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> How To Determine if Jumping?
RikohZX
post Dec 22 2012, 05:03 PM
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Alright, so i'm using.. Well, a lot of scripts. Mostly Victor's, and especially his Free Jump, Moving Platforms, Pixel Movement, Diagonal Movement and finally Character Control scripts. Via his Character Control script, I essentially got an animated Alundra working, with animations for dashing and jumping and six frames per animation. Can't quite get the pose changes from the Character Control script working so that the jump animation plays, though, and the Free Jump script doesn't 'count' as a normal jump; if I actually do have a normal Jump through Move Routes, the animation plays just fine. Naturally, I don't quite know how to properly event normal jumps without being able to go up walls in a way I shouldn't, and the Moving Platforms script relies on Free Jump..

Is there a way, via a Common Event on parallel processing, to catch when the Free Jump is active for, well, a jump? It seems to use the @jump_count and @jump_peak variables, but I don't know actual scripting, so my attempts at sticking one in a conditional branch and detecting for a greater than, failed. I can also create basic jumping via a Common Event, but again, the game can't determine if i'm not supposed to jump up a wall.

This post has been edited by RikohZX: Dec 22 2012, 05:13 PM
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Shaddow
post Dec 22 2012, 05:20 PM
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I don't know much about scripting sadly, but I do know that you can usually call the script for certain things, even within a conditional branch. If you could track down the part of the script that it calls when you are jumping, you should be able to make an appropriate conditional branch and solve all your problems.

If you could post that script in here, I can take a look at it for you and see if I can solve this.


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RikohZX
post Dec 22 2012, 06:27 PM
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QUOTE (Shaddowval @ Dec 22 2012, 07:20 PM) *
I don't know much about scripting sadly, but I do know that you can usually call the script for certain things, even within a conditional branch. If you could track down the part of the script that it calls when you are jumping, you should be able to make an appropriate conditional branch and solve all your problems.

If you could post that script in here, I can take a look at it for you and see if I can solve this.


Victor Sant's Free Jump
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Shaddow
post Dec 22 2012, 06:42 PM
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I got it, I'll take a look at it and see if I can't find a solution for you, I make no promises as I'm very new to anything involving scripts, but with an event, I can do anything laugh.gif so I will see what can be done.


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RikohZX
post Dec 22 2012, 06:55 PM
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QUOTE (Shaddowval @ Dec 22 2012, 08:42 PM) *
I got it, I'll take a look at it and see if I can't find a solution for you, I make no promises as I'm very new to anything involving scripts, but with an event, I can do anything laugh.gif so I will see what can be done.

Hell, if I could figure out a way to not break the game with normal jumping (and I could've sworn the Conditional Branches allowed for dash checking, but it's not there anymore), i'd probably take the easy way out with events myself. But thank you for checking either way.
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diamondandplatin...
post Dec 23 2012, 12:03 AM
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In a conditional brach put this in the script field.


$game_player.jumping?


Returns true if you are, otherwise false.


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RikohZX
post Dec 23 2012, 01:04 AM
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QUOTE (diamondandplatinum3 @ Dec 23 2012, 02:03 AM) *
In a conditional brach put this in the script field.


$game_player.jumping?


Returns true if you are, otherwise false.

It seems to read it and 'work' - but unfortunately Free Jump seems to run first, hold me in place when this script branch runs, and then play the animation right after the actor lands, like a Move Route is second priority. At least I know the first step so far.

Edit: This is probably leaning more into script support rather than standard questions.

This post has been edited by RikohZX: Dec 23 2012, 02:42 AM
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