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> RMVX Caterpillar Script
Ripley
post Mar 27 2009, 06:54 PM
Post #161



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Hey, i'm getting a error for this script which is unfortunate because it'd really
help my project.

I'll be able to get into the title screen but as soon as i try and play i get:

line 137: NoMethodError occured undefined method 'each' for nil:NilClass

If it helps, i'm also using the 8-Direction walking script.

Could somebody please help?

Cheers in advance.

This post has been edited by Ripley: Mar 27 2009, 06:55 PM
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mortigneous
post Apr 10 2009, 11:51 PM
Post #162


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@ripley:
After reading all 8 pages of this (trying to find an easy solution to below) this script doesn't seem to be compatible with the 8-way directional scripts.

Now, I myself was wondering if there was an easier fix to turning this off when going onto the world map/ back on when you enter a town/dungeon/etc.

QUOTE (Ryukodomo @ Jul 13 2008, 12:31 PM) *
Thx dude! I was looking for this ^^ thumbsup.gif

QUOTE (celestial @ Jun 6 2008, 03:36 AM) *
i have a question

is it possible for me to HIDE the CATERPILLAR in a WORLD MAP?
or in a specific place?

i really don't like CATERPILLAR in the world map, i wanted it in inside towns smile.gif

if that's necessary please reply smile.gif

thanks!

Umm i think you need to completely get rid of the script then add it again when in town using the Advanced section in the event editor. Yeah i think that should help. Sorry if it doesn't sweat.gif


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Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting?
Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes*

Fun game.

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mortigneous
post Apr 12 2009, 02:49 AM
Post #163


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Sorry for double post, (hoping this'll have it seen more)

but, would it be possible to have a script in it like
CODE
if map = (n,n)
caterpillerscript = off
else
caterpillerscript = on

Not entirely sure if you'll understand what I mean by that so basically it would be an if the map = the name or number (whichever would be easier) then the script is off, but if not the its on.... The only problem is.. I have no idea how to actually script it myself so..... biggrin.gif? any scripters wanna lend a hand? lol

really don't want to have to make switch on/off event for every transition to/from my world map lol

This post has been edited by mortigneous: Apr 12 2009, 03:57 AM


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Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting?
Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes*

Fun game.

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isis_reborn
post Apr 12 2009, 11:00 AM
Post #164



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Hi
I was hoping someone could help
I've noticed that several people have had the same problem
basically when I try to playtest the game I get:

"NoMethodError occured undefined method 'each' for nil:NilClass"
It's line 137 in my script (which is copied and pasted from the first post in this topic)

Help would be greatly appreciated.
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mortigneous
post Apr 12 2009, 12:14 PM
Post #165


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are you sure it 137?
for me 137 is
CODE
#--------------------------------------------------------------------------


also, if it helps here's a working script (same script, just put the followers on the same level as the leader, and added a made by: section)
[Show/Hide] EEEEEEEeeeeeeee.....

CODE
#--------------------------------------------------------------------------
# Made by: Trickster
#--------------------------------------------------------------------------
class Game_Player
#--------------------------------------------------------------------------
# * Move Down
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Left
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Right
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move up
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
super
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
super
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
super
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
super
end
end

class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :actor
attr_accessor :move_speed
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
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
@opacity = 255
@blend_type = 0
@priority_type = $game_player.priority_type
end

#--------------------------------------------------------------------------
# * Screen Z
#--------------------------------------------------------------------------
def screen_z
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z - 1
end
super
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
return result
end
end

class Spriteset_Map
alias_method :spriteset_map_create_characters, :create_characters
def create_characters
spriteset_map_create_characters
$game_party.followers.each do |char|
@character_sprites << Sprite_Character.new(@viewport1, char)
end
end
end

class Game_Party
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
MAX_SIZE = 8
CATERPILLAR = 6
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :followers
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_party_initialize, :initialize
def initialize
trick_caterpillar_party_initialize
@followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)}
@move_list = []
end
#--------------------------------------------------------------------------
# * Update Followers
#--------------------------------------------------------------------------
def update_followers
flag = $game_player.transparent || $game_switches[CATERPILLAR]
@followers.each_with_index do |char, i|
char.actor = @actors[i + 1]
char.move_speed = $game_player.move_speed
if $game_player.dash?
char.move_speed += 1
end
char.update
char.transparent = flag
end
end
#--------------------------------------------------------------------------
# * Move To Party
#--------------------------------------------------------------------------
def moveto_party(x, y)
@followers.each {|char| char.moveto(x, y)}
@move_list.clear
end
#--------------------------------------------------------------------------
# * Move Party
#--------------------------------------------------------------------------
def move_party
@move_list.each_index do |i|
if @followers[i] == nil
@move_list[i...@move_list.size] = nil
next
end
case @move_list[i].type
when 2
@followers[i].move_down(*@move_list[i].args)
when 4
@followers[i].move_left(*@move_list[i].args)
when 6
@followers[i].move_right(*@move_list[i].args)
when 8
@followers[i].move_up(*@move_list[i].args)
when 1
@followers[i].move_lower_left
when 3
@followers[i].move_lower_right
when 7
@followers[i].move_upper_left
when 9
@followers[i].move_upper_right
when 5
@followers[i].jump(*@move_list[i].args)
end
end
end
#--------------------------------------------------------------------------
# * Add Move List
#--------------------------------------------------------------------------
def update_move(type, *args)
move_party
@move_list.unshift(Game_MoveListElement.new(type, args))
end
end

