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#21 How do I use Alias in RGSSx? - Page 3 Empty Re: How do I use Alias in RGSSx?
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handy333

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Python? No, I tried it along time ago but it never stuck. What I mean is like when I use unity I can do something like this with c#:

//variables
someVariables

//update method
button inputs
//custom method
eh...

With Rgss in Rpg maker x...
Code:

#==========================================================================
# ** Player : Dash
#=========================================================================

#-------------------------------------------------------------------------------
# * SDK Log
#-------------------------------------------------------------------------------
SDK.log('Player.Dash', 'Kain Nobel ©', 3.5, '2009.06.17')
#-------------------------------------------------------------------------------
# * SDK Enabled Test : Begin
#-------------------------------------------------------------------------------
if SDK.enabled?('Player.Dash')

#==========================================================================
# ** Game_Player::Dash
#==========================================================================

class Game_Player::Dash
  #-----------------------------------------------------------------------------
  # * Switch which disables the dash system and HUD
  #-----------------------------------------------------------------------------
  Switch_Disable = 1
  #-----------------------------------------------------------------------------
  # * Switch which disables exhaustion
  #-----------------------------------------------------------------------------
  Switch_Exhaust = 2
  #-----------------------------------------------------------------------------
  # * Maps which disable the dash system and HUD
  #-----------------------------------------------------------------------------
  Maps_Disabled  = []
  #-----------------------------------------------------------------------------
  # * Scenes which don't display dash HUD (alternate scenes with Spriteset_Map)
  #-----------------------------------------------------------------------------
  Scenes_Disabled = true
  #-----------------------------------------------------------------------------
  # * Button used for Dashning
  #-----------------------------------------------------------------------------
  Button = Input::C
  #-----------------------------------------------------------------------------
  # * Public Instance Variables
  #-----------------------------------------------------------------------------
  attr_accessor :slow_speed
  attr_accessor :walk_speed
  attr_accessor :dash_speed
  attr_accessor :stamina
  attr_accessor :points
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
 @slow_speed   = 3   # Speed for when player is exhausted
 @walk_speed   = 3.5 # Speed for when player is walking
 @dash_speed   = 5   # Speed for when player is dashing
 @stamina  = 1   # Steps player can take while dashing
 @stamina_rate = 0.01 # Frames that stamina is replenished
 @exhersion = @stamina / 8 # At the point where player exhausted
 @points   = @stamina # Sets points to stamina (don't touch)
  end
  #-----------------------------------------------------------------------------
  # * Enabled?
  #-----------------------------------------------------------------------------
  def enabled?
 return false if $game_switches[Switch_Disable]
 return false if Maps_Disabled[$game_map.map_id]
 if Scenes_Disabled == true
  return false unless $scene.is_a?(Scene_Map)
 else
  return false if Scenes_Disabled.include?($scene.class.to_s)
 end
 return true
  end
  #-----------------------------------------------------------------------------
  # * Increase Points
  #-----------------------------------------------------------------------------
  def increase_points(n)
 @points = [[@points + n, @stamina].min, 0].max
  end
  #-----------------------------------------------------------------------------
  # * Decrease Points
  #-----------------------------------------------------------------------------
  def decrease_points(n)
 increase_points(-n)
  end
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update
 unless enabled?
  update_disabled
  return
 end
 @disabled = false
 if idle?
  update_idle
  return
 elsif exhausted?
  update_exhausted
  return
 elsif walking?
  update_walking
  return
 elsif dashing?
  update_dashing
  return
 end
  end
  #-----------------------------------------------------------------------------
  # * Update Disabled
  #-----------------------------------------------------------------------------
  def update_disabled
 unless @disabled
  $game_player.move_speed = (Game_Player.new).move_speed
  @disabled = true
 end
  end
  #-----------------------------------------------------------------------------
  # * Idle?
  #-----------------------------------------------------------------------------
  def idle?
 !$game_player.moving?
  end
  #-----------------------------------------------------------------------------
  # * Exhausted?
  #-----------------------------------------------------------------------------
  def exhausted?
 @exhausted && !$game_switches[Switch_Exhaust]
  end
  #-----------------------------------------------------------------------------
  # * Walking?
  #-----------------------------------------------------------------------------
  def walking?
 return true if $game_player.move_route_forcing
 $game_player.moving? && !Input.press?(Button)
  end
  #-----------------------------------------------------------------------------
  # * Dashing?
  #-----------------------------------------------------------------------------
  def dashing?
 return false if $game_system.map_interpreter.running?
 return false if $game_temp.message_window_showing
 return false if $game_player.move_route_forcing
 $game_player.moving? && Input.press?(Button)
  end
  #-----------------------------------------------------------------------------
  # * Update Idle
  #-----------------------------------------------------------------------------
  def update_idle
 increase_points(exhausted? ? @stamina_rate * 0.5 : @stamina_rate)
 if @points > (@exhersion)
  @exhausted = false
 end
  end
  #-----------------------------------------------------------------------------
  # * Update Exhausted
  #-----------------------------------------------------------------------------
  def update_exhausted
 $game_player.move_speed = @slow_speed
 increase_points(@stamina_rate * 0.5)
 if @points > (@exhersion)
  @exhausted = false
 end
  end
  #-----------------------------------------------------------------------------
  # * Update Walking
  #-----------------------------------------------------------------------------
  def update_walking
 $game_player.move_speed = @walk_speed
 increase_points(@stamina_rate * 0.5)
  end
  #-----------------------------------------------------------------------------
  # * Update Dashing
  #-----------------------------------------------------------------------------
  def update_dashing
 unless $game_player.move_speed == @dash_speed
  $game_player.move_speed += (@dash_speed * 0.1)
  return
 end
 decrease_points(@stamina_rate * 2)
 if @points.zero?
  @exhausted = true
 end
  end
  #-----------------------------------------------------------------------------
  # * Last Move
  #-----------------------------------------------------------------------------
  def last_move
 return 0 if idle?
 return 1 if exhausted?
 return 2 if walking?
 return 3 if dashing?
  end
end

