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RPG Maker XP    Posted February 27, 2013 by Heretic86

Heretic’s Caterpillar System

Introduction

This is a Caterpillar script with a crapton of addons and other features intended to make Caterpillars in General be much more functional and Game Design friendly.

 

This screenshot wont show you very much as it looks like most caterpillars do. Many of the features this Script offers is to control HOW events can be moved and manipulated. So things like Event Fade, Z-Index fixes, Walk Off Map, Turn Toward / Away From Event, and some other non movement based ones such as Dead Actor Effects, and several Fixes that caused the game to hang (like Repeat and "Wait for Move's Completion) and pretty much all the rest are not given justice by a simple screenshot. Most have to be observed in the Demo.

 

This is very close to a Final Version. I've tried very hard to implement every single movement feature I could possibly even think of. And honestly, I am finally out of ideas! I do believe in regards to a Caterpillar script, this is about as thorough of ANY Caterpillar Script you will come across for RMXP!

Features

  • Built In Framerate Optimizer
  • Non Party Followers (I called them Cat Followers)
  • Caterpillar Specific Movement Commands like Backup or Turn Toward Event / Direction
  • Multiple Message Windows (by Wachunga) Enhancements out the wazoo
  • Pause and Unpause Caterpillar
  • Dead Actors dont have a Walk Animation, change to Ghosts, Zombies, Coffins, or totally Alternate Sprites
  • Pass Solid Cat Actors
  • Auto Orient Caterpillar Actors
  • Developer Error Messages – Extremely helpful!
  • several other Movement based features
  • * way too numerous to list. See Demo for Full List

Also Included

  • Ability to render Flat Sprites as Flat! (See Demo)
  • Control over Event Z-Indeces per each Event (See Demo)
  • Event Fade (Events can fade in and out like Fog – See Demo)
  • Interpreter Bugfixes for Repeat causing Game Lockups (Of course, See Demo)
  • Pathfind by ForeverZer0 – The version of Pathfind contains a minor change in F0’s script in order to make it compatible with the Caterpillar.

Screenshots

    Downloads

    hereticscaterpillardemover1-99-1.zip

    2.16MB, .zip

    Download

    License Terms

    Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.

    Author Notes

    Originally, I said this was just a Caterpillar Script. But truly, it is much much more than that because so many of the features that are implemented enhance just about every aspect of RMXP that I could even think of. So there are also a lot of Bugfixes that RMXP suffers from, as well as other Enhanced Commands that I think really should have been included in RMXP but werent, like havnig the ability to turn an event toward another event, and not just the Player. So truthfully, this Caterpillar Script is much much more than just a Caterpillar, it is a huge compilation of enhancements to the Default RMXP Engine! Dont believe me? You be the judge and download the Demo!

     

    Please let me know what you think! If there are any other features you’d like, bugs, or anything else you feel like reporting!

    Version History

    Versions 1.98a and b

    • Added feature by request to put the "other" foot forward.
    • Minor bugfix with Imported Tile Sets and null Tile Priorities caused a Game Crash
    • Save Games are compatible from Version 1.98

     

    Version 1.98b also includes an Add On – Auto Door Close

    – Doors will now automagically close for you once your last Cat Actor has walked out of it. See Demo, then head to the West (Left) for a New Map that provides an example of Auto Door Close.

     

    Version 1.98

    • Alternate Sprites Per Character for Dead Characters
    • Non Party Followers
    • Multiple Message Windows Enhancements (extensive and numerous, see Demo)

     

    Version 1.97

    • Framerate Optimizer – Stress Test Map in Demo – Framerate Optimizer can be Disabled In Game
    • Ladders based on Terrain Tags – Super Simple to use Terrain Tags
    • Enhanced Caterpillar Movement and Transparency Effects
    • Crapton of Bugfixes

     

    Version 1.96 Bugfix

    • Fixed issues with Savegame Crashes and F12 Reset Errors
    • Fixed issue with Empty Party causing crashes
    • I know there are a few more bugs in it. But to find them requires some rather complex eventing. Workin on it!
    • Look forward to a few more features such as LADDERS in the Next Version!

     

    Version 1.96 Updates

    • Zombie and Coffin Graphics for Dead Characters!
    • A few new commands for adjusting Z-Index have been implemented.
    • Fixed a big bug that may have caused Events with Adjusted Z-Indexes to "disappear"!

     

    Version 1.95 Updates

    • Fixed a Major Bug where if Cat Actors were using Multiple Page Graphics, their characters would disappear!
    • Due to this, the "Fix" can be turned on and off, just in case you happen to need it.

     

    Version 1.94a Updates

    • Added "Ghost" to list of Dead Effects

     

    Version 1.94 – added new Event Move Script Commands:

    • "move_route_wait_exclude"
    • "move_route_wait_include"
    • Name an Event "EventName\move_route_wait_exclude" (no quotes)
    • Game wont factor in for an event with a Wait Duration which was set during a Set Move Route it just skips over that event to allow it to work on its move route. This allows an Event to behave a bit more like VX’s "Wait for Completion" where Wait doesnt "Wait for ALL Events to complete moving", it only Waits for Events to complete WITHOUT this flag.

     

    Version 1.93 – Added the ability to make Actors fade into Ghosts if they are Dead!

    • Added New Constants to provide Options for however you want to set up your game
    • Added new bugs that I will have to find and fix
    • Added Manual Commands to replace old ones
    • "force_dead_to_normal" now resets both Ghost Actors and Non Walking Actors
    • it basically calls the force_walk and force_ghost_to_opaque (New) commands
    • in one line instead of requiring each individual action to be called
    • Added fade_event_reset([optional] duration) to reset an event to its initial Opacity

     

    Version 1.92a – Expanded Demo to provide examples of the new functions in action

    • Fixed minor bug in new functions. Forgot to change $game_player to Event. Fixed
    • Found a bug with Forever Zero’s pathfinding. Possibly a compatability issue. Looking into it…

     

    Version 1.92 – Added several new commands:

    • turn_toward_event(event_id)
    • turn_away_from_event(event_id)
    • turn_cat_toward_event(event_id, repeat = false) # 2nd Parameter is Optional
    • turn_cat_away_from_event(event_id, repeat = false) # 2nd Parameter is Optional
    • move_toward_event(event_id)
    • move_away_from_event(event_id)
    • Fixed another bug in the Interpreter that caused the game to Hang. Player Repeat and Wait
    • Demo Updated to explain more of the Features. There are several that still are not fully explained (TO DO)

     

    Version 1.91b

    • I forgot to include the Font Directory as part of the package. Updated. No script changes.

    Comments (86)

    • Updated to Version 1.92. See History in Original Post.

      Contains new features and additional Interpreter Bugfix. Recommend using this version over old versions.

      Significant Changes: Added new functions to allow Events to Move or Turn Toward or Away From other
      Events. The options are built in to do the same thing for the Player, but nothing was ever built to allow the
      Player to turn or move away from a specified event. Reason for this inclusion is just to make Eventing easier
      so instead of having multiple conditional branches, if player facing up, turn down, if player facing down, turn up
      etc. Just turn away from event.

