Version: 1.0 Author: The Staff of RGSS2Dai Page Translation: SuperMega
Introduction This is a translation of a fantastic script from Dai Page. I AM NOT the creator of this script, so I don't deserve full credit. I only translated the script, in order to share it with the English community. The primary functions of the script are translated, but not everything is. If anyone would like everything to be translated, please let me know. Let me also mention I can only help with basic problems, and not ones that involve the script.
Features -Diagonal (8 Direction) movement! -Jump while standing, and moving -High jump while moving -Equipment that causes the jumping to work if equipped -Switch functionality that will turn off the jump ability if neccessary -Optional auto dash -Change the jump button to your liking! -Easy to use, user friendly!
=begin #------------------------------------------------------------------------------- Move Diagonally and Jump Smoothly Original Japanese Version From: RGSS2 DAIpage English Translation By: SuperMega --------------------------------------------------------------------------------
Script Features and Directions:
Move Diagonally + Optimization: Proceed in an direction and input the jump button while holding a directional button to jump.
In addition, you can optimize the controls by making the input button close or comfortable for the player while using the arrow keys
There is no feature to jump while moving in a diagonal direction.
The High Jump Ability: The original jump distance of two cells (spaces) can be increased to 3 cells with the use of high jump.
You can also create equipment that will be able to use jump. If you do not have that equipment on, then the player won't be able to jump
If you do not want the player to be able to jump, you can deactivate it by a script in the customization below.
If you want the player to be able to jump over something, make sure that the player has enough space to do so.
Movement speed adjustment: Change the default movement speed.
�€€NANAME_SPEED: The jump speed. Default is 4. The higher the number is, the faster.
Dash features all the time: A dash to the state at all times regardless of input.
�€€AUTO_DASH: The player will dash on their own. true = Enable false = Disabled
This Script has redefined: �€€Game_Character �€€Game_Player < Game_Character
�€€Changing this script may result in compatability errors, so do so at your own risk...
=end #============================================================================== # Begin Customization #============================================================================== module DAI
# Set diagonal movement NANAME = true #Allow Diagonal movement (8 direction)?
#Speed and Dash settings SPEED = 4 #The player speed. Default is 4. 5 and 6 is the #speed of light! AUTO_DASH = false # Allow Auto Dash?
# Jump Settings JUMP = true # Allow Jump? (2 cells) HIJUMP = true # Allow High Jump (3 cells) JUMP_INPUT = Input::X # Button used for jumping JUMP_SE = RPG::SE.new("jump1", 60, 100) # SE for jumping (Name,Pitch,Vol.)
# Disable Jump Switch JUMP_OP = 10 # Turn on this switch to disable jumping # Equipment Settings JUMP_ARMOR = 31 #ID of the Equipment using jump. #If the number is 0, jump is always on. HIJUMP_ARMOR = 32 # ID of the Equipment using high jump. #If the number is 0, high jump will always be on end #============================================================================== # End Customization #==============================================================================
#============================================================================== # �–� Game_Player #------------------------------------------------------------------------------ # �€€�ƒ—�ƒ��‚��ƒ��ƒ��‚’�‰���†� ‚��ƒ��‚�で��™�€‚�‚��ƒ™�ƒ��ƒˆの �‹•�ˆ���š�‚„�€��ƒ ž�ƒƒ�ƒ—の�‚��‚��ƒ��ƒ��ƒ�などの # ��Ÿ�ƒ��‚’�Œ�って��„ま��™�€‚��“ �‚��ƒ��‚�の�‚��ƒ��‚��‚��ƒ��‚ は $game_player で��‚�…���•�‚Œま��™�€‚ #============================================================================== #-------------------------------------------------------------------------- # �—� �–���‘�ƒœ�‚��ƒ��…��Š›に�‚ˆ�‚‹ �‹•�‡���†��ˆ�†���š義��‰ #-------------------------------------------------------------------------- class Game_Player < Game_Character def move_by_input if @jump_Reservation && jump_movable? # �‚��ƒ��ƒ��ƒ—��ˆ��„中で�‚��ƒ��ƒ �ƒ—��Œ可�ƒ���Ÿ unless $game_map.interpreter.running? or jumping? jump_down if @direction == 2 jump_left if @direction == 4 jump_right if @direction == 6 jump_up if @direction == 8 return end end unless movable? if Input.trigger?(DAI::JUMP_INPUT) && in_vehicle? == false && @jump_Reservation == false && dai_jump_possible? @jump_Reservation = true # �‚��ƒ��ƒ��ƒ—��ˆ��„ return else return end end if jumping? or $game_map.interpreter.running? @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™� return end if DAI::NANAME mood = Input.dir8 else mood = Input.dir4 end speed = DAI::SPEED @move_speed = speed if $game_player.vehicle_type == -1 # ��’歩な�‚‰�€Ÿ度��‰�›� if Input.trigger?(DAI::JUMP_INPUT) && dai_jump_possible? && in_vehicle? == false case mood when 0 then jump(0, 0) DAI::JUMP_SE.play @jump_Reservation = false when 2 then jump_down when 4 then jump_left when 6 then jump_right when 8 then jump_up when 1 then jump_down if @direction == 2 jump_left if @direction == 4 when 3 then jump_down if @direction == 2 jump_right if @direction == 6 when 7 then jump_left if @direction == 4 jump_up if @direction == 8 when 9 then jump_right if @direction == 6 jump_up if @direction == 8 end else case mood when 2 then move_down when 4 then move_left when 6 then move_right when 8 then move_up when 1 then move_lower_left when 3 then move_lower_right when 7 then move_upper_left when 9 then move_upper_right end end end #-------------------------------------------------------------------------- # �—� ��ˆ��„�‚��ƒ��ƒ��ƒ—の�ˆ�御�ˆ���š ��ˆ追�Š���š義��‰ #-------------------------------------------------------------------------- def jump_movable? return false if @move_route_forcing # 移�‹•�ƒ��ƒ��ƒˆ強�ˆ�中 return false if @vehicle_getting_on # ��—�‚‹�‹•��œの�€”中 return false if @vehicle_getting_off # �™��‚Š�‚‹�‹•��œの�€”中 return false if $game_message.visible # �ƒ��ƒƒ�‚��ƒ��‚�表示中 return false if in_airship? and not $game_map.airship.movable? return true end end #============================================================================== # �–� Game_Character #------------------------------------------------------------------------------ # �€€�‚��ƒ��ƒ��‚��‚��ƒ��‚’�‰� �†�‚��ƒ��‚�で��™�€‚��“の�‚��ƒ �‚�は Game_Player �‚��ƒ��‚�と Game_Event # �‚��ƒ��‚�の�‚��ƒ��ƒ‘�ƒ��‚��ƒ� ‚�と��—て使�”���•�‚Œま��™�€‚ #============================================================================== class Game_Character #-------------------------------------------------------------------------- # �—� 移�‹•�™‚の�›��–���ˆ�†���š義��‰ #-------------------------------------------------------------------------- def update_move distance = (2 ** @move_speed) # 移�‹•�€Ÿ度��‹�‚‰移�‹•距�›�に��‰� �› if DAI::AUTO_DASH distance *= 2 # �‚��ƒ��ƒˆ�ƒ€�ƒƒ�‚��ƒ�ONな�‚‰常に� �に else distance *= 2 if dash? # �‚��ƒ��ƒˆ�ƒ€�ƒƒ�‚��ƒ�OFF�™‚�€�� ƒ€�ƒƒ�‚��ƒ��Š��…‹な�‚‰�€�に end if @x * 256 != @real_x and @y * 256 != @real_y # �–œ�‚�移�‹•�™‚は�€Ÿ度調�•� distance = (distance / 1.4).to_i end @real_x = [@real_x - distance, @x * 256].max if @x * 256 < @real_x @real_x = [@real_x + distance, @x * 256].min if @x * 256 > @real_x @real_y = [@real_y - distance, @y * 256].max if @y * 256 < @real_y @real_y = [@real_y + distance, @y * 256].min if @y * 256 > @real_y update_bush_depth unless moving? if @walk_anime @anime_count += 1.5 elsif @step_anime @anime_count += 1 end end #-------------------------------------------------------------------------- # �—� �‚��ƒ��ƒ��ƒ—可�ƒ��ˆ���š��ˆ追�Š� �š義��‰ #-------------------------------------------------------------------------- def dai_jump_possible? return false unless DAI::JUMP return false if $game_switches[DAI::JUMP_OP] return true if DAI::JUMP_ARMOR == 0 b = [] for i in 0...