Johnny(TM)
09.08.2005, 15:31
Since I finished working with rm2k/3, and trying to use rmxp or something else, I want to give some tips to use your charsets better. I had ideas, but I guess I don't use them anymore. And sorry because I'm speaking english, but maybe it better than my german knowledge.
8-Dir Movement:
----------------
ONLY IN RM2K3 or with Key-Patch!!
I never seen that script in any game, but it's very simple, especially in rm2k3. You must have 2 variable:
- OUTKEY - Left/Right
- OUTKEY - Up/Down
In rm2k3 Enter Password command you can select the following cursor keys to those variables, and DON'T put wait for them.
After that you can use Fork Condition to check the variables. For example: if Left/Right=2 and Up/Down=1, your character must move to the direction left-down. Put in that condition a Move Event - Move Left-Down command. So simple, isn't it? ;)
Running:
--------
Another simple script that I didn't see in any rpg. You need a new variable for that, and that's all:
- OUTKEY - Run
In Enter Password command select a key for the run, and DON'T put wait for that. I suggest in rm2k3 the SHIFT key, because it's close to the cursor keys. In rm2k use ENTER key(Decision).
After that use a Fork condition to check the variable. If it's not 0, Increase your characters speed with the following command:
Move Event Hero - Speed Down, Speed Down, Speed Down, Speed Up, Speed Up, Speed Up
And on the else case, use the following command:
Move Event Hero - Speed Down, Speed Down, Speed Down, Speed Up, Speed Up.
And put a Wait 0.0 after the Fork Condition. Whoa! :eek: :D
Upgrade character animation from 3 to 8:
---------------------------------------
Now it's a little more complicated then the others. Here's a picture to see what I want to tell you:
http://www.kepfeltoltes.hu/050809/walk.gif
The trick is to know the CharSets well. You must plan the animation first with the following way:
http://www.kepfeltoltes.hu/050809/New_Anim4.png
Also the Position 1 MUST equal with Position 5. You need to have a variable, which will check that you push down a cursor key. If it's not equal with 0, you must wait. For that, I used the following information from an other thread:
Ein Schritt mit der Geschwindigkeit "Normal" dauert In "Wait": "0,1 Sek" + 2x "0,0 Sek" (also 8x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "2xSlower" dauert In "Wait": "0,2 Sek" + 4x "0,0 Sek" (also 16x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "4xSlower" dauert In "Wait": "0,4 Sek" +8x "0,0 Sek" (also 32x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "8xSlower" dauert In "Wait": "0,8 Sek" +16x "0,0 Sek" (also 64x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "2xFaster" dauert In "Wait": 4x "0,0 Sek"
Ein Schritt mit der Geschwindigkeit "4xFaster" dauert In "Wait": 2x "0,0 Sek"
This is the time of 1 step. After a half step (in 2xSlower speed Wait 0,1+2x 0,0) change the hero's walking gfx to the next number. And after another half step change again. And this will go around.
64x24 size CharSets:
--------------------
This is an advanced too. Maybe you find out already, that you need to use an event. The problem is that this event sometimes slip out from it's place. That's why you need to use 2 event. Check the cursor key pressed down, and move the events into that directions. Use wait after the commands. If you don't use the hero, and want to work on 20x15 maps, you can use a Solid Terrain. In the database Terrain create one, and in ChipSet, mark the Solid terrains with that. After just script down, that don't move into that direction when it's solid.
Okay, I've got more scripts around, but I'll tell you them about later.
8-Dir Movement:
----------------
ONLY IN RM2K3 or with Key-Patch!!
I never seen that script in any game, but it's very simple, especially in rm2k3. You must have 2 variable:
- OUTKEY - Left/Right
- OUTKEY - Up/Down
In rm2k3 Enter Password command you can select the following cursor keys to those variables, and DON'T put wait for them.
After that you can use Fork Condition to check the variables. For example: if Left/Right=2 and Up/Down=1, your character must move to the direction left-down. Put in that condition a Move Event - Move Left-Down command. So simple, isn't it? ;)
Running:
--------
Another simple script that I didn't see in any rpg. You need a new variable for that, and that's all:
- OUTKEY - Run
In Enter Password command select a key for the run, and DON'T put wait for that. I suggest in rm2k3 the SHIFT key, because it's close to the cursor keys. In rm2k use ENTER key(Decision).
After that use a Fork condition to check the variable. If it's not 0, Increase your characters speed with the following command:
Move Event Hero - Speed Down, Speed Down, Speed Down, Speed Up, Speed Up, Speed Up
And on the else case, use the following command:
Move Event Hero - Speed Down, Speed Down, Speed Down, Speed Up, Speed Up.
And put a Wait 0.0 after the Fork Condition. Whoa! :eek: :D
Upgrade character animation from 3 to 8:
---------------------------------------
Now it's a little more complicated then the others. Here's a picture to see what I want to tell you:
http://www.kepfeltoltes.hu/050809/walk.gif
The trick is to know the CharSets well. You must plan the animation first with the following way:
http://www.kepfeltoltes.hu/050809/New_Anim4.png
Also the Position 1 MUST equal with Position 5. You need to have a variable, which will check that you push down a cursor key. If it's not equal with 0, you must wait. For that, I used the following information from an other thread:
Ein Schritt mit der Geschwindigkeit "Normal" dauert In "Wait": "0,1 Sek" + 2x "0,0 Sek" (also 8x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "2xSlower" dauert In "Wait": "0,2 Sek" + 4x "0,0 Sek" (also 16x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "4xSlower" dauert In "Wait": "0,4 Sek" +8x "0,0 Sek" (also 32x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "8xSlower" dauert In "Wait": "0,8 Sek" +16x "0,0 Sek" (also 64x 0,0 Sek)
Ein Schritt mit der Geschwindigkeit "2xFaster" dauert In "Wait": 4x "0,0 Sek"
Ein Schritt mit der Geschwindigkeit "4xFaster" dauert In "Wait": 2x "0,0 Sek"
This is the time of 1 step. After a half step (in 2xSlower speed Wait 0,1+2x 0,0) change the hero's walking gfx to the next number. And after another half step change again. And this will go around.
64x24 size CharSets:
--------------------
This is an advanced too. Maybe you find out already, that you need to use an event. The problem is that this event sometimes slip out from it's place. That's why you need to use 2 event. Check the cursor key pressed down, and move the events into that directions. Use wait after the commands. If you don't use the hero, and want to work on 20x15 maps, you can use a Solid Terrain. In the database Terrain create one, and in ChipSet, mark the Solid terrains with that. After just script down, that don't move into that direction when it's solid.
Okay, I've got more scripts around, but I'll tell you them about later.