      Call this function in the Move Route Scripts window using "turn_toward_event(event_id)" where Event ID is the Number of the Event you want to turn towards or away from.

      Slight compatability issue. Changed the name of a few of the functions to prevent cross script conflicts, so you may have to rename your commands.

      Demo Expanded to better explain what a Caterpillar is and most of the features. Not all features are explained in the demo yet, and several that I intend to incorporate I havent had a chance to build into the script yet.

      Please make a post here for Support if you run into any bugs. Necroposting IS ALLOWED HERE because this is a single Support Thread for my script.

    • Updated to Version 1.94!

      Added Ghosts to the (short) list of Options for Dead Actors. Also found another Interpreter Bug that I wrote something totally cool for people to use very easily! Best explained in the Demo, and read the sign that says "Stay off of the Grass" as it provides examples. Original Post updated to reflect version changes, changed download link to be a bit more permanent.

      This is a Stable Version, but not the Final Version. Future versions should just add more new features, but should be forward compatible.

      Also need ForeverZero to take a look at a bug dealing with his Pathfinding script, which I suspect the bug is not in his script, but something I've messed with that causes problems, but its over my noggin…

    • Updated to Version 1.96!

      I couldnt make a post when 1.95 was released but I'll try to recap what is new in both versions.

      Version 1.96 Updates
      – Zombie and Coffin Graphics for Dead Characters!
      – A few new commands for adjusting Z-Index have been implemented.
      – Fixed a big bug that may have caused Events with Adjusted Z-Indexes to "disappear"!

      Version 1.95 Updates
      – Fixed a Major Bug where if Cat Actors were using Multiple Page Graphics, their characters would disappear!
      – Due to this, the "Fix" can be turned on and off, just in case you happen to need it.

      Demo has been heavily updated to include better explanations of the features contained in this script. Some of this information can be very useful for someone who is just getting to learn RMXP and understanding certain features.

      Coffin Graphic needs an update, but the person working on that also has responsibilities in the Real World and needs to be allowed some time to finish up the Coffin Graphic. Of course, if you'd rather make your own, you can do that too!

      As always, if you find any bugs, or want new features, please let me know!

    • Looks great, works great in the demo, but I'm having trouble making it work in my game. I set my stuff up the right way from what I can tell, but it wasn't working at all. I added a line in my setup event so that it turns on variable 23, and that seems to have helped, since now the second party member (only 2 in the party at this point in the game) shows up, but instead of following behind, she appears on top of the player, and teleports to stay on top of him.

      This is the first time I've tried to import a script, so I'm almost certain that I'm just being dense and doing something wrong, but I couldn't find any kind of comprehensive setup guide for this so I'm forced to ask here. Any help? If not for this specific problem, then just a basic tutorial on how to set your game up with this would be helpful.

    • Dont worry about feeling dense. I think it is my responsibility to try to make sure that non scripters can use the stuff I write with as little difficulty as possible. So I'll do my best to work with you so anyone else that isnt quite sure how to get things up and running benefit from what we work out.

      Ok, you've found switch 23. You've also found that you have to name your "Cat Actors" something like "Bob\cat_actor[2]" and dont worry about giving the event a Graphic. Doing good so far.

      #1 Any other scripts installed?
      #2 Is the way you Add Party Member or enabling Switch (not a Variable) 23 running as a Parallel or Autorun Process?

    • 1) I was having the problem with just the caterpillar script, so I tried putting a few of the other ones in your demo to see if they were needed. I didn't enable any of the ones that were disabled and I didn't put any other ones in, so I don't think that's the problem.
      2) Parallel, and I'm not adding to the party, this is the first scene in my game, so it's just the Initial Party, which happens to be the main character and character #2.

      Edit: I just tried changing things so only the main character is in the initial party, and added character 2 in the setup event, which is likely how it will work once I get around to doing the intro cinematic. Same problem. I just used the default add party member action.

      Edit: Changed the event to an auto-run, now it works! Thanks for the help.

    • Ok, that makes sense. The Parallel would cause that same event to teleport.

      If you have any other questions or comments, feel free to say so!

    • It seems to be working now, so no worries.

      Edit: I am have another issue now. While it seems that cinematics work when run out of a Autorun event, when I try to do one with a Player Touch event, it bugs out. The actor makes the first move that I specify, and then it seems that the Wait for Completion never triggers, so it just sits there. This is with Cat_Pause turned on. The code:

      [CODE]
      Script: message.move_during = false
      Control Switches: [0022: Cat_Pause] = ON
      Set event location: [Seya\cat_actor[2]],(024,094)
      Set Move Route: [Seya\cat_actor[2]]
      Change Speed: 4
      Through ON
      Move Right(x11)
      Turn Up
      Through OFF
      Wait for moves completion
      Text: \P[66]blahblah (66 is cat actor 2's event ID)
      [/CODE]

      The actor moves correctly, but the text never plays, and nothing else happens. (there's another Move Route after this)

    • [quote name='Heretic86' timestamp='1335989867' post='73087']
      Is that actor still on the screen when the text for that actor is triggered?
      [/quote]

      Yes.

      I have a second cinematic that runs a bit later, which moves the player once with cat_pause off (to ensure a straight line), then turns cat_pause on and has each party member start a different move route. In that one, the event also runs the first move route, then hangs up and never gets to starting the other move routes.

    • Does it "freeze up" and not do anything else, or does it just skip over the text? IE, can you still move the Player?
      Are there any other moving events on that map?

    • [quote name='Heretic86' timestamp='1335990068' post='73089']
      Does it "freeze up" and not do anything else, or does it just skip over the text? IE, can you still move the Player?
      Are there any other moving events on that map?
      [/quote]

      It freezes up, though the application itself doesn't freeze or crash or anything. It simply waits forever without doing anything. (edit: to be clear, no I can't move the player)

      I do have one event that has a move route set to turn about randomly, that's the only other event that is actively moving. (edit: tried disabling that one event, didn't change anything.)

      Edit: Just tried replacing all the Wait for Move's Completion lines with Wait 10 frames, and now it's working fine, so I can confirm that the issue is with Wait for Move's Completion. I'll use this workaround for now, but a fix for that would be helpful later on, with more complicated cut scenes.

    • There is a feature to handle those pesky other moving events. Change its name to include "\move_route_wait_exclude" and "wait for Move's Completion" wont consider that event any more. Very useful during cutscenes. But since you probably had "repeat" enabled, that was automagically excluded from the "Wait for Move's Completion". There are some script commands to temporarily enable or disable that @exclude property as well. In "Set Move Route" you can use "move_route_wait_exclude" and "move_route_wait_include" to change that property on the fly instead of being permanent. In the demo, that first map has a ton of cutscenes with tons of stuff all going on at the same time. The reason I did that was to both test and show off what the @exclude property (actually called @move_route_wait_excluded) allows you to do with complex cutscenes.