$game_party.members.size # �ƒ‘�ƒ��ƒ†�‚��ƒ��†…に�Œ‡��š��… ‚™��Œ��‚�‚‹��‹��œ索 actor = $game_party.members[i] b.push(actor.armors.include?($data_armors[DAI::JUMP_ARMOR])) end if b.include?(true) return true else c =[] for i in 0...$game_party.members.size # �ƒ‘�ƒ��ƒ†�‚��ƒ��†…に�Œ‡��š��… ‚™��Œ��‚�‚‹��‹��œ索 actor = $game_party.members[i] c.push(actor.armors.include?($data_armors[DAI::HIJUMP_ARMOR])) end if c.include?(true) return true else return false end end end #-------------------------------------------------------------------------- # �—� �ƒ��‚��‚��ƒ��ƒ��ƒ—可�ƒ��ˆ���š� �ˆ追�Š���š義��‰ #-------------------------------------------------------------------------- def dai_hi_jump_possible? return false unless dai_jump_possible? return false unless DAI::HIJUMP return true if DAI::HIJUMP_ARMOR == 0 b = [] for i in 0...$game_party.members.size # �ƒ‘�ƒ��ƒ†�‚��ƒ��†…に�Œ‡��š��… ‚™��Œ��‚�‚‹��‹��œ索 actor = $game_party.members[i] b.push(actor.armors.include?($data_armors[DAI::HIJUMP_ARMOR])) end if b.include?(true) return true else return false end end #-------------------------------------------------------------------------- # �—� 左��‹に移�‹•��ˆ1��‰追�Š���š義 #-------------------------------------------------------------------------- def move_lower_left # �–���‘�‚��ƒ���Œ左��‹に�…��Š›� •�‚Œて��„�‚‹場��ˆの�‡���† unless @direction_fix @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction) end pa = passable?(@x, @y +1) # ��‹��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x -1, @y) # 左��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x -1, @y +1) # 左��‹��Œ�€š��Œ可�ƒ���‹��Ÿ if pa && pb && pc # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ� �‚‰左��‹に移�‹• @x = $game_map.round_x(@x -1) @real_x = (@x +1) * 256 @y = $game_map.round_y(@y +1) @real_y = (@y -1) * 256 increase_steps # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���— else if @direction == 2 # ��‹�‚’��‘��„て��„�‚‹場��ˆ if pb; move_left # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹• else move_down if pa # ��‹��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹• end elsif @direction == 4 # 左�‚’��‘��„て��„�‚‹場��ˆ if pa; move_down # ��‹��Œ�€š��Œ可�ƒ�な�‚‰��‹に移�‹• else move_left if pb # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹• end end end if not moving? @move_failed = true @direction = Input.dir4 end end #-------------------------------------------------------------------------- # �—� 右��‹に移�‹•��ˆ3��‰追�Š���š義 #-------------------------------------------------------------------------- def move_lower_right # �–���‘�‚��ƒ���Œ右��‹に�…��Š›� •�‚Œて��„�‚‹場��ˆの�‡���† unless @direction_fix @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction) end pa = passable?(@x, @y +1) # ��‹��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x +1, @y) # 右��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x +1, @y +1) # 右��‹��Œ�€š��Œ可�ƒ���‹��Ÿ if pa && pb && pc # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ� �‚‰右��‹に移�‹• @x = $game_map.round_x(@x +1) @real_x = (@x -1) * 256 @y = $game_map.round_y(@y +1) @real_y = (@y -1) * 256 increase_steps # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���— else if @direction == 2 # ��‹�‚’��‘��„て��„�‚‹場��ˆ if pb; move_right # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹• else move_down if pa # ��‹��Œ�€š��Œ可�ƒ�な�‚‰��‹に移�‹• end elsif @direction == 6 # 右�‚’��‘��„て��„�‚‹場��ˆ if pa; move_down # ��‹��Œ�€š��Œ可�ƒ�な�‚‰��‹に移�‹• else move_right if pb # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹• end end end if not moving? @move_failed = true @direction = Input.dir4 end end #-------------------------------------------------------------------------- # �—� 左��Šに移�‹•��ˆ7��‰追�Š���š義 #-------------------------------------------------------------------------- def move_upper_left # �–���‘�‚��ƒ���Œ左��Šに�…��Š›�� •�‚Œて��„�‚‹場��ˆの�‡���† unless @direction_fix @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction) end pa = passable?