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Dash Script, why can't I alter the current run points please?
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neiljwd
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WAIT I think Im jsut REALLY REALLy Stupid.
Don't think there was ever a problem just me being a mong.
I thought $game_player.run_points =350 was setting the MAX... but it wasn't it was jsut boosting the current to 350, PAST the max, so allowing me to run longer thinking the max was changed. Me sorry for wasting your time.
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Original message
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Using a Night Runner modified Dash script, originally StandWalkRun by Synthesize I think, I can press a key and Run Faster- I know how to use a script call to increase my Max Run Points permananently.
This sets the max run points to 350, from 100 -Line 17 in Script below.
However What I want to achieve is a script call to increase the players CURRENT run points, but not over the max.
Say for instance They have 350 max run points, sprint through 300 leaving them at 50/350 Run Points, I''d like a script call that say adds +75 current Run Points, leaving them at 125/350.
Can anyone help please?
DEMO FILE ATTACHED
https://www.mediafire.com/?hix3o1oz0xb1syw
# Written by Synthesize
Edited by neiljwd# Version 2.70
# January 26, 2008 (v1)
# Revised: March 1, 2008 (v2)
# Revised: September 4, 2010 (v2.5)
# Revised: 8 May, 2012 (2.6, NREdit)
# Revised: 15 Nov, 2013 (2.7, NREdit)
#===============================================================================
# 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 = '_dash' # 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 = false # Use Idle Sprite?
Idle_sprite_suffix = '_idle' # idle Sprite Suffix
Use_anime = true # Animate your Idle Sprite?
Idle_time = 40 # 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_initialize initialize
alias syn_player_update update
alias syn_player_refresh refresh
alias syn_player_move_type_custom move_type_custom
def initialize(*args, &blk)
ret_val = syn_player_initialize(*args, &blk)
set_walk_speed(StandWalkRun::Walk_speed)
set_run_speed(StandWalkRun::Run_speed)
end
def dash?
return false if @run_points == 0 and StandWalkRun::Use_run
return true if Input.press?(Input::A)
end
def refresh
syn_player_refresh
self.old_character_name = @character_name
end
def set_run_speed(val)
@ty_RunWalk_run_speed = [[@ty_RunWalk_walk_speed + 1, val.to_i].max, 7].min
end
def set_walk_speed(val)
@ty_RunWalk_walk_speed = [[val.to_i, 1].max, 6].min
set_run_speed(val + 1)
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"
if StandWalkRun::Use_run_sprite
set_graphic(@character_name + StandWalkRun::Run_sprite_suffix)
end
@move_speed = @ty_RunWalk_run_speed
@run_points -= 1
syn_player_update
end
else
@move_speed = @ty_RunWalk_walk_speed
syn_player_update
end
end
def set_graphic(character_name)
@tile_id = 0
@character_name = character_name
end
#--------------------------------------------------------------------------
# * Move Type : Custom
#--------------------------------------------------------------------------
def move_type_custom
old_ch_name = @character_name
syn_player_move_type_custom
if old_ch_name != @character_name # Change Graphic
self.old_character_name = @character_name
end
end
end
#-------------------------------------------------------------------------------
# * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.7
# Requested by Cerulean Sky
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