      Sounds to me like the move route may not be able to complete, IE, something blocking its path? Oh, are any of those events trying to walk over another Event? Like the one that triggers that cutscene? Events get stuck when trying to walk over each other, even if they have no graphics. Player can move over other events, but events cant cross other events, even if they have no graphics!

      Could that be it?

      Edit:

      Events moving over other Events:

      In the demo, notice the wise ass Frog. It is boxed in by Events and moves at Random. But it stays on the grass because it is boxed in. When the Caterpillar Pause switch is on, the Cat Actors behave as any normal event, with no special passability properties. Normally, if you try to give an Event a move route that goes over another Event, unless one of those has "through" turned on, they wont be able to move over that other event. Those invisible touch events should probably have "through" turned on if any event, not just Cat Actors, need to occupy that tile. Its one of those lesser known quirks that can mess with you, but it was definitely built in as a Feature, not a Bug. Finding some of these caveats can sometimes be a challenge.

      Edit #2:

      Just saw your edit. Glad it works, but I think we could figure out a better solution. Revised above post to provide more specifics about the quirks of the engine.

    • [quote name='Heretic86' timestamp='1335990938' post='73091']
      There is a feature to handle those pesky other moving events. Change its name to include "\move_route_wait_exclude" and "wait for Move's Completion" wont consider that event any more. Very useful during cutscenes. But since you probably had "repeat" enabled, that was automagically excluded from the "Wait for Move's Completion".

      Sounds to me like the move route may not be able to complete, IE, something blocking its path? Oh, are any of those events trying to walk over another Event? Like the one that triggers that cutscene? Events get stuck when trying to walk over each other, even if they have no graphics. Player can move over other events, but events cant cross other events, even if they have no graphics!

      Could that be it?
      [/quote]

      Heh, I was having a bit of trouble with that before (hence the Through On bit), but that's not what's causing the issue now. The actor is definitely finishing it's move route, and not being blocked. I actually kind of like using Wait instead of Wait for Move's Completion in most cases, since it lets me have the character start talking before they finish moving, which feels more natural, so it's a bit of a mixed blessing. I'm sure I'll come across a situation eventually where I want to use Wait for Move's Completion, though. I'll try setting that exclude option on any actors that might be moving in the future.

    • That option is kind of tricky to work with. But I agree, I like having actors walk and talk at the same time.

      I think what may be setting it off is ANY event that has a "Wait X" property. That was the example with the Fading Grass when you read the sign. So if your Random Moving Event had any sort of a Long Wait, the Engine would see that Event was Waiting, and wait till that event was done waiting before continuing on with the Cutscene.

    • I'd definitely suggest putting in a "installation instructions" bit in your script that tells people how to use it. Even to get it as far as I had before running into the issue, I had to spend a lot of time reading through the whole thing and wandering around the demo trying to figure out how to make things work.

    • Another question. I want to have the screen pan independently of the player's movement for a cinematic. It seems that the way to do this is to use an event to represent the player for the duration of the cinema, and turn the player invisible so he can move wherever you need the camera to be. Since there's a Cat_Actor[1], it seems like it should be easy to do this in the Caterpillar system. So my question is, how do I use the Cat_Actor[1]? It doesn't seem to show any graphic or do anything.

    • Cat_Actor[1] is used if Actor #1 is not in Position #1. So if Aluxes is in Position #3 and Gloria is leading the party, the Player technically becomes Gloria. For your scene there, what I'd suggest is to make the Player INVISIBLE, then use any other ordinary event in place of Player, just for the Cutscene, then get rid of the fake Player Event and make the Player Uninvisible.

    • What's the best way to reset a caterpillar after moving the player and cat actors independently with cat_pause on? I have it set up so that they end up in caterpillar formation at the end of the cinema, but when I move, cat actor 2 moves back to where the player was before the cutscene started, then moves back to following me. delete_last_move doesn't seem to work in this case.

    • Perfect. Thanks again. One last question, not actually related to Caterpillar, but Multiple Message Windows. It says in the script that it can do default messages (ie: not chat bubbles but just a box on the bottom of the screen), but it doesn't seem to list how you actually do that. Just having no \ commands makes the text show up over the event by default.

    • Oh, a lot of that stuff is explained in Zeriab's Demo. It has a lot of useful data in regards to the Chat Bubbles. Let me find a link to download, I'll edit once I got a link.

      Edit:

      Got it.

      [url=”http://www.sendspace.com/file/s5hkl7″]http://www.sendspace.com/file/s5hkl7[/url]

      The file contains Zeriab's original Caterpillar that this caterpillar is based on. Not too much of the original core code remains, but this should help with any questions you have about the Multiple Message Windows script.

    • And thanks again for all the help. The game is coming along nicely, I'll make sure to credit you and send you a copy of the beta once it's actually something worth sending!

    • Quite welcome, and Im following your advice and putting together a 'Quick Start' guide. Hopefully if anyone else has the same questions, our discussions will help them out too!

    • Excellent. You may want to include links to the message system and pathfind system threads, since you've got those included in your demo.

    • I think I just found a bug: In one of my cutscenes, I have the player move to a point, at which point cat_pause is turned on, and cat_actors 1 and 2 move to a different location. Later in the scene, another event moves over that same position, and gets blocked, as if cat_actor 2 was still where she was before cat_pause was turned on. There's only two people in the party at this point in the game, so perhaps it's cat_actor 3/4 that are mucking things up?

      Anyways, I'm working around it now by having the events turn Through ON in their move route, but I figured you may want to know.

    • I know about that bug and havent come up with an Elegant Solution to work around it yet. For the time being, the only way I've found to work around this is to either clear_moves and "fake the caterpillar" with ordinary move routes, or to Pause and Unpause the Cat from the same player's position. Not very elegant, but Im also not finished with trying to take care of all of the nuances of this thing. Big script = Lots of work.

    Don't worry too much about it, it's fairly minor and the workaround is something I end up doing most of the time anyways.

    One thing, how difficult would it be do make a version of the Multiple Message Windows that doesn't need SDK? That would help me out a lot, because currently I'm stuck deciding between using MMW, and the CTB battle system, which is a tough choice to make. On the one hand, the battle system is a huge improvment, and while MMW doesn't add quite as much to the game, all my my cutscenes have been built with it in mind, and it would be a ton of work to re-do them all without it.

    Edit: Just pinned down a very strange bug. I'm using a slightly modified version of the map transfer events used in your demo map (why re-invent the wheel?), and it was working just fine before, but now I'm getting a bug where after the caterpillar moves out, the game hangs similar to an infinite loop, like an autorun event that doesn't terminate. I assumed that the problem was with the loop near the end of the script, but after testing I've actually determined that it's the "script: $walk_off_map = false" line that's causing the problem. Any idea what could be causing this?

  • Hello! Thanks for the awesome script.. Im having a problem with it. im getting an error message regarding line 1569
    NoMethodError occurred. undefined method '>=' for nil:NilClass O.O any idea why im having this error? thanks!!!