(@x, @y -1) # ��Š��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x -1, @y) # 左��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x -1, @y -1) # 左��Š��Œ�€š��Œ可�ƒ���‹��Ÿ if pa && pb && pc # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ� �‚‰左��Šに移�‹• @x = $game_map.round_x(@x -1) @real_x = (@x +1) * 256 @y = $game_map.round_y(@y -1) @real_y = (@y +1) * 256 increase_steps # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���— else if @direction == 8 # ��Š�‚’��‘��„て��„�‚‹場��ˆ if pb; move_left # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹• else move_up if pa # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹• end elsif @direction == 4 # 左�‚’��‘��„て��„�‚‹場��ˆ if pa; move_up # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹• else move_left if pb # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹• end end end if not moving? @move_failed = true @direction = Input.dir4 end end #-------------------------------------------------------------------------- # �—� 右��Šに移�‹•��ˆ9��‰追�Š���š義 #-------------------------------------------------------------------------- def move_upper_right # �–���‘�‚��ƒ���Œ右��Šに�…��Š›�� •�‚Œて��„�‚‹場��ˆの�‡���† unless @direction_fix @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction) end pa = passable?(@x, @y -1) # ��Š��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x+1, @y) # 右��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x+1, @y -1) # 右��Š��Œ�€š��Œ可�ƒ���‹��Ÿ if pa && pb && pc # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ� �‚‰右��Šに移�‹• @x = $game_map.round_x(@x + 1) @real_x = (@x - 1) * 256 @y = $game_map.round_y(@y - 1) @real_y = (@y + 1) * 256 increase_steps # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���— else if @direction == 8 # ��Š�‚’��‘��„て��„�‚‹場��ˆ if pb; move_right # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹• else move_up if pa # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹• end elsif @direction == 6 # 右�‚’��‘��„て��„�‚‹場��ˆ if pa; move_up # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹• else move_right if pb # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹• end end end if not moving? @move_failed = true @direction = Input.dir4 end end #-------------------------------------------------------------------------- # �—� ��‹へ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義� ‰ #-------------------------------------------------------------------------- def jump_down pa = passable?(@x, @y +1) # 1 �ƒž�‚���‹��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x, @y +2) # 2 �ƒž�‚���‹��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x, @y +3) # 3 �ƒž�‚���‹��Œ�€š��Œ可�ƒ���‹��Ÿ DAI::JUMP_SE.play # SEの��”奏 @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™� if dai_hi_jump_possible? && pc # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位 へ�‚��ƒ��ƒ��ƒ— jump(0, +3) return end if pb jump(0, +2) return end if pa jump(0, +1) return else jump(0, 0) end end #-------------------------------------------------------------------------- # �—� 左へ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義��‰ #-------------------------------------------------------------------------- def jump_left pa = passable?(@x -1, @y) # 1 �ƒž�‚�左��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x -2, @y) # 2 �ƒž�‚�左��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x -3, @y) # 3 �ƒž�‚�左��Œ�€š��Œ可�ƒ���‹��Ÿ DAI::JUMP_SE.play # SEの��”奏 @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™� if dai_hi_jump_possible? && pc # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位 へ�‚��ƒ��ƒ��ƒ— jump(-3, 0) return end if pb jump(-2, 0) return end if pa jump(-1, 0) return else jump(0, 0) end end #-------------------------------------------------------------------------- # �—� 右へ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義��‰ #-------------------------------------------------------------------------- def jump_right pa = passable?