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> How can I modify the Dash movement, Dash/sprinting used out side of combat with SHIFT
Icenick99
post Apr 1 2012, 07:38 PM
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I just recently found out that holding shift allows players to run. This causes a problem for me, I was originally thinking make something like Sprint shoes from FF3 however the dash seems more effective.

My main problem is im going to have enemy touch battles (lack of a better phase??? Whats it really called?) instead of random battles, so that when an enemy touches you combat starts.

Having an unlimited dash allows the player to fly past them with such ease. Is there a way I can make a stamina bar so that if you want to avoid combat you have the option to sprint a few seconds to dodge the enemy. In addition while in towns and such the stamina bar is modified so you can freely roam.

I know that you can disable the dash depending on the maps, but I think it would be cool to have some stamina to help avoid enemies.

Also is there any way I can modify the speed of dash? Im thinking I want to add some items or circumstances that allow you to have more/less stamina and slower/faster dash.

This post has been edited by Icenick99: Apr 1 2012, 07:43 PM
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shinyjiggly
post Apr 1 2012, 10:33 PM
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I'm guessing that you'd find what you need to modify in the scripts. I'm not sure which one has the dash code in it, but I'm sure that it's in there somewhere.

I apologize if my assistance isn't helpful at all to you.


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MisterToonz
post Apr 2 2012, 04:25 AM
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Okay, so I looked into your problem, scrolled all through the damn scripts, no shit every one of them, and read them all. As of know, dashing doesn't have a graphic that it uses at all, it's simply a button that increases player move speed.

Basically what I am saying is as of now, there is no "Quick Fix" to change the dashing animation in the Maker. However, the script that needs to be written should in whole be rather simple. I will look into the matter further, but my advice to you as of now.

Google some basic scripting tutorials, and start working on making a simple script that does the following, in the following order. Once you look into how to script this will all make allot of sense..

>Check if player is dashing or not (Constant check)
>Load character sprite / replace player sprite (IE, replace default with dashing sprite.)
>Play sprite while dashing is occurring.

That should do it, from what I am reading here in my RGSS2 Ruby tutorial, I won't make it for you, because I can promise you that when you make it yourself, you will feel quite accomplished.


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Icenick99
post Apr 2 2012, 08:33 AM
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I have looked for a script and haven't been able to find one.

I think you misunderstood me Mistertoonz, I'm not interested in changing the animation just the speed and adding a condition.
I want to add a stamina bar that ideally will appear when you hold shift and dash, after the bar is depleated you cannot sprint until it recovers.
The game has dash, however it either works or doesn't, I want it to work with a condition and to save me from a future post here, ideally have the option to increase the speed of dash... Example an item will allow the player to dash even faster then normal.

I just want limited dashing to evade enemies... I haven't played Zelda skyward sword, but apparently it has a stamina bar that when you run you depleate this bar and must wait till it recovers... Or another example is skyrim.

Thanks for the quick replies, I have no idea where to start building a script, I'll try to look around for tutorials... I know nothing however, do you have any suggestions where to begin learning?

This post has been edited by Icenick99: Apr 2 2012, 08:38 AM
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amerk
post Apr 2 2012, 10:08 AM
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I'm going to be honest with you, stamina bars suck. I hate them. In any case, I thought the shoe idea was much better. Say the character would need to equip them to use them, but that takes up an accessory slot. So if they want to use another accessory (such as a ring that helps with fire damage, or something of the sort), they would need to decide which to sacrifice, the shoes or the ring.

Second, as long as the character walks at a decent speed (normal to slightly above normal), and not like he's trying to keep pace with a turtle, I don't have a problem with eliminating dash.


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Icenick99
post Apr 2 2012, 10:21 AM
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I like the sprint shoes idea too, the accessories wouldn't really be a problem I found scripts that allow you to equip more accessories... I do agree that it would not go great when you want to use those epic accessories, however I'm not really that worried I wanted to make accessories more of a way to customize characters rather then put best items here.
Or another way I can make them useful is having another effect +agility or even perma-haste.

I find the default movement speed to slow, however I don't want the players out running every monster, in addition I want to keep some monsters movement at a slower pace, having a slime move at faster or fastest looks really dumb...

I didn't even know that dash command was there until a few days ago, I could just remove it but I think I would rather modify it to suit my game better..