  • @Nicole – What are you trying to do when that error pops up?

    @Paper – I think that may just be some overly complex eventing that I did. You could try to make sure $walk_off_map = true until after Wait for Move's Completion is run, or reset to true it as soon as you transfer and see if that helps…

  • Heh, it's not THAT complex. Just tried setting $walk_off_map = true right before setting it false, and it still causes the issue. If I get rid of the line that sets it to false, it runs just fine, but of course then the player is able to walk off of the map, which isn't exactly ideal.

    I should note that I'm using JUST the caterpillar script at the moment. I had to get rid of SDK to let my combat system work, which meant I had to get rid of MMW and pathfind and such as well. Would that cause any problems?

    Edit: To make it even more clear, I made an event that does nothing but turn $walk_off_map to be true, then false. It causes the same error, so it's definitely a specific bug with $walk_off_map, and not any complex situation from all the eventing.

  • There was one issue with the SDK but I revised that already and elmininated its dependancy in an earlier version. As well as I can tell. I didnt touch anything in MMW but I do believe there is a NON SDK version of it out there, but I havent checked it for compatability with this revised Cat Script.

    Thinking more on your issue. Are any of the characters off screen when $walk_off_map = false is called? The way that $walk_off_map works is in a method called "passable?". And the first thing it checks is to see if the coordinates that the event or player are trying to move to are in the size of the map, and if they arent, it kicks back false. Thats even before Through is checked. So $walk_off_map runs even before any of those other checks, which allows events to move outside of the map area. So if you have an event that is trying to move from off the map to on the map, the "passable?" method will kick back that it isnt a valid move and that event or Cat Actor will get stuck.

    I could try to rewrite something to allow all the Cat Actors to go off the map at any time, which shouldnt affect the player from being restricted to map space. Would that be a viable solution to your dilema?

    edit:

    I'll add this in for the "smart" people, and those that dont know how to script. Non scripters can also fix fairly minor things in scripts, even if they have never edited a script before in their lives.

    In the scripts window, try hitting CTRL+F to search for a line. F3 will search for the next instance of the last thing you searched for. What you can do to test to see if the script is somehow resetting $walk_off_map is to do a "Print".

    Explaining "Print" a bit. Print will Print out a Message in a Pop Up Box in your game. for example [code]print "hello world"[/code] Notice that Hello World is quoted. Any "strings" should be quoted. If you want to display a variable, then dont use quotes. $walk_off_map is a Variable. So if you wanted the value of that to be displayed somewhere in a script, type in [code]print $walk_off_map[/code] and it will show you the current value held in that variable.

    Anywho, if you search for $walk_off_map = false, you'll find two instances of it. Try using that new nifty Print ability to display a message to you each and every time that $walk_off_map gets changed. Where you see $walk_off_map ==, that is something in the code to check whether or not the value of the variable is equal to. The single equals sign is the one that sets the value of the variable. In short == checks and compares, = assigns a value. It is like saying "is Var_A equal to 2" when using ==. And a single = sign is "Set Var_A to be 2". if (Var_A == 2) do something. And Var_a = 2 sets its value. So with $walk_off_map, the one you're looking for is "$walk_off_map = false"

    This wont fix anything, but will help you to observe what is going on. Once you find $walk_off_map = false, try replacing it with this code.

    [code]
    # This is a Comment and doesnt matter whats here
    print "Changing the Value of Walk Off Map to False Here"
    $walk_off_map = false
    [/code]

    Once you're done observing, you can pull out the "print" line.

    Personal Note: You can shorten your code to use "p" instead of "print", but I like typing out the full word "print" because it is easy to search for, and searching for just "p", not "p " (with a space) will show you every time the letter P is in your script. Thats just me though.

    This message was sponsored in part by the Letter P. We now return you to Sesame Street.

    So, my question for you now is: Does that $walk_off_map value reset when you change maps?

  • I'm testing it in a special test zone I made for tweaking new events, like save zones and such. I made an event that does nothing but turn $walk_off_map to be true and then false, when the player uses the action button on it. No player or event is ever off of the map before during or after the event.

    I'll test out what you're talking about. I'm actually a fairly proficient coder, I just don't know ruby, so most of that I already knew about, but thanks anyways. I think I will need to learn ruby sometime soon, though, so I can tweak this an other scripts to work how I need.

  • @Heretic Im tryin to load a game and right after i select the file to load instead of starting the game i get this error and i tried to start a new game and i get an error line 985 undefined method dead D:

  • Thank you for posting this bug. It was MAJOR. It appeared to affect ALL save games. Im working hard on 1.97 which is taking a while, but will include even more new features, such as Ladder stuff (mostly evented) and a bunch of transparency bug fixes. None of the way that people such as yourself has changed, although I did do some minor core rewriting. This should be compatible with what you presently have. The notes arent updated, but try out this version and let me know if this helps.

    Revised – Demo updated to include Bugfix

  • Odd. I was able to save and load saved games without any issues. The only hiccup is that the caterpillar would automatically stack onto the player, which isn't a big deal.

  • After Nicole mentioned it and I started digging a little deeper, I tried doing a couple of things with saves. One of the things that the script isnt supposed to do is limit anyone. So I had to rethink how to allow the "save anywhere" feature of the engine. One of the other bugs I came across was hitting F12 then reloading caused the caterpillar to stop following the player. Still working on that. But she was right. Exiting, then reloading from a non event called save would mess things up. A bunch of things were uninitialized so it was causing crashes.

    I'll continue working and see if I can figure out whats wrong with the cat not following the player on an F12 reset / reload.

  • Try it now. Had to resave it in notepad to pull out funky formatting. I didnt update the notes or version number on there, but it is slightly newer code that should fix all the issues you had with saving.

  • Starting a game with a blank starting party also seems to cause errors, specifically a NoMethodError on line 985. Strangely, though, it doesn't seem to always be the case. For example, my game starts with a blank party, and then an event blacks the screen, adds the main character to the party, turns on Caterpillar, then moves the player to the first map. If I put any kind of wait in there, though, it causes the error

    My best guess is that the error is avoided by changing maps immediately after starting the game.

  • [quote name='nicoleisagamer' timestamp='1336734830' post='73229']
    did try it and got a syntax error on line 429 :S
    [/quote]

    You'll have to be much more specific than that. I dont know what youre trying to do, what the circumstances are when youre trying to do what.

    @Paper, I'll take a look and see if I can work a way around this Empty Party bug.

  • @niclole, that doesnt help at all. I can fire up any of my games or test projects and it works just fine for all of them. Now I could make this sound completely crass, but I dont want to. If you want help from ANY scripter with ANY script, you have to understand that when they release their scripts, they feel they have done a pretty good job of thoroughly testing them out, so to say "I fired up my game and it gives an error" is as vague as saying "I bought that one game you made, and I tried to play it but it doesnt do what it is supposed to do. How do I fix your problem?" The "game" could be one of several. And since this is a script, you are starting up your game differently than someone else is. There is literally an infinite number of possiblites to consider and Im not psychic. I cant just Guess as to what you are doing that causes that error.

