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> [RMXP] StandWalkRun, Conversion of the RMVX Version
Ty
post Jul 16 2011, 10:32 PM
Post #1


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Note: This is a two-minute conversion of the RMVX script of the same name.

Script Name: Stand/Walk/Run
Written By: Synthesize
Current Version: V.2.50 Final
RMVX Release Date: January 26, 2008
RMXP Release Date: July 17, 2011


What is this script?
This script adds running, idle animations, running animations and stamina to your projects. You run by pressing the 'A' key (By default, Shift), and your running time is limited by the amount of Run points, or Stamina you have.

Features:
- Allows you to have running animations
- Allows you to have idle animations
- Allows you to specify the time before the actor goes idle
- Allows you to have run points
- Allows you to customize how many run points are restored
- Turn everything ON/OFF

Can I increase/decrease/set my Stamina in-game?
Yes, simply use the following in a Call Script event command: $game_player.max_run_points += #
Where # is the value you wish to increase the max points by.

CODE

#===============================================================================
# Stand/Walk/Run Script --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 2.50
# January 26, 2008 (v1)
#     Revised: March 1, 2008 (v2)
#     Revised: September 4, 2010 (v2.5)
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
  Use_run = true   # Use Run Points?
  Use_run_sprite = true    # Use a Running sprite?
  Run_speed = 5   # Player speed while running
  Walk_speed = 4  # Player speed while walking
  Run_sprite_suffix = '_run'   # Running Sprite Suffix
  Run_points = 100   # The maximum amount of Run Points
  Run_points_restore = 20   # 1 Run Point is restored in X Frames
  Restore_run_while_walking = true   # Restore points while walking?
  Use_idle_sprite = true   # Use Idle Sprite?
  Idle_sprite_suffix = '_idle'   # idle Sprite Suffix
  Use_anime = true   # Animate your Idle Sprite?
  Idle_time = 240    # Time before sprite is animated
end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
  # Aliases
  alias syn_map_update update
  #-----------------------------------------------------------------------------
  # Initiate variables
  #-----------------------------------------------------------------------------
  def initialize
    if $game_player.old_character_name == nil
     $game_player.old_character_name = $game_player.character_name
    end
    @wait_time = 0
    @wait_time2 = 0
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #-----------------------------------------------------------------------------
  def update
    syn_map_update
    if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end
      restore_run if StandWalkRun::Use_run
      else
      $game_temp.syn_state = ""
      restore_run if StandWalkRun::Restore_run_while_walking
      call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
      @wait_time = 0
      end
      if $game_temp.sprite_changed == true
      $game_player.old_character_name = $game_player.character_name
      $game_temp.sprite_changed = false
      end
    end
  #-----------------------------------------------------------------------------
  # Call_Idle:: Sets and animates the idle Sprite
  #-----------------------------------------------------------------------------
  def call_idle(sprite, anime)
    $game_player.set_step_anime(anime)
    $game_player.set_graphic(sprite)
  end
  #-----------------------------------------------------------------------------
  # Restore_Run: Restore Run Points
  #-----------------------------------------------------------------------------
  def restore_run
    if $game_player.run_points < $game_player.max_run_points
      wait(1, true)
      $game_player.run_points += 1 if @wait_time2 == StandWalkRun::Run_points_restore
      @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
    end
  end
  #-----------------------------------------------------------------------------
  # Wait:: Allows Wait Times
  #-----------------------------------------------------------------------------
  def wait(duration, value)
    for i in 0...duration
      @wait_time += 1 if value == false
      @wait_time2 += 1 if value
      break if i >= duration / 2
    end
  end
end  
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
  attr_accessor :syn_state
  attr_accessor :sprite_changed
  alias syn_temp_init initialize
  def initialize
    @syn_state = ""
    @sprite_changed = false
    syn_temp_init
  end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
  # Attr(s)
  attr_accessor :old_character_name
  attr_accessor :run_points
  attr_accessor :max_run_points
  alias syn_ch_init initialize
  #-----------------------------------------------------------------------------
  # Initialize Variables
  #-----------------------------------------------------------------------------
  def initialize
    @run_points = StandWalkRun::Run_points
    @max_run_points = @run_points
    syn_ch_init
  end
  #-----------------------------------------------------------------------------
  # Set Setp Animation
  #-----------------------------------------------------------------------------
  def set_step_anime(value)
    @step_anime = value
    return @step_anime
  end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  alias syn_player_update update
  def dash?
    return false if @run_points == 0 and StandWalkRun::Use_run
    return true if Input.press?(Input::A)
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #----------------------------------------------------------------------------
  def update
    if dash?
      if Input.dir4 == 0
        $game_player.set_graphic($game_player.old_character_name)
      end
      unless $game_temp.syn_state == "idle"
        set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) if StandWalkRun::Use_run_sprite
        @move_speed = StandWalkRun::Run_speed
        @run_points -= 1
        syn_player_update
      end
    else
      @move_speed = StandWalkRun::Walk_speed
      syn_player_update
    end
  end
  def set_graphic(character_name)
    @tile_id = 0
    @character_name = character_name
  end
end
#-------------------------------------------------------------------------------
#            * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run   - RMXP Version
#===============================================================================


DEMO: (Slightly Outdated, copy/paste script above)
http://www.4shared.com/file/7puHxTuv/StandWalkRun.html


__________________________
My Script Demo link broken? Looking for old scripts? Go here:
http://synthesize.4shared.com
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Replies
Ty
post Jul 27 2011, 04:38 PM
Post #2


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Group: +Gold Member
Posts: 1,007
Type: Scripter
RM Skill: Undisclosed




QUOTE (neiljwd @ Jul 24 2011, 11:23 AM) *
Hey I'm trying to download the demo, unfortunately the D/L is always a zero byte file, so er, no good.
Any fix?

The reason I wanted the demo is because The script wants some run graphic, I er don't know if I have any.


The run file is simply a copy/pasted spritesheet I did, then added '_run' to the file name.
Example:
Actor1-01_run.png -- Will be the run file for the 'Actor1-01' graphic.

QUOTE (Yusshin @ Jul 24 2011, 03:42 PM) *
I get a syntax error on Line 2 :S how do I fix it?

Only other scripts I have are The Law G14's equipment, skill, start, save, and item menus.


It seems the code formatting got messed up when I posted it. Delete all of the lines at the TOP and BOTTOM of the script that look like this:
==============
Keep the ones that look like: (Note the '#')
#=============


QUOTE (neiljwd @ Jul 25 2011, 11:24 AM) *
IS there a way to make this work in unison with mouse control?

http://www.fileden.com/files/2008/10/3/212...Demo/Mousie.zip

Currently if I put the this page's Run script above mousie scripts, then u can' run.
If you put it below the mouse script, then you can run... but only with the keyboard.

Pressing the run key jsut like, pauses the run you've set with your mouse click.


The download link is broken, but you would have to modify how running works a bit. From lines 46 to 63 in 'def update' you will have to add a check to see if a mouse button is being pressed, and then enable running.

QUOTE (MarkHest @ Jul 27 2011, 05:22 PM) *
I found an annoying bug with this (well, not a bug.. more a miss in the script happy.gif )

Whenever you use the "Move Route" event commant, the charakter moves around in its idle stance. (Makes the cutscenes look kinda awkward)

Is there a way to fix this? laugh.gif


lol, I totally forgot about the move route command :V I added a fix to this. Copy/Paste the new script posted in the Original Post or just find this:
CODE
if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"

Replace with:
CODE
if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end


__________________________
My Script Demo link broken? Looking for old scripts? Go here:
http://synthesize.4shared.com
Go to the top of the page
 
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