------------------------------------------------------------------------
# Move pet
#--------------------------------------------------------------------------
def move_pet(type, turn = false)
if @move_pet == nil
@move_pet = [type, turn]
do_type = 0
else
do_type = @move_pet[0]
do_turn = @move_pet[1]
@move_pet = [type, turn]
end
case do_type
when 1
@pet.move_lower_left
when 2
@pet.move_down(do_turn)
when 3
@pet.move_lower_right
when 4
@pet.move_left(do_turn)
when 5
@pet.move_upper_left
when 6
@pet.move_right(do_turn)
when 7
@pet.move_upper_right
when 8
@pet.move_up(do_turn)
when 9
@pet.jump(do_turn[0], do_turn[1])
end
end
end

#==============================================================================
# Game_Pet
#==============================================================================

class Game_Pet < Game_Character
#--------------------------------------------------------------------------
# Public instance variables
#--------------------------------------------------------------------------
attr_reader :actor
attr_accessor :move_speed
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(actor)
super()
@through = true
@actor = actor
end
#--------------------------------------------------------------------------
# Set actor
#--------------------------------------------------------------------------
def actor=(actor)
@actor = actor
setup
end
#--------------------------------------------------------------------------
# Setup
#--------------------------------------------------------------------------
def setup
if @actor != nil
@character_name = $game_actors[@actor].character_name
@character_index = $game_actors[@actor].character_index
else
@character_name = ""
@character_index = 0
end
@priority_type = $game_player.priority_type
end
#--------------------------------------------------------------------------
# Get screen Z
#--------------------------------------------------------------------------
def screen_z
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z - 1
end
super
end
#--------------------------------------------------------------------------
# Chek event trigger (here)
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
return false
end
#--------------------------------------------------------------------------
# Check event trigger (there)
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
return false
end
#--------------------------------------------------------------------------
# Check event trigger (touch)
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return false
end
#--------------------------------------------------------------------------
# Jump
#--------------------------------------------------------------------------
def jump(x, y)
super(x, y)
end
end

#==============================================================================
# Spriteset_Map
#==============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
# Create characters
#--------------------------------------------------------------------------
alias pet_spriteset_map_create_characters create_characters unless $@
def create_characters
pet_spriteset_map_create_characters
@character_sprites << Sprite_Character.new(@viewport1, $game_party.pet)
end
end


To use: setup the enable switch and the pet ID (top of the script)
NOTE: The pet ID refers to the ID of an actual actor in the database, but only the walking graphic needs to be set.



Sorry how do u use this pinch.gif im nwe to RPG maker VX and well im really not taht good could you please make a tiny beginers guild of how to use this thanks i would be truly grateful and thank you fro the scrpit biggrin.gif pinch.gif
Go to the top of the page
 
+Quote Post
   
originalwij
post Dec 11 2008, 01:27 PM
Post #9


... 42 ...
Group Icon

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful




Update (per Woratana's question): this script IS compatible with Trickster's caterpillar script (the one I use)
However, if you use both, the pet will overlap the first actor in the caterpillar.

There is a fix though: find and replace the line I specified with the code below it ....
CODE
  #--------------------------------------------------------------------------
  # Update Followers
  #--------------------------------------------------------------------------
  def update_followers
    flag = $game_player.transparent || $game_switches[CATERPILLAR]
    @followers.each_with_index do |char, i|
      char.actor = @actors[i + 1]   <======= replace this line with the code below

      if $game_switches[1] and i == 0
        char.actor = @actors[i + 6]
      elsif $game_switches[1]
        char.actor = @actors[i]
      else
        char.actor = @actors[i + 1]
      end

... where the switch specified is the same switch specified in the Pet Script
AND the number "6" is the actor ID of a blank actor
EDIT: you also need to increase the caterpillar size by 1 to make room for the blank character (where the pet will appear)

@ Kakeru
1) insert the script in the materials section above main in the script window
2) specify the switch and the pet ID at the top of the script (change them to fit your game)
3) turn on the switch in the game (using an event command) to activate the pet (or switch off to deactivate)

This post has been edited by originalwij: Dec 11 2008, 01:45 PM


__________________________




Go to the top of the page
 
+Quote Post
   
Oralom
post Dec 23 2008, 07:03 PM
Post #10


Level 3
Group Icon

Group: Member
Posts: 34
Type: Event Designer
RM Skill: Beginner




Am I missing something? What does it actually do? Like does the pet fight in battle? I may sound like a complete tard for asking, but for some odd reason I can't figure out what the script is for. Well, besides pets, but what about the pets? Like do they follow you? Fight for you? Join your party? Do you have to feed them & take care of them? I'm really lost. All i know is that it's a script about pets, but no one said what it does.
Go to the top of the page
 
+Quote Post
   
originalwij
post Dec 24 2008, 12:27 PM
Post #11


... 42 ...
Group Icon

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful




@Oralom
it just adds the pet to follow you, without being in the party, that's it.
the pet in this script does nothing.
I scripted it as a request.
it's up to you to add scripts/events to make it do what you want it to (ex. auto-battle in a party, find items, etc.)