    Did you notice how AgentPaper gave me very specific information that allows him to recreate the problem? That is the information I'll need from you in order to help you fix what ever issue youre having. If I was aware of a bug, I would have already made an effort to fix it, but since I havent, I dont have any idea what you are doing that causes this error to appear. I can probably fix it, but only if you provide me very specific information as to what you are doing that creates the error.

    Can you explain to me how I can recreate the same problem with the same script so I can fix it?

  • I understand where you coming from but its just like i told you, i press playtest and i immediately get the error i mention above syntax error on line 429. what i did was put the new script you gave me put it with the others scripts above main named it caterpillar click ok then i press playtest and immediately i get the error. i dont really understand what more i can tell you im really sorry.

  • How do I recreate the problem so it will happen for me as well? You start up your game, and it crashes. Do you have an Empty Party? I am fairly certain I just fixed that bug. But can you at least tell me if you have NO actors when you initially fire up the game? Other Autorun events? Any other scripts? Anything other than start and crash?

  • Ok. Not sure if it is a script conflict. I hope like hell it isnt. I updated the demo and fixed two more bugs that werent included in the text version. Did you grab that version from the demo?

  • Nicole, I believe you have some sort of great difficulty in communicating with people. This appears to be the result of a lack of awareness that what is being said may not be clearly understood by others. "Judge: Did you or did you not commit the crime? Defendant: Yes. Judge: So does that mean Yes you did commit the crime, or Yes you did not commit the crime, which is it? Defendant: Yes. That one." The short lazy answers are very ambigious. They can be interpreted multiple different ways. Thus, the person listening to your response may not have understood your statement or question in such a way that doesnt leave it wide open to a complete and total misunderstanding. Although you may believe that your questions and answers make perfect sense to you, you have to understand that they are not perfectly clear to others, thus leading to misinterpretation, which can be a source of conflict.

    The "last" one and most up to date one is in the Demo. However, as I said, your statements are quite ambiguous, and do not clearly express the information you are trying to convey. I had TWO versions. The first one was embedded in the Spoiler tags on the Website, but that didnt fix an issue with Empty Party, so it was again revised. It was also rather difficult to try to copy and paste from the website, and became out of date when it was again updated to fix crashing due to an Empty Party. As a result, it was removed from that post and updated to the Demo. This was done because many people may not read this far into the thread.

    Now, I hope that I am not coming across as treating you unfairly. I am not trying to. I am trying to help you as best as I can. But I need questions and answers that there is no possible way I can misunderstand. So allow me to explain clearly what I would like. I would like you to answer with one of the following statements. Either say "I am using the version from the Demo that I just downloaded again. Version 1.96-BUGFIX" or "I am using the version that was in Post #40 of this thread, which was embedded with the Spoiler button on this webpage." Please reply using either of the aforementioned statements. So please clearly answer, which version are you using?

  • How should I be handling changing party members? Specifically, removing party members from the group. It seems to just make the cat_actor stop moving, rather than disappearing. This seems like it would be nice in some cases, such as if I wanted the actor to keep doing stuff in a cinematic, but not so great when the player is switching party members around on the world map.

    Edit: Also, a tip for anyone that wants to use this: You need to make a cat_actor event for every single character you have, not just for each character in your party. For example, I have 12 characters in my game, so I need to have 12 cat_actor events in every single one of my maps, even though only 4 people are in the party at any given point in time. To make things easier, I have a "template" map with the 12 cat_actor events already in it, as well as a generic setup event I use to reset variables and such. Whenever I need to make a new map, I just copy this one and start working.

    Speaking of which, I'd like to request a few things. First, would it be possible to have the script automatically create the events if they don't already exist? And second, it'd be great to be able to have a way to refer to cat_actors by their position in the caterpillar, instead of by actor number. This would be useful, for example, if you wanted to have the cat_actors moving around in a cutscene but don't know what party members will currently be in the party at that point. Ideally this would include a way to find out which actor is in that slot, so you can have specific speech events based on who is in your party.

    I think there could be a way to make this work using conditionals to check who is in the party, or by using variables, but it seems like a clunky, awkward solution that has a lot of possibility for bugs.

  • There is an option called REMOVE_VISIBLE_ACTORS, but it is a constant. That was something left over from the original script. If you need me to, I can change that so it can be a switch variable, like the Pause switch. It should be fairly easy to do. Like 5 minutes. Do you want me to change that into a Variable for you?

  • Right now, it is a Constant. That means basically you cant change it during gameplay. What it means appears to do exactly what youre requesting. When youre on an overworld map and change party members, it erases any events that you just kicked out. If you need to readd them later, you can unerase events, which the script is already set up to do automatically. The way it would currently work is any time a party member leaves your party, they'd get erased, but it would happen everywhere in your game. Hence the need to make it a variable for you…

    Edit:

    In regards to the request:

    #1 Auto Create Events. It also causes more limitations than it opens up. If the event is auto generated, you wouldnt be able to do a cutscene that involved those events on the map, since the event editor only allows you to target events that have been created. I understand how many could see this as useful, but you'd have to understand how it can be limiting at the same time. Besides, its also a little over my head at this point. Im far from a great scripter

    #2 I think it already exists, but it has to be explained a bit how to get access. You'd have to start getting into scripting a bit to understand how to get access to them. For example, what you'd want to check for would be something like $game_system.caterpillar.actors[0] to reference the 2nd party member. The whole system is based on Arrays, and Arrays always start "naturally" at 0 instead of 1. Did you have something specific in mind?

  • A variable sounds good. I'll use that constant for now, I don't think there's anywhere I need it to be turned off quite yet, but I'm sure I'll run into something eventually, so a variable sounds great.

    #1: I was thinking more that it would only create the events if you don't already have one on the map. So, you could create a cat_actor[6] and cat_actor[8] event on a map if you need to control them in a cutscene, but then the script would create any other events that you don't specifically make. This way you don't need to make the events on every single map, but you can still control specific actors when you need to.

    If this is very hard to implement, don't worry too much about it, it's more a quality of life issue.

    #2: Ah, goodie. I don't have any specific need for it yet, but it's good to know that it's there. I'll ask more specific questions once I get to somewhere I need to use it.

  • Sorry about the delay. Mother's Day. You know how that goes. Like a Fart in Church, and I dont even go to church!

    Anyway, was looking into making that thing a variable and saw I completely forgot about this!

    [code]
    #—————————————————————————-
    # * Check if visible actors should be removed
    #—————————————————————————-
    def remove_visible_actors?
    if REMOVE_VISIBLE_ACTORS.is_a?(Integer)
    return $game_switches[REMOVE_VISIBLE_ACTORS]
    else
    return REMOVE_VISIBLE_ACTORS
    end
    end[/code]

    So it looks like if you wanted to assign that to a Switch, just change FALSE to the SWITCH NUMBER you want to use! Easy peesy! Its things like that which do impress me about the original script, albeit cryptic as all hell and not going to find it just from reading the original comments.