(@x +1, @y) # 1 �ƒž�‚�右��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x +2, @y) # 2 �ƒž�‚�右��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x +3, @y) # 3 �ƒž�‚�右��Œ�€š��Œ可�ƒ���‹��Ÿ DAI::JUMP_SE.play # SEの��”奏 @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™� if dai_hi_jump_possible? && pc # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位 へ�‚��ƒ��ƒ��ƒ— jump(+3, 0) return end if pb jump(+2, 0) return end if pa jump(+1, 0) return else jump(0, 0) end end #-------------------------------------------------------------------------- # �—� ��Šへ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義�� ‰ #-------------------------------------------------------------------------- def jump_up pa = passable?(@x, @y -1) # 1 �ƒž�‚���Š��Œ�€š��Œ可�ƒ���‹��Ÿ pb = passable?(@x, @y -2) # 2 �ƒž�‚���Š��Œ�€š��Œ可�ƒ���‹��Ÿ pc = passable?(@x, @y -3) # 3 �ƒž�‚���Š��Œ�€š��Œ可�ƒ���‹��Ÿ DAI::JUMP_SE.play # SEの��”奏 @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™� if dai_hi_jump_possible? && pc # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位 へ�‚��ƒ��ƒ��ƒ— jump(0, -3) return end if pb jump(0, -2) return end if pa jump(0, -1) return else jump(0, 0) end end end
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Compatibility Untested with other scripts. Should work fine, with the exception of other jumping scripts and eight direction scripts.
Screenshot I think you know what it looks like when someone jumps...It's too hard to capture it.
DEMO I highly recommend playing the demo to get a good idea of how it can work. Besides, it's probably one of the best demos you'll ever play! Demo
Installation Practically Plug 'n Play, with the exception of customization that you might want to look at.
FAQ Q.Help!!! This script is giving me an error! A.Sadly, I can't help with that. I merely translated this script, and have a weak scripting ability. You may want to contact the script makers, to see what you can do to get it to work properly. If there's something you don't understand about the script, then those kind of questions are ones I can answer.
Credits RGSS2DaiPage Staff-The script SuperMega-Translation (Please credit both! Don't leave RGSS2Daipage Staff out of your credits! You know they did a great job!)
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
Are you pushing C on the keyboard? If so, just change the controls to what you want. I have no idea why it wouldn't be working. And also, the =begin is fixed.
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
*ahem* The "C" button in VX is the A button on the keyboard. I'd thought I'd clear that up. (I know it's a bit confusing, but look in the Help file) Anyway, thanks for translating this. It's a lot more versatile than eventing, and a lot quicker. (although a lot harder to understand and configure for us non-scripters)
"Power Corrupts." "Knowledge is Power." Thus, Knowledge Corrupts. And since school=knowledge, school = EVIL!
Favorite Quotes
"I smell beeeeeer!" - Minion (Overlord) "A bullet may have your name on it, but a grenade is addressed to all 'whom it may concern'." - Unknown "If the world is a stage, and the people its actors, then who the hell has my script?" - Unknown "Do not make an accidental typo on an accidental typo. The results are similar to division by zero." - Unknown
My cat is probably wanting to kill me.
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Thanks Holder!
I cna raed tihs!
Cna yuo raed tihs? Olny 55% of plepoe can. I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt! fi yuo cna raed tihs, palce it in yuor siantugre.
*ahem* The "C" button in VX is the A button on the keyboard. I'd thought I'd clear that up. (I know it's a bit confusing, but look in the Help file) Anyway, thanks for translating this. It's a lot more versatile than eventing, and a lot quicker. (although a lot harder to understand and configure for us non-scripters)
Yes, but you push the "C" key on the keyboard to activate the jump. In the script, the input button is X, which is also "C."