#==========================================================================
# ** Game_Player
#==========================================================================

class Game_Player < Game_Character
  #-----------------------------------------------------------------------------
  # * Public Instance Variables
  #-----------------------------------------------------------------------------
  attr_accessor :move_speed
  #-----------------------------------------------------------------------------
  # * Alias Listings
  #-----------------------------------------------------------------------------
  alias_method :dashsystem_gmplayer_updateplayermove, :update_player_movement
  #-----------------------------------------------------------------------------
  # * Dash
  #-----------------------------------------------------------------------------
  def dash
 @dash ||= Game_Player::Dash.new
 @dash
  end
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update_player_movement
 dashsystem_gmplayer_updateplayermove
 @dash.update
  end
end

#==========================================================================
# ** Window_DashStamina
#==========================================================================

class Window_DashStamina < Window_Base
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
 super(0, 416, 160, 64)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.opacity = 0
 refresh
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
 self.contents.clear
 @points = $game_player.dash.points
 @last_move = $game_player.dash.last_move
 self.contents.draw_seph_gradient_bar(0, 0, @points,
 $game_player.dash.stamina, 128)
 if $game_player.dash.idle?
  color = ($game_player.dash.exhausted? ? Color.new(255,0,0) : normal_color)
  self.contents.font.color = color
  self.contents.draw_text(0, 0, 128, 32, "Idle", 1)
 elsif $game_player.dash.exhausted?
  self.contents.font.color = Color.new(255,0,0)
  self.contents.draw_text(0, 0, 128, 32, "Exhausted", 1)
 elsif $game_player.dash.walking?
  self.contents.font.color = normal_color
  self.contents.draw_text(0, 0, 128, 32, "Walking", 1)
 elsif $game_player.dash.dashing?
  self.contents.font.color = system_color
  self.contents.draw_text(0, 0, 128, 32, "Dashing", 1)
 end
  end
  #-----------------------------------------------------------------------------
  # * Update?
  #-----------------------------------------------------------------------------
  def update?
 need_update = false
 need_update |= $game_player.dash.points != @points
 need_update |= $game_player.dash.last_move != @last_move
 (need_update && Graphics.frame_count % 4 == 1)
  end
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update
 self.visible = $game_player.dash.enabled?
 if update?
  refresh
 end
  end
end