  • [b]Version 1.97 Released![/b]

    Newest features are a Built In Framerate Optimizer, Ladder Effects based on Terrain Tags, and Enhanced Caterpillar Movement and Transparency Effects!

    See Original Post in this thread for Download Link.

    *NOTE*

    This version fixes several Savegame Bugs that were present in 1.96. I recommend using this version over 1.96 because of the bugs that make loading a Savegame crash the Game! Unfortunately, the old savegames are not compatible with this latest version.

    *END NOTE*

    I also heavily expanded the Demo to show off the new features and some seriously advanced mapping techniques that I think many could benefit from. And yes, as usual, there is a bit of comedy in it as well, but not sure if I could call "funny" a feature!

    I've tried testing the script as thoroughly as I could and believe this is a Stable Release. Every bug should have been eliminated. But Im not perfect. If anyone cares to test this out and see if there are any bugs, I'd greatly appreciate it!

  • New version looks great, especially love the ladders. The explanation given in the demo on how they work didn't make much sense, but hopefully I can figure it out once I have a ladder I want to use.

  • Ladders need a Game Switch to be turned on. Aside from that, it uses whats called a Terrain Tag. In the Database where you set up your actors, names, hp, edit items, all of that, under the Tilesets Tab is where you can set Terrain Tags.

    [img]http://www.775.net/~heretic/downloads/rmxp/images/TerrainTag.jpg[/img]

    See the Image? It is kind of hard to make out, but just change that Terrain Tag to the #7. If you need it to be a Different Number, due to a Script Conflict or something, you can change that number as well. The Graphic Tile is edited to include the Transparent Shadow Tent Entrance and the Ladder isnt normally a part of this Tileset, but the principal is the same.

    Last thing about the Ladders is I set it up to ONLY affect the Player. Other Events wont be affected by Terrain Tags. That was to prevent things like a Bird or Bat flying over a Ladder Tagged Terrain from flying all goofy, so not just laziness.

    Does that make more sense?

  • Nobody's had a reason except for Custom Scripts and Scripters. They were a built in feature to RMXP but with the Default Engine, they didnt do anything without the additional Scripts. So if a scripter came along and really wanted to change things around, like make an "ice" terrain tag that made actors "slide" instead of a "ladder", they could do so.

  • [b]Version 1.98 Released![/b]

    This version contains my long promised [b]Alternate Character Sprites[/b]!
    – Dead Actors will now change into a Specified Sprite for Each Character

    What this allows for is unique graphics for each and every one of your Characters in the game! Now, I'm not much of a Spriter myself, but someone with talent at making sprites could make some really creative stuff! Maybe you want your Lead Actor to have a Halo and Angel Wings, but another character to have Devil Horns and a Red Cape! Totally possible now!

    Also included is [b]Non Party Followers[/b]!
    – NPC's that follow the Player around but are not actually a part of the Party.

    This allows for things like "Escort Quests". I also set this up so you could have more than one Non Party Follower at the same time. Actually, I didn't put ANY limits on how many Non Party Followers you could have so you could actually have a Caterpillar that goes right off the edge of the screen! This was done because I dont think it is my call to impose artifical limitations on people that may decide to use this script. If there are going to be any limits, those limits on how many Non Party Followers should be implemented by the person that makes their game.

    Also heavily updated and modified [b]Multiple Message Windows[/b]!

    – You can now show a New Window at any time using \*

    – Introduced Auto Orienting Text Options: \$ and \% will try to automatically position Message Windows based on the Speaker's Direction

    – MMW included a feature that allowed you to move around while a Message was displaying. It also included a feature that would close those message windows if the Speaking NPC moved off the screen. However, this caused some problems in that those Events would not pick up their Move Routes if it was a Repeating Move Route. That has been fixed. Basically, it allows for more "Chrono Trigger" style conversations where you can "Walk Away" from a conversation if you get bored with it instead of speed clicking through all of the text.

    – Included some features to Automatically Pause on specific characters. Namely commas, exclamation points, periods, and question marks. They just put in a brief delay in an effort to make the way the text appears in the window as if it were a person speaking it.

    – Included more features that I call "Foot Forward". It allows Actors to show a bit more animation rather than just standing there with their proverbial thumbs in their asses. It actually allows for more than that. If you set a Move Route to an Actor and have them move around, and use the "wait" command in the Move Route, the Actor will have a "Foot Forward" stance that will stay there until the Move Route has completed. "Foot Forward" allows for a quick reset of that pose without jumping into and out of Set Move Route

    – MMW also used to have a nasty bug that prevented Choice Windows from functioning correctly when more than one Window was present on the screen. That has been fixed.

    —-

    Demo has been heavily expanded yet again in order to try to teach you about the new features, and provide examples of how to use those features. The demo also contains a ton of General Information on common criticisms that I have about so many peoples games. There is a Cutscene in the Demo where I build a Cutscene from scratch and evolve it into something that actually comes across as fairly decent. I have a heavy background in Film Making and Broadcast Entertainment, so you should know I have a good idea of what I am talking about. A lot of the information that I put into the Demo is stuff that come from the Pros. And I mean the Real Pros.

    I also have a feeling that this version might be my Last Version. Honestly, I cant see anything else that I can possibly do with this Script. I've implemented every possible feature I could think of. I believe I have eliminated every bug in it, and there were some nasty ones in previous releases. I feel like this script is finished. And it has taken me quite a while and honestly, I couldnt count the number of hours I've pumped into making this thing shine as best as I could. I know that there are so many features, that you'll probably never have a use for all of them. But that isnt the point. The point was to make them available to you in case you need them instead of you needing them and not having them. Also, it isnt just about showing off a Script. Its about making YOUR game shine. And having that game be different from someone elses game, even if it uses the Same Script. So you dont have to use ALL of the features if you dont like them, but hopefully, there are enough to suit your needs. I'd probably call this Version 2.0 finally, but Im going to leave the last two slots of 1.99 and 2.0 open for Bug Fixes and Feature Requests, just in case there are any out there.

    Let me know what you think! Either Feature Requests or if you find any Bugs, please post and let me know!

  • New version looks excellent, lots of things that should prove very useful. Not sure I agree with everything you said, for example pictures (if implemented and positioned correctly) can still add to the game. Body language is important, but even more than that is facial expression. Ideally you would have a portrait that you can change the emotions on as needed. Even without that, it helps to give a feel for the character, and if positioned well so that it's not too distracting, it can help players understand who the character is, without distracting them from the text or the action on-screen.

    With that whole thing in mind, I have a request: For the "foot forward" command, it would be great if you could also allow for a different animation frame to be used. For example, if in my game I had an artist who made frames for talking, or nodding their head, or waving their arms around, it would be great if you could use a command similar to the foot forward command to display those frames automatically without interrupting the text with scripts or needing to worry about direction. In addition, it would be great if this included the ability to use multiple animations, for example a "clapping" animation where it goes back and forth between two sprites continuously.