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
Hey Supermega I was wondering... Do you plan of translating anymore of Dai's scripts?
There's a good chance. As long as they aren't too complex, then I'll be willing to look into them. I'll also be taking suggestions from untranslated scripts, as long as they aren't incredibly complex.
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
Group: Global Mod
Posts: 4,600
Type: Writer
RM Skill: Intermediate
Rev Points: 5
Hey, thanks so much for the script. It's been so useful, but I think I've found a glitch, and that's why I've brought the thread back up
I created a small horizontal scrolling map and (as anyone would) proceeded to jump in one direction eternally. Eventually I jumped onto the fault line between each side of the map and I became invisible. Aslong as I continued to jump I would move in the original direction. When I stopped I was still invisible, but when I moved I was visible again . It's a mystery!
Frankly i enjoy the glitch but others may not, can anyone propose a solution? glitch.png ( 120.01K )
Number of downloads: 71
__________________________
Warning!this post may contain sarcasm, please re-read it in a funny voice The old spoiler was out of control, it had to be stopped.
Hey, thanks so much for the script. It's been so useful, but I think I've found a glitch, and that's why I've brought the thread back up
I created a small horizontal scrolling map and (as anyone would) proceeded to jump in one direction eternally. Eventually I jumped onto the fault line between each side of the map and I became invisible. Aslong as I continued to jump I would move in the original direction. When I stopped I was still invisible, but when I moved I was visible again . It's a mystery!
Frankly i enjoy the glitch but others may not, can anyone propose a solution? glitch.png ( 120.01K )
Number of downloads: 71
Hm...That sure is unusual. Are you sure you aren't changing the actor's graphic to anything else on that map? Try to recreate it in my demo, or even in another map and let me know what happens.
QUOTE (rgangsta @ Aug 9 2009, 05:34 PM)
I want to make the player only jump 1 cell. How do I do that?
There is, I know it, but I'm not at my PC right now. There's a slight alteration you can do to the script. I'll let you know when I get to access it.
EDIT: Alright, here we go:
Take these lines here, and change the numbers to what you want. The lower the less of a jump:
def jump_left pa = passable?(@x -1, @y) # 1 �ƒž�‚�左�Œ�€š�Œ可�ƒ��‹�Ÿ pb = passable?(@x -2, @y) # 2 �ƒž�‚�左�Œ�€š�Œ可�ƒ��‹�Ÿ pc = passable?(@x -3, @y) # 3 �ƒž�‚�左�Œ�€š�Œ可�ƒ��‹�Ÿ DAI::JUMP_SE.play # SEの�”奏 @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—�ˆ�„解�™� if dai_hi_jump_possible? && pc # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠�„位置 �‚��ƒ��ƒ��ƒ— jump(-3, 0) return end if pb jump(-2, 0) return end if pa jump(-1, 0) return else jump(0, 0) end end #-------------------------------------------------------------------------- # �—� 右へ�‚��ƒ��ƒ��ƒ—�ˆ追�Š��š義�‰ #-------------------------------------------------------------------------- def jump_right pa = passable?(@x +1, @y) # 1 �ƒž�‚�右�Œ�€š�Œ可�ƒ��‹�Ÿ pb = passable?(@x +2, @y) # 2 �ƒž�‚�右�Œ�€š�Œ可�ƒ��‹�Ÿ pc = passable?(@x +3, @y) # 3 �ƒž�‚�右�Œ�€š�Œ可�ƒ��‹�Ÿ DAI::JUMP_SE.play # SEの�”奏 @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—�ˆ�„解�™� if dai_hi_jump_possible? && pc # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠�„位置 �‚��ƒ��ƒ��ƒ— jump(+3, 0) return end if pb jump(+2, 0) return end if pa jump(+1, 0) return else jump(0, 0) end end #-------------------------------------------------------------------------- # �—� �Šへ�‚��ƒ��ƒ��ƒ—�ˆ追�Š��š義�‰ #-------------------------------------------------------------------------- def jump_up pa = passable?(@x, @y -1) # 1 �ƒž�‚��Š�Œ�€š�Œ可�ƒ��‹�Ÿ pb = passable?(@x, @y -2) # 2 �ƒž�‚��Š�Œ�€š�Œ可�ƒ��‹�Ÿ pc = passable?(@x, @y -3) # 3 �ƒž�‚��Š�Œ�€š�Œ可�ƒ��‹�Ÿ DAI::JUMP_SE.play # SEの�”奏 @jump_Reservation = false # �‚��ƒ��ƒ��ƒ—�ˆ�„解�™� if dai_hi_jump_possible? && pc # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠�„位置 �‚��ƒ��ƒ��ƒ— jump(0, -3) return end if pb jump(0, -2) return end if pa jump(0, -1) return else jump(0, 0) end end end