Edit: I was even thinking that sprint shoes could allow players to dash, however I still don't want an unlimited dash or at least be able to lower the speed... That's why I want to have complete control and modify the dash feature.

This post has been edited by Icenick99: Apr 2 2012, 10:25 AM
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Night_Runner
post Apr 5 2012, 11:26 PM
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To disable dash, go to the Game_Player script, lines 136 - 141 have:
CODE
  def dash?
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if vehicle
    return Input.press?(:A)
  end

Change it to read:
CODE
  def dash?
    return false
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if vehicle
    return Input.press?(:A)
  end



And if you were interested in changing the default move speed (you mentioned it was a bit too slow), in Game_CharacterBase go to line 54:
CODE
    @move_speed = 4

and change the 4 to whatever you prefer, and you need to make the same change to line 151 of Game_Player


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Icenick99
post Apr 6 2012, 07:33 AM
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QUOTE (Night_Runner @ Apr 5 2012, 11:26 PM) *
To disable dash, go to the Game_Player script, lines 136 - 141 have:
CODE
  def dash?
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if vehicle
    return Input.press?(:A)
  end

Change it to read:
CODE
  def dash?
    return false
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if vehicle
    return Input.press?(:A)
  end



And if you were interested in changing the default move speed (you mentioned it was a bit too slow), in Game_CharacterBase go to line 54:
CODE
    @move_speed = 4

and change the 4 to whatever you prefer, and you need to make the same change to line 151 of Game_Player


Wow thanks smile.gif
Just need to figure out how to make it limited using stamina.



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Night_Runner
post Apr 8 2012, 04:07 AM
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Well, you could change it to:
CODE
  def dash?
    return false if $game_variables[10] == 0
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if vehicle
    return Input.press?(:A)
  end


And that would stop dashing when variable 10 (the one I have set up for stamina) reaches 0.
Then you just need to have an event that increases your stamina variable by 1 every few frames.


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Pharonix
post Apr 23 2012, 05:39 AM
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QUOTE (Night_Runner @ Apr 8 2012, 05:07 AM) *
Well, you could change it to:
CODE
  def dash?
    return false if $game_variables[10] == 0
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if vehicle
    return Input.press?(:A)
  end


And that would stop dashing when variable 10 (the one I have set up for stamina) reaches 0.
Then you just need to have an event that increases your stamina variable by 1 every few frames.


Building off of this,
I could try to event this for you,
It seems simple,

use a parallel process called Stamina_System. with control swith [STAMINA_SYSTEM_SWITCH]
make a loop.
LOOP
add a CONDITIONAL
if button pressed [SHIFT] or whatever the button is.
Wait 15 frames (I want 4 stamina per second)
control variable [010 STAMINA] -=1
else (Button not pressed, recover stamina)
if variable STAMINA < MAX_STAMINA (We don't want infinite stamina)
Wait 60 frames (We are going to recover 1 stamina per second)
control variable [010 STAMINA] +=1
else
We have max stamina so nothing here
end branch
end branch.
repeat above
Now if you combine it with what Night_Runner
said.. you should have a system that controls stamina
now, lets add in a PUNISHMENT
if the player runs out of stamina, lets prevent stamina from recovering for..5 seconds

Lets take our previous common event and add in a conditional we want this at the top

LOOP

if variable [010 STAMINA] == 0
wait 300 frames
end branch
//This branch will prevent the remaining conditionals to activate, preventing Stamina recovery for 5 seconds
// 60Frames / Seconds 60* 5 = 300

if button pressed [SHIFT] or whatever the button is.
Wait 15 frames (I want 4 stamina per second)
control variable [010 STAMINA] -=1
else (Button not pressed, recover stamina)
if variable STAMINA < MAX_STAMINA (We don't want infinite stamina)
Wait 60 frames (We are going to recover 1 stamina per second)
control variable [010 STAMINA] +=1
else
We have max stamina so nothing here
end branch
end branch.

Repeat Above

I'm in class right now so I'll test this when I get back.
I'll also clean this up and give you a demo..
I'm still relatively new to eventing.
(Though I did make my own Date/Time/Night/Day system with days of week and stuff)

It all works great.
Not sure how to display it as a bar in the menu. but it's simple
http://www.mediafire.com/?m11d0dp1o0x6w85

This post has been edited by Pharonix: Apr 23 2012, 06:15 AM


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