  • I dont believe people respond at all to facial expression portraits (pictures), regardless of how well placed they are. The problem being that once a person has observed that a picture is shown, they dont look at it again, regardless of positioning or changes in the facial expression. Nine times out of ten they go unobserved, thus, they fail to communicate the emotion of the scene. But I didnt write the script to exclude developers that want to use use pictures, just merely point out that using pictures too often is used as a "Crutch" to the point where developers wont put in a single bit of animation and rely solely on those facial expressions to convey the mood of a scene. That is when people start just spamming enter to get through the dialogue. If anyone prefers a picture solution, thats fine, its not my call. Im just saying that when developers are using the pictures as a Crutch, it comes across as excessively obvious, which makes the game come across as bad, which turns back and reflects on the person that developed the game.

    Here's why. Our eyes are in the front of our heads and we eat meat. We are predators by nature. Our brains are hard wired to respond to any sort of movement, be that movement a sprite in a game, or response to a predator / prey situation. The human brain responds and interpretes even the most subtle shift in the position more quickly than it does changes in color or flash changes (changes in pictures) by orders of magnitude recognized by the multitude of tests of neuro-cognative response based tests. If the facial expression portrait could render the movement of a smirk or show the transition from not smiling to a full grin, then the face would be able to display the motion and then it would be a more effective tool. But as it stands, the pictures are static, and unfortunately, pictures still are far too heavily relied upon over any form of animation. It was the entire point of that cutscene in the demo. To allow you to observe for yourself that without movement, the characters feel lifeless.

    One of the things I pointed out in the demo was that I'm not a spriter. So the script for the Alternate Spries functions as expected, the sprites I used were absolute crap. A spriter with real talet could do amazing things with it hopefully. However Sprites I do believe is where its at. The "foot forward" animation was limited because our sprite sheets show only 16 poses, and 4 of them are duplicates. What I think would truly help the quality of everyones game was if someone with more talent than I were to create a Sprite Generator that not only created our default sprite sheets for the walking animations, but other animations as well such as shaking their heads yes or no, shoulder slumps, arms up for victory, doing things with their hands, etc. But due to the excessive work that is involved in such a project, I can understand why such a Generator has never been built.

    In regards to pictures, since I didnt try to impose any limits, lets just call it a matter of opinion and agree to disagree.

    I'll see what I can do about using a different frame of animation. That is a good idea. Shouldnt be too difficult to implement as two of the frames show a standing animation. You'll probably see it up relatively shortly. IE, not two months.

  • Okay. New version is up that fills the request. 1.98a. No bugs were located to fix, just the single added feature to put the "Other" foot forward.

    This is for ANYONE, not just Agent Paper. You can use \F+ to have the speaker put their Foot Forward, or \F* to put their "Other" Foot Forward, if called from the modified MMW system. If you use Set Move Route, use foot_forward_on(1) to call the other frame of animation.

    This allows access to all of the frames of animation in a Sprite Sheet.

  • Ah, I didn't mean to downplay the importance of having your characters move around. I was just saying that portraits with face expressions can add to the scene, just like body movement can. Now as to which one is more important, that's much more debatable. I'd say body movement can have a much larger effect if you put a lot of work into it, but facial expressions tend to be a lot easier and accomplish a fair bit themselves. (not that that's an excuse to skimp on body animation)

    Anyways, thanks for the feature, it should prove very useful.

  • I got some sort of an error about the auto font installer from trying to run this demo.

    It's clearly impressive, but it's also very clear to me that there's about twenty times more in this than what I'm looking for.

  • I never expected everyone to use every single feature. I just consider all of these featuresl to be tools. A mechanic might have himself a complete toolset, but doesnt use each and every single tool all the time, and sometimes, not at all. The point of making it do as many things that it could was so that everyone could have the tools and not need them as opposed to needing them and not having them.

    Auto Font Installer:

    I didnt touch that one at all. You should be able to install the fonts manually if you like them. They do fit the style of the chat bubbles as well. What version of Windows are you on?

  • XP.

    The only reason I said that about it having so much is that I only got this to try to get a cat follower and here I am dealing with auto font installers.

  • Short and easy to get a Cat Follower:

    #1 Turn Game Switch 23 On.
    #2 Create an event and name it "Something\cat_follower[1]" (without the quotes, and notice the squared braces, not parens)
    #3 Use a Move Route for that Cat Follower event, and run a Script "add_follower(1)" (without the quotes)
    #4 To get rid of the Cat Follower, again use a Move Route Script "remove_follower(1)"

    Note: Events must exist on every map you intend to have your Cat Follower show up on. You dont need to set the graphics for each maps event, just leave it empty and the script will take care of that for you. You can have more than one Cat Follower. Just change the "1" to be what ever number you want them to be.

    For the Auto Font, if it is giving you problems, you can just delete the script. The Caterpillar isnt dependant on it to work.

  • Version 1.99 Released

    Minor update. Ladder Effects were not disabling properly when the player was transferred from a Ladder to a Non Ladder. Fixed

    I've been doing a lot of work on the Multiple Message Windows script that is bundled with the Caterpillar. When I first got to see Zeriab's caterpillar, it was already bundled with the MMW script, so I decided to just leave it that way and improve what I can.

    Current MMW Change List

    – MMW can now play SOUNDS while a character is speaking! Think Banjo Kazooie! Sounds are all customizable. The DEMO was updated to include a new map to show off this feature. So be advised that only ONE MAP in the DEMO will provide examples of sound. This is kind of a work in progress, but it is stable and functional enough to release.

    – Choice Windows function correctly when two messages are being displayed

    – Choice Windows can also Default to the 2nd or 3rd or 4th items in the List

    – Message Windows can now go completely off the screen. Older versions of the MMW script would automatically "Flip" the Message Window if it went off the screen. This is OPTIONAL and can be turned on and off.

    – Message Windows can now "Flip" when a Speaking Character turns. This allows for better visibility for your Players so that the text that is on the screen does not prevent the player from seeing what they want to see.

    – Message Windows can be "Sticky". When a message "Flips", it will "Flip" to the Top or Bottom.
    Sticky means that the following messages "Stick" to that location. Top or Bottom was implemented to maintain the visibility of the message itself. Since messages can also be allowed to go Off Screen, messages that appeared to the Left or Right were not always fully visible to the player which prevents players from being able to read them. You'll have to position your NPC's and / or set up your scripts accordingly to make sure that the player can read them.

    – Gold Window positions can now be specified. I had some trouble with the Automatic Positioning of the Gold Window interfering with Message Windows, so I thought providing more specific control would be a nice feature that everyone should have.

    – Maximum Distances from Speaking NPC's can be imposed. Windows used to close automatically if the speaking NPC was moved off the screen. I thought that to be a bit too far. This allows Players to walk away from a Speaking NPC and have that message window close at a much shorter distance. This is very useful for Optional Dialogue that a Player may not be interested in seeing. message.move_during needs to be true in order for this feature to work.