class Game_MoveListElement
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(type, args)
@type = type
@args = args
end
#--------------------------------------------------------------------------
# * Type
#--------------------------------------------------------------------------
def type
return @type
end
#--------------------------------------------------------------------------
# * Args
#--------------------------------------------------------------------------
def args
return @args
end
end

class Game_Player
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :move_speed

#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_update, :update
def update
$game_party.update_followers
trick_caterpillar_player_update
end
#--------------------------------------------------------------------------
# * Moveto
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_moveto, :moveto
def moveto(x, y)
$game_party.moveto_party(x, y)
trick_caterpillar_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# * Move Down
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_down, :move_down
def move_down(turn_enabled = true)
if passable?(@x, @y+1)
$game_party.update_move(2, turn_enabled)
end
trick_caterpillar_player_move_down(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_left, :move_left
def move_left(turn_enabled = true)
if passable?(@x-1, @y)
$game_party.update_move(4, turn_enabled)
end
trick_caterpillar_player_move_left(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_right, :move_right
def move_right(turn_enabled = true)
if passable?(@x+1, @y)
$game_party.update_move(6, turn_enabled)
end
trick_caterpillar_player_move_right(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Up
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_up, :move_up
def move_up(turn_enabled = true)
if passable?(@x, @y-1)
$game_party.update_move(8, turn_enabled)
end
trick_caterpillar_player_move_up(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left
def move_lower_left
if passable?(@x - 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(1)
end
trick_caterpillar_player_move_lower_left
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right
def move_lower_right
if passable?(@x + 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(3)
end
trick_caterpillar_player_move_lower_right
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left
def move_upper_left
if passable?(@x - 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(7)
end
trick_caterpillar_player_move_upper_left
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right
def move_upper_right
if passable?(@x + 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(9)
end
trick_caterpillar_player_move_upper_right
end
#--------------------------------------------------------------------------
# * Jump
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_jump, :jump
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y)
$game_party.update_move(5, x_plus, y_plus)
end
trick_caterpillar_player_jump(x_plus, y_plus)
end
#==============================================================================
# Game_Character
#==============================================================================

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

end###########
###########
###########

just remember if you still have problems (unless your directing them at me and you do copy that), you might wanna remember that you have two extra lines.
remember, all credit still goes to Trickster on this, I didn't do anything to it that wasn't suggested.

also, the switch in this was changed to 6

This post has been edited by mortigneous: Apr 18 2009, 05:35 AM


__________________________
Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting?
Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes*

Fun game.

CLICK
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isis_reborn
post Apr 12 2009, 01:51 PM
Post #166



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<3
Sorted! Thank you so much!

marvelous! *runs of giggling*
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dupsmckracken
post Apr 14 2009, 12:54 PM
Post #167



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Do you paste the class into main or do you make a text file (if so what do you name it, and how do you upload it / wher edo you put it?)
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mortigneous
post Apr 17 2009, 03:32 PM
Post #168


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As with all other optional scripts (unless there are other directions by the creator), it should be placed above main and below materials.

Hope that helps

[Show/Hide] More specific details...

1.open the script editor
2.click on the left hand column below 'materials' but above 'main'
3.click int the big white space that has a bar on the left with a 1
4. paste the script there
5. on the lefthand where it says 'Name:' name the script something you will remember in case it comes up with an error


Also, with the fixed script (for level of followers) I changed the caterpillar switch to 6

This post has been edited by mortigneous: Apr 18 2009, 05:36 AM


__________________________
Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting?
Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes*

Fun game.

CLICK
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LDUK
post Jul 11 2009, 06:11 PM
Post #169



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QUOTE (Guilmon Burst Mode @ Feb 9 2008, 10:05 PM) *
QUOTE (shaman666 @ Feb 5 2008, 05:49 PM) *
a little bug is, the chars following you are always in a layer behind events (even events "below hero")


Try changing this line in Game_Follower.
CODE
@priority_type = 0

to:
CODE
@priority_type = $game_player.priority_type


Then add this to the bottom of the script.
CODE
class Game_Character
attr_accessor :priority_type
end


Not sure if it'll work though...


This does work:
Change @priority_type = 0
to
@priority_type = 1

You will find this on line 90

This post has been edited by LDUK: Jul 11 2009, 06:15 PM
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halflink
post Aug 24 2009, 12:26 PM
Post #170


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QUOTE (X-Snake-X @ Jan 28 2008, 09:47 AM) *
Hey I have some problems...
Everytime I add a Third Chara all the Charas are disappearing?
e.g when i have a map with three charas with an add to team thing...
The first chara appears.. But when i recruit another one they all
disappear^^"


Its just not working here... I put the script below all other "custom script", i added the
"update" in "Game_Party", but there were no "original update_followers"...
Can someone please help me, i badly need that script blink.gif

thankies, halflink.
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Zee-o
post Aug 31 2009, 07:23 PM
Post #171



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heya, i'm new to all this, just learning right now, i kind of glitch my game when i play, but i know the answer to that, i was just wondering if there was a way on how you could make the characters not follow you at certain areas ( say if i am in a town, and i want to talk to my party members around the town. wouldn't make sense if i have a guy following me, and yet the same guy talking to me...i dunno how to fix it huh.gif )
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icecold49
post Aug 31 2009, 07:31 PM
Post #172


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QUOTE (Zee-o @ Aug 31 2009, 08:23 PM) *
heya, i'm new to all this, just learning right now, i kind of glitch my game when i play, but i know the answer to that, i was just wondering if there was a way on how you could make the characters not follow you at certain areas ( say if i am in a town, and i want to talk to my party members around the town. wouldn't make sense if i have a guy following me, and yet the same guy talking to me...i dunno how to fix it huh.gif )


I'm pretty sure you can activate/disable the script via switch (switch 2 by default).

Anyways, is anyone else having troubles when a character jumps? I don't get an error message but once I jump to a certain tile, that tile that I land on becomes unpassable. Another problem is that the caterpillar line-up gets broken when I jump a lot and my party starts walking in different sections of the map. I know this thread is almost dead but it would be nice to have a caterpillar script for rmvx that finally works properly. The caterpillar looks so cute in rmvx so I really wanna' get this working.


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Zee-o
post Sep 3 2009, 06:45 PM
Post #173



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k, i'll try that, thanx, and that is also how i glitch my game, i jump around, and my caterpillar ends up on a tile i can't walk, and then the line goes all screwy, not much of a glitch, but still annoying... i was also wondering if you could make the caterpillar characters somwhat like actually programs, cause other scripts i have kind of make my game kind of messed.
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PSG Creator
post Sep 6 2009, 06:01 PM
Post #174



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Is there any way to increase the spacing between the player sprites? I'm using XP sprites and when I move them upward, it looks like the leader is walking on the follower's head. A little bit of extra space would help out here, no doubt.
Also, NPCs can walk right through the follower characters. Is there any fix for this?
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MetalKidz
post Oct 17 2009, 08:00 PM
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Nice post ever!!
I have made it successfully.
Thank buddy.
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sora1293
post Feb 9 2010, 07:54 PM
Post #176


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How do u take out the CATERPILLAR, because im making an scean when all party members are
split?


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Fain
post Feb 13 2010, 12:58 PM
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Hey, how do you make that actors following you can do stuff in an event?

As in can you make someone do something in an event then when it's done keeping following you?


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Sunnycidal
post Feb 14 2010, 12:07 PM
Post #178


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Hey, I'm having a bit of difficulty.

See I'm using the Caterpillar script in my game. But, I am also using Woratana's Improved & Specials Move Commands Script. This script allows me to make a player jump at any time on the screen with just a click of the button (and it makes it impossible to jump if there the player would land on an impassable tile).

Anyway, here's my issue. If I remove the "Jump" section of the Caterpillar script, the partner following my main character won't jump after he jumps; leaving a huge gap between them, However, if I leave the "Jump" section in the Caterpillar script, it negate Woratana's script and causes my main character (who can jump with the click of a button) to jump onto impassable tiles and even jump off the screen.

I honestly have no idea what to do. Is there anything you/I can tweak in the Caterpillar script to make the party member following my main character simply just jump with him and nothing else? I really don't know any other way around it while keeping both scripts.

Any help would be greatly appreciated.


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Xzygon
post Feb 14 2010, 12:26 PM
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First thing you should do is try reversing the order of the scripts, simply to check if that will fix it.


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Don't read!
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I support
Supporting


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Frousteleous
post Feb 14 2010, 02:37 PM
Post #180


Level 2
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Group: Member
Posts: 16
Type: Mapper
RM Skill: Advanced




Well, ive had absolutely no problems with this script thus far, so good job!

thanks fr the awesome gae add!
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