__________________________




Go to the top of the page
 
+Quote Post
   
N2Y
post Jan 21 2009, 12:20 PM
Post #12


Level 4
Group Icon

Group: Member
Posts: 49
Type: Event Designer
RM Skill: Advanced




This script is fantastic.

Any chance this could be converted to RMXP? The only caterpillar scripts offered for RMXP need actual party members, which is not what I need.

Anyways, great job nonetheless!


__________________________
Go to the top of the page
 
+Quote Post
   
originalwij
post Jan 21 2009, 03:36 PM
Post #13


... 42 ...
Group Icon

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful




i'm not sure if it could be converted to XP or not.
i've never worked with XP (went from 2003 to VX)
but, if someone else can port it to XP, you have my permission ...


__________________________




Go to the top of the page
 
+Quote Post
   
nobodyreal
post Feb 11 2009, 11:10 PM
Post #14


Level 4
Group Icon

Group: Member
Posts: 56
Type: None
RM Skill: Advanced




I've been looking for a script like this for a really long time. Thanks originalwij! I have a question though. Is there a way to allow more than one pet? Like if I have a princess that follows you at one point of the game, and a dog that follows you at another point, is there a way to do that and have different switches activate each one?
Go to the top of the page
 
+Quote Post
   
kamster94
post Feb 13 2009, 03:10 AM
Post #15


Level 1
Group Icon

Group: Member
Posts: 10
Type: None
RM Skill: Undisclosed




can u add txt file with this script? because when i try to copy it, and paste, it is all in one line ;( pls help
(it may be due by php interpretor)
Go to the top of the page
 
+Quote Post
   
originalwij
post Feb 13 2009, 11:50 PM
Post #16


... 42 ...
Group Icon

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful




@nobodyreal
just change the graphic for the pet (actor) using the corresponding event command to do so.
that way you could have unlimited pets (actors) laugh.gif (just not at the same time)

@kamster94
try pasting it into Notepad/Wordpad first .... (usually works) dry.gif
(if not i'll post a demo, let me know)


__________________________




Go to the top of the page
 
+Quote Post
   
GuyInTraining
post Feb 14 2009, 08:05 PM
Post #17


Aiming for 999999 graze points on UFO
Group Icon

Group: Revolutionary
Posts: 244
Type: Artist
RM Skill: Intermediate




Originalwij, would you please add a feature to show "Baloon Icons" on the pet via call script or something?
I think it would be nice for events... smile.gif


__________________________

Forever!

Signature
Userbars


Play with Tokari!


Charming Miscellany




Go to the top of the page
 
+Quote Post
   
trizty
post Feb 16 2009, 12:02 PM
Post #18


Level 6
Group Icon

Group: Member
Posts: 77
Type: Event Designer
RM Skill: Advanced




Is it possible to disable the jump for the pet (I have a huge bird for a pet, but I was having difficulty figuring this out), preferably with a switch or variable so that in some cases, I can enable the jump?


__________________________
~Trizty~

[Show/Hide] Bored...
[Show/Hide] Mapping Fail

In a contest for the world's biggest failure, I placed 2nd.
[Show/Hide] Personality quiz
Here is the results of some personality quiz I have no idea about:

"You are helium. After hydrogen, helium is the most abundant element in the universe. Helium is stable. Chemically speaking, it tends to keep to itself, with no real inclination to react with other elements. Helium is a gas that is lighter than air. Helium has the lowest melting point of any element. The melting point is so low that it would not solidify even at absolute zero under ordinary pressure."

After doing this personality quiz, it became apparent that I need a life....
[Show/Hide] VX Mini Tutorial: How to check the leader of the party
Create a condition branch. Go to page 4 of this condition branch and select script. Type in this:
CODE
$game_party.members[#] == $game_actors[#]

Change the # in $game_party.members[#] to whichever party member you want to check (0 = leader, 3 = 4th member).
Change the # in $game_actors[#] to whatever actor you want to check (from the database. (according to the actor id number) 1 = first person in database)
If I'm not being helpful, don't shoot me. I'm still Canadian.
Go to the top of the page
 
+Quote Post
   
darkubersaw
post Feb 17 2009, 11:19 AM
Post #19


Level 5
Group Icon

Group: Member
Posts: 67
Type: Event Designer
RM Skill: Beginner




is there a way for you to make it so i can "talk" to the pet and it will give choices like "Feed", "Play" ect.?


__________________________

[Show/Hide] My Gamertag



[Show/Hide] My Personailty Test
Go to the top of the page
 
+Quote Post
   
buny
post Mar 1 2009, 12:06 AM
Post #20


Level 15
Group Icon

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate




how to giving a pet name or function to attack or waaaaaatt??

This post has been edited by buny: Mar 1 2009, 12:07 AM


__________________________







Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!!
[Show/Hide] LASSSSTTTTT ONE
clever you are the 99999999 visitors who open this get outta here!!!!!
Go to the top of the page
 
+Quote Post
   

3 Pages V   1 2 3 >
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th May 2013 - 10:42 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker