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> RMVX Caterpillar Script
Frousteleous
post Feb 14 2010, 02:44 PM
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QUOTE (Fain @ Feb 13 2010, 12:58 PM) *
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?


Anytime i do "scenes" (i guess you could call them), i usually use a separate map.

So, (since ill now be using this script) here's what i would do:

do a fadout and remove everyone from your party (but the main character, obviously) then transport your character to the cutscene that's going to take place. dont forget to fade in as well. when i do a scene, i use events to make the other character npcs, obviously. once the scene is over, follow the same steps (fade out, add your characters back to the party, transport back to the 'normal' map and fade back in)

it sounds like more work than it needs to be, i realize, but tha's just the way i do it. *shrug*
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Zack-Fair 711
post Feb 22 2010, 08:33 AM
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Um i need help...I have the caterpillar script and when i add a member to my party They do get added to my party but they don't show up in the caterpillar Any Help? mellow.gif
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skillsurfer22
post Apr 3 2010, 09:46 AM
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English please
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lakam
post Jun 13 2010, 11:27 AM
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When I inserted the script and playtested my game it said "Script 'Caterpillar' line 129: NoMethodError occured . undefined method each' for nil:NilClass"


What should I do?
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air_con23
post Jul 15 2010, 07:54 AM
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Hey, everyone. I just put in this script, and it gives me this error:

"Script ' ' line 64: TypeError occurred

undefined superclass 'Game_Character'"

I can't even start my game, it won't even go into the title menu. Any idea?
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Helladen
post Jul 15 2010, 03:58 PM
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Try using Wortana's caterpillar script. It is better than Tricksters, but it does have a bug if you save then load the caterpillar characters they will not dispose. I will post it up here later with a fix probably.

This post has been edited by Helladen: Jul 15 2010, 03:58 PM


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air_con23
post Jul 16 2010, 07:37 AM
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QUOTE (Helladen @ Jul 15 2010, 07:58 PM) *
Try using Wortana's caterpillar script. It is better than Tricksters, but it does have a bug if you save then load the caterpillar characters they will not dispose. I will post it up here later with a fix probably.


I tried using that script, too. It also told me that I had an 'undefined superclass', being my game character.

I'm just not sure why exactly the character is undefined.

This post has been edited by air_con23: Jul 16 2010, 07:37 AM
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PJammaz
post Jul 16 2010, 10:05 AM
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I really love this script, but there is a problem that I am not sure if you can fix. If you walk through the tall grass tile in the RTP the main character will be slightly covered with it like they are supposed to be, but all of the others aren't. Is there a way to fix that? Thanks.


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AlyxO
post Aug 2 2010, 02:19 PM
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HI guys,

I'm having a problem with this script and Anaryus AntiLag Script.

When I put the Caterpillar script above main it's working fine but something odd happens:
after I get transfered into another map the the square where I appear is "occupied" and I can't step a second time on it
(like there is a invisible event with the same priority as the player) which is pretty annoying because I can't go back if the path is only 1 square wide.

ANd if I put the AntiLag Script above Main then the Caterpillar doesn't work.

Ideas?
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elfyelf
post Aug 2 2010, 02:22 PM
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Is there a way to turn them off ? Like if you talk to someone inportant
in the game I dont want the other characters behind you, is there a way to make
them be like next to you something? I have that problem always that's why I don't
use caterpillar scripts


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AlyxO
post Aug 2 2010, 02:46 PM
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@ elfyelf

I have solved it like this:

- turn the caterpillarswitch on (makes follower disapear)
- turn a another switch on (for example "important talk #1")
- make empty events somewhere you like it which will change the grafic once "important talk #1" is on
- when the talk is over do the reverse

This post has been edited by AlyxO: Aug 2 2010, 02:48 PM
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PJammaz
post Aug 4 2010, 05:20 PM
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QUOTE (AlyxO @ Aug 2 2010, 06:46 PM) *
@ elfyelf

I have solved it like this:

- turn the caterpillarswitch on (makes follower disapear)
- turn a another switch on (for example "important talk #1")
- make empty events somewhere you like it which will change the grafic once "important talk #1" is on
- when the talk is over do the reverse

I am trying to do the same thing, but I am not sure what caterpillar switch you are talking about. I ended up just making a blank event and when I want the cutscene to happen, I change the graphic for the event to the character in your party.