First you would have to change all three lines that say something like pa = passable?(@x, @y -1), and replace the end of it with this, @y -(X), where X is the number of spaces on the "X" axis that you move left or whatever direction you are setting up. Then, go down to the lines:
CODE
if pb jump(0, -2) return end
And change the number to the one you changed before. If that was too confusing, just let me know. I don't know if I explained it well enough...
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
Group: Global Mod
Posts: 4,600
Type: Writer
RM Skill: Intermediate
Rev Points: 5
Well I tested it on your demo and it isn't possible on your original map. but, the problem on my map was a scrolling map, so using your game, I created a new map which scrolled in both directions and discovered it's not the fault lines
The central point you enter the map in, is the invisible point and it is a line following the scrolling direction. It looks like a cross ......|..... ......|..... ----x---- x is the first place the player is on the map and touching it or the lines after jumping a full map makes you go invisible. ......|..... I really don't know how to describe it other than that, sorry. Just create a scrolling map and keep pressing C (or A) ......|..... in one Direction. You must scroll across the map once for the glitch to work. The map I made has NO events of any kind and is using your exact script so it must be an error in the system.
I hope this makes sense
edit- I just changed your original demo map to a horizontal scroll and linked the two sides and it goes invisible there too.
This post has been edited by Sparrowsmith: Aug 10 2009, 07:44 AM
__________________________
Warning!this post may contain sarcasm, please re-read it in a funny voice The old spoiler was out of control, it had to be stopped.
Well I tested it on your demo and it isn't possible on your original map. but, the problem on my map was a scrolling map, so using your game, I created a new map which scrolled in both directions and discovered it's not the fault lines
The central point you enter the map in, is the invisible point and it is a line following the scrolling direction. It looks like a cross ......|..... ......|..... ----x---- x is the first place the player is on the map and touching it or the lines after jumping a full map makes you go invisible. ......|..... I really don't know how to describe it other than that, sorry. Just create a scrolling map and keep pressing C (or A) ......|..... in one Direction. You must scroll across the map once for the glitch to work. The map I made has NO events of any kind and is using your exact script so it must be an error in the system.
I hope this makes sense
edit- I just changed your original demo map to a horizontal scroll and linked the two sides and it goes invisible there too.
Ah, I see. Alright, so if a player must make a scrolling map with this script, then they can't have the player jump continuosly, unless they just jump a couple times to get over something.
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
Group: Global Mod
Posts: 4,600
Type: Writer
RM Skill: Intermediate
Rev Points: 5
yeah, the problem isn't repeated jumping though, it's if you jump from before the seem, to the place you entered the map without stopping, so make sure your player doesn't jump over the seem, or just not jump on that map.
still, odd glitch...
__________________________
Warning!this post may contain sarcasm, please re-read it in a funny voice The old spoiler was out of control, it had to be stopped.
yeah, the problem isn't repeated jumping though, it's if you jump from before the seem, to the place you entered the map without stopping, so make sure your player doesn't jump over the seem, or just not jump on that map.
still, odd glitch...
Indeed it is very odd. I don't have the ability to fix it however, so nothing can be done...
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.