#==========================================================================
# ** Spriteset_Map
#==========================================================================

class Spriteset_Map
  #-----------------------------------------------------------------------------
  # * Alias Lisitngs
  #-----------------------------------------------------------------------------
  alias_method :dashsystem_ssmap_initialize, :initialize
  alias_method :dashsystem_ssmap_update, :update
  alias_method :dashsystem_ssmap_dispose, :dispose
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
 @window_dashstamina = Window_DashStamina.new
 dashsystem_ssmap_initialize
  end
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update
 @window_dashstamina.update
 dashsystem_ssmap_update
  end
  #-----------------------------------------------------------------------------
  # * Dispose
  #-----------------------------------------------------------------------------
  def dispose
 @window_dashstamina.dispose
 dashsystem_ssmap_dispose
  end
end

#-------------------------------------------------------------------------------
# * SDK Enabled Test : End
#-------------------------------------------------------------------------------
end

This is to basically dash.
I got it from this site:
http://www.gdunlimited.net/forums/topic/8472-player-dash/

It's for rmxp.
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#22 How do I use Alias in RGSSx? - Page 3 Empty Re: How do I use Alias in RGSSx?
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mr_wiggles

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handy333 wrote:This is to basically dash.
I got it from this site:
http://www.gdunlimited.net/forums/topic/8472-player-dash/

It's for rmxp.

Nah that's dash with extra features.

This is basically dash:
Code:
class Game_Player
  alias :simpleDash_update :update
  def update
    @move_speed = Input.press?(Input::X) ? 5 : 4
    simpleDash_update
  end
end

Sprint button is "A" on Keyboard.

You can fit it on one line if you really wanted to:
Code:
class Game_Player;alias:sD:update;def update;@move_speed=Input.press?(Input::X)?5:4;sD;end;end
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#23 How do I use Alias in RGSSx? - Page 3 Empty Re: How do I use Alias in RGSSx?
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handy333

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Well I'll be. I've never seen a script so small in all my years of using someone else's scripts in my games. I don't know if I've ever said this but I've always been good with events so thats how I get by.
I guess you won that theme song!
Congratulations!
Whenever you need one for a game let me know.
I'll do my best.
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#24 How do I use Alias in RGSSx? - Page 3 Empty Re: How do I use Alias in RGSSx?
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mr_wiggles

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handy333 wrote:Well I'll be. I've never seen a script so small in all my years of using someone else's scripts in my games. I don't know if I've ever said this but I've always been good with events so thats how I get by.

That's how i started out was in eventing. Stick with them and you'll be coding in no time once you start seeing block similarities in the event commands. Have you made an event that uses labels?


handy333 wrote:I guess you won that theme song!
Congratulations!
Whenever you need one for a game let me know.
I'll do my best.

Sweet, thanks. Thinking about it i could use one for my old ass game from 6 years ago that i happened to find online in cryo sleep. It was in bad shape when i found it but i spent a few hours cleaning it up. I can PM you the Demo i slapped together.

That way you can see how the game "feels" and such.
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#25 How do I use Alias in RGSSx? - Page 3 Empty Re: How do I use Alias in RGSSx?
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handy333

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great. I'll take a look at it.

I have used some labels for a game I was working on for a Phoenix Wright like system. That turned out messy. Actually, the whole game turned out messy. That's how Project Rising Sun Started.
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