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AlyxO
post Aug 5 2010, 11:54 AM
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@PJammaz

its the right way to start but then you will probably end up having your partymembers twice on the screen. one from the caterpillar and one from the new blank event.
therefore you'll have to turn the caterpillar off. And turning on and off happens trough the the switch which you have assigned the caterpillar to.
normally it should be "control switch 2". if youre not sure which one to turn on or off then look inside the script. it should be written in the first couple of lines.
If this switch is off then the partymembers are visible
If its on then the caterpillar is not visible.
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sonicspeed22
post Aug 9 2010, 10:32 AM
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I... have a problem... when ever I add a new party member, they dont show up.
As in, when I use this, when I add a member to my party, they dont follow me on screen

This post has been edited by sonicspeed22: Aug 19 2010, 06:00 PM
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SiiBlade
post Aug 13 2010, 02:24 PM
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QUOTE (Frousteleous @ Feb 14 2010, 10:44 PM) *
QUOTE (Fain @ Feb 13 2010, 12:58 PM) *
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?


Anytime i do "scenes" (i guess you could call them), i usually use a separate map.

So, (since ill now be using this script) here's what i would do:

do a fadout and remove everyone from your party (but the main character, obviously) then transport your character to the cutscene that's going to take place. dont forget to fade in as well. when i do a scene, i use events to make the other character npcs, obviously. once the scene is over, follow the same steps (fade out, add your characters back to the party, transport back to the 'normal' map and fade back in)

it sounds like more work than it needs to be, i realize, but tha's just the way i do it. *shrug*


Have you tried turning off the switch that it uses?
i'm only just getting to grips with this script but by far it is incredibly good. from what i've read through (i read every, yes every post other then the meaningless ones, just to be sure) when the switch its using is ON the catapillar effect is on, what happens when the switch is OFF?

currently im just too busy trying to fix a bug so i cant test my theory at the moment but otherwise please tell me the results. and if this is a mojor bump please forgive me
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Dragina
post Sep 17 2010, 08:18 PM
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Hey! I know that this is sort of necro posting, but I need to make it so that the characters following you are 1 tile away.
So rather than:

[C][C]

I need:

[C] - [C]

(Where [C] is a character and - is a 'tile'/space.)

It's because my most of my Chars are 2 x 2...

Thank you very much for the help!! happy.gif


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lakam
post Sep 18 2010, 05:07 PM
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QUOTE (Diedrupo @ Jan 19 2008, 02:55 PM) *
This is a quick modification of Trickster's caterpillar script to make it work in RMVX. Just copy and paste and add somewhere above Main.
UPDATE: I have updated the script to fix the dash problem.

CODE

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 = 0
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 = 2
#--------------------------------------------------------------------------
# * 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
end###########
###########
###########


Posted with Trickster's permission. Please give him credit if you use this script (even though I made the RMVX modifications, it is still his work).

Screenshot of it in action:


NOTE: I noticed that the CODEBOX tag messed the formatting of the script up, so I uploaded a text file attachment with the script as well.

I got an error on line 137
:NoMethodError occured.
undefined method 'each' for nil: nilClass
What should i do?
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onni82
post Oct 24 2010, 11:30 AM
Post #198



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Where in the editor should I put the script?

Where in the editor should I put the script?
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kriemhilde
post Apr 20 2011, 08:17 AM
Post #199


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Wonderful script! I'm having no troubles with it ^-^

QUOTE (Shibuyah @ May 3 2008, 11:49 AM) *
Hi, before I say anything, I'm going to let you know that this isn't a complaint.^^
I was just curious if it's possible to make the other party members have a reflection in the water with 'TDS Sprite reflect' script?
Thanks in advance!^^

I was actually wondering this too, and I see he didn't really get a response.

This is the script in question
http://rmrk.net/index.php/topic,31962.0.html

I found other reflection script that is compatible with Trickster Caterpillar, but it was made for XP and I'm having trouble using it:
http://save-point.org/showthread.php?tid=2766

If that helps.
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DoctorTodd
post May 26 2011, 05:43 PM
Post #200


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HELP! This looks really cool but when i add team members later they don't appear.
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