    – Maximum Distance for Non Floating Windows can be imposed. A "Non Floating Window" means it isnt a Message Bubble. For example, a Sign. A Sign could display a message in a Non Floating window. This feature allows a Player to move away from that sign and for that Non Floating Window to be closed automatically.

    – Maximum Distance will Save your Settings in the event of an Automated Closure. This should save you extra work from trying to set up messages for each and every NPC. If a message window was closed automatically because a player walked away, those settings are restored. It is a little tough to explain. Say a Player reads a Sign (non floating window), then walks away and talks to an NPC. The Sign would need message.floating = false to display in the Default Window, but when they walk over to talk to the NPC, you dont need to put in message.floating = true for that message window.

    – NPCs and Move Routes now continue properly if interrupted. If you trigger a conversation with an NPC, then move away prematurely, if the NPC was moving around, they will continue moving correctly instead of starting their move route anew, which would have caused NPC's to end up in unwanted positions.

    — Other New MMW Features — (from previously released Caterpillar Revisions)

    – Auto Comma Pause – This feature will automatically insert pauses based on punctuation, assuming proper punctuation is used. It was implemented with the intent of making the text appear in the way that a person would speak, by pausing after commas and at the end of sentences.

    – Number Window Input Cancellation – RMXP allows developers to cancel choice windows, but nothing was implemented for cancelling a Number window. You can now allow your Players to cancel their Number Input Windows, and you can Detect if a Number Input Window was cancelled, making its functionality similar to the Cancel Branch Condition.

    – MMW stands for Multiple Message Windows. The focus being on "Multiple" because Multiple Messaegs can be displayed. In previous versions, displaying Multiple Windows simultaneously required that the next messages be tagged with \+ at the start of the text, but, would only fire up both windows at the same time. I made a change so you can use \* to display the next message at ANY time, once those two characters are processed. This means you can have a message start to display some text, then display another window half way through. It eliminates the artificial requirement to display more than one message at the exact same time.

    – Auto Window Positioning with \$ and \% – In previous versions, you could reposition a window to be on Top (Default), Left, Right, or Down from the Speaking NPC by using \^, \<, \>, and \v respectively. I found that it was more useful to Auto Position the windows based on the Speakers Direction. The \$ option will place the message window on Top of the Speaking NPC unless the Speaking NPC is facing UP, in which case, the message window will appear on the Bottom. The \% position will place the Message Window BEHIND the Speaking NPC. Thus, if the Speaking NPC is facing Left, it will position the Message Bubble to the Right of that NPC. I found this to be incredibly useful if you did not know what direction the Speaking NPC was facing. It prevents covering the Speaking NPC's and / or obstructing the Players view. Basically, it provides a greater range of Freedom to the Player to move around while NPC's are speaking.

    – Caterpillar Positioning – Requires both the Caterpillar and my revision of Wachungas MMW Script. In order to cause a speech bubble to appear for another NPC or Player, \P[Event_Id] is used. \P[0] is used to make the Player speak. But to make a speech bubble for an NPC, \P[24] would be used, provided, of course the Event ID of that event is 24. The Caterpillar Positioning allows your party to be more dynamic. If you wanted your first Caterpillar Actor to say something, you would use \P[C2], C standing for Caterpillar. The Caterpillar is heavily event based, and each Cat Actor uses a different event, thus, in a more dynamic game, the Event ID of your 2nd Party Member may be very different, which makes eventing dialogue difficult. This is intended to make it much easier for you. Instead of using Conditional Branches, you just need to add one more letter to the dialogue.

    — Future Versions —

    At some point in the future, I still intend on removing the SDK dependancy. I also intend on at least attempting to make the Bubbles translucent, but because of the Message Tail, it doesnt look right. If I can figure out how to do that, MMW will probably get another release. There are a few other versions of MMW out there that at some point I want to tie together. One did get rid of the SDK dependancy, another is compatible with BlizzABS, which required some further tweaking, but has some features I havent built into this rewrite. I do hope to tie as many of these together, but these are things on my to do list and much further down the road. For now, I think this version should keep everyone happy.

  • Great updates. Nothing overly fancy, but it's the little stuff like this that make a game feel really polished and well-made. Glad to see you're still working on this.

  • LegendaryGameMaker

    It was a great script, but there is a problem here from "Auto Install Font" can you help me it seems, that when I start the game it was installing a file but this failed and said "No Such File to Load C:User/Heretics CaterpillarSystemv1.99/Data/Fileutilis.rb <– mIssing file? can you help me I would be happy if so, because I just found out how to play it by not getting an error, through deleting the "Auto Font Install" but that script is interesting so I want to find out what it does do,so please help me?

  • Alright LGM, i have the solution to your problem. In the script section, the 'Auto Font Install' delete it or move under main to deactivate it.

    It seems the install doesn't work, so getting rid of it will get rid of the problem. He does have a bubble text mod on it, so it might be slow.

  • That Auto Font Install script has always given me problems. If there were another way around it, such as being able to have a Game Folder, with a Fonts Sub Folder and just put any non system fonts in that, it would be much easier.

    If you do remove the Auto Font Installer, you'll probably want to also change the Font in the Msg System as well. Its one of the options there so you can use what ever font you want. Comic Sans seems to work pretty well so just change:

    " SPEECH_FONT_NAME = "Komika Slim","Comic Sans MS"

    to just

    SPEECH_FONT_NAME = "Comic Sans MS"

    Having the two listed here sets Comic Sans MS as a fallback font if the first font doesnt exist. You'll also wanna change this line as well.

    THOUGHT_FONT_NAME = "Komika Slick","Comic Sans MS"

  • Sorry for the bump, But I have to say that this script is amazing.
    Also I have a slight problem with my cat actors: Everything is placed where it should, "CATERPILLAR_ACTIVE_SWITCH" is on and "Cat_Pause" off but my party just stays there in one spot not doing anything.

  • This is a message from Heretic, who is having some issues posting in the quick reply:
    [quote]#1 Autoruns should use a Self Switch to prevent them from running again

    #2 Newer versions of Windows dont play nice with the Auto Font Install script. Install font, disable script, and problem should be solved.

    #3 This version of the script is now out of date. A newer version is available in my "Collection" demo.[/quote]

  • When I use this script there is no caterpillar and instead I get an error message every time that I walk onto a new screen telling me that it can't find an actor id.

    I downloaded your demo but it is huge and complicated with many extra features that I'm not interested in using, which make finding the call script I'm looking for really hard. Can you please let me know what my error message is about and how I can get the caterpillar to turn on and off? I don't care about the rest of the features right now.

  • Similar to others I'm just interested in the caterpillar script. Anyone know a way that I can just put that in without the mysterious, unexplained and unexplored extra features? I don't want a lot of complications for this.

  • Leave a Reply

    Heretic86

    • Posted about 12 years ago


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