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#1 RMXP - Double Tap, Dash, Blur... Empty RMXP - Double Tap, Dash, Blur...
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G@MeF@Ce

G@MeF@Ce
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Double Tap, Dash, Blur... v.3.0!

RMXP - Double Tap, Dash, Blur... Dashbl10

gameface - just like it says... enjoy!
instructions are in the script.

new version, no XAS just RMXP
you can find the old XAS version below


+better instructions
+better indentation!
+more accurate double tap-hold direction key
+sound effect option
+graphic option
+easy disable switch
+disable by terrain tag
+easy blurrr settings for player and events!

and more in the user friendly module

G101 TDB 3.1 (RMXP)

Code:
################################################################################
# [RMXP] Double Tap Dash Blur by G@MeF@Ce v3.1 1/28/10 - 3/9/21
#
# www.gameface101.com remembering and giving thanks to:
# Gamba for the directional dash in the ABS and Zues81 for the trails script
#===============================================================================
# RMXP Instructions:
# Open Script Database (F11) Copy and Paste this Script above Main
#
# setup options in the module
#
# to blur event:
#
# X = Event ID number
# $game_map.events[X].blur = true
#
# to stop event blur:
# $game_map.events[X].blur = false
#
################################################################################

module DTDB

#[CONTROL OPTIONS]==============================================================
  DISABLE_SWITCH = 1 #game switch on to disable
  DISABLE_TILE = 7 #terrain ID for dash off
#[DASH OPTIONS]=================================================================
  NORMAL_SPEED = 4 #set normal speed
  DASH_SPEED = 5.0 #set dash speed
  TIME = 4 #time between double tap
  STOP_DASH = 0#0 = default, 1 = stop dash on turn, 2 or highter dash always on
  DASH_TIME = 100 #time to check dash
#[GRAPHIC OPTION]===============================================================
  CHARACTER_DASH_GRAPHIC = "_dash" #"NAME_dash" graphic
#[SOUND OPTIONS]================================================================
  DASH_SOUND = "" #play sound when dashing
  DASH_SOUND_VOL = 100
#[BLUR OPTIONS]=================================================================
  BLUR_LENGTH = 10 #set number of repeated images to create a blurrr
  BLUR_TYPE = 0#0=Normal 1=Light 2=Dark

end

################################################################################

#===============================================================================
# ■ Game_Character
#===============================================================================
class Game_Character
  attr_accessor :move_speed
  attr_accessor :time_dash
  attr_accessor :character_name
  attr_accessor :blur
    
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------                                
  alias tap_dash_initialize initialize
  def initialize
      @time_dash = 0
      tap_dash_initialize
      @blur = false
  end
end

#===============================================================================
# ■ RPG_FileTest
#===============================================================================
module RPG_FileTest
  def RPG_FileTest.character_exist?(filename)
      return RPG::Cache.character(filename, 0) rescue return false
  end
end

#===============================================================================
# ■ Game_Map
#===============================================================================
class Game_Map
  include DTDB
  attr_accessor :time_dash
  attr_accessor :dashing
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------                                
  alias tap_dash_setup setup
  def setup(map_id)
      @dash = []
      for i in 2..8
         @dash[i] = 0
      end
      @time_c = 0
      @dashing = false
      @direction = 0
      @direction_old = $game_player.direction
      @time_rec = 0
      $game_player.time_dash = DASH_TIME if @time_dash == nil
      tap_dash_setup(map_id)
  end
  
  #--------------------------------------------------------------------------
  # ● Can Tap Dash?
  #--------------------------------------------------------------------------                                
  def can_tap_dash?
      return false if $game_system.map_interpreter.running?
      return true
  end
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------                                
  alias tap_dash_update update
  def update
    tap_dash_update
    return unless can_tap_dash?
    #disable tile
    if $game_map.terrain_tag($game_player.x , $game_player.y) == DISABLE_TILE
    $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
    end
    #dash graphic
    if $game_switches[DISABLE_SWITCH] == false and $game_map.terrain_tag($game_player.x , $game_player.y) != DISABLE_TILE
      if @dashing == true
         newname = $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC if $game_party.actors[0].hp > 0
         $game_player.character_name = newname if $game_player.character_name != newname and
         RPG_FileTest.character_exist?(newname)
         $game_player.move_speed = DASH_SPEED
         if STOP_DASH == 0
            unless Input.press?(Input::DOWN) or Input.press?(Input::LEFT) or
               Input.press?(Input::RIGHT) or Input.press?(Input::UP)
               @dashing = false
               $game_player.blur = false#
            end
         elsif STOP_DASH == 1
            unless Input.press?(@keyboard) and @direction == $game_player.direction
               @dashing = false
               $game_player.blur = false#
            end
         end
       else
      $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
    #input and speed check  
   $game_player.move_speed = NORMAL_SPEED if $game_player.move_speed == DASH_SPEED
      dir = $game_player.direction
       case dir
          when 2
            @keyboard = Input::DOWN
          when 4
            @keyboard = Input::LEFT
          when 6
            @keyboard = Input::RIGHT
          when 8
            @keyboard = Input::UP
       end
          
     if @dash[dir] == 1
        if Input.press?(@keyboard)
           for i in 2..8
               if i != dir
                  @dash[i] = 0
                  $game_player.blur = false
               end
            end      
        else
            @dash[dir] = 2
            for i in 2..8
                if i != dir
                   @dash[i] = 0
                   $game_player.blur = false
                end
            end
        end
      elsif @dash[dir] == 2    
        if @time_c < (TIME)
           if Input.press?(@keyboard)  
              @time_c = 0
              @dash[dir] = 0
              @dashing = true
              $game_system.se_play(RPG::AudioFile.new(DASH_SOUND, DASH_SOUND_VOL, 100))
              $game_player.blur = true
              @direction = $game_player.direction  
           end
        end  
        if @time_c > (TIME)
           @time_c = 0
           @dash[dir] = 0
           $game_player.blur = false
        end    
      else
        @time_c = 0
        if Input.trigger?(@keyboard)
           @dash[dir] = 1
           for i in 2..8
               if i != dir
                  @dash[i] = 0
                  $game_player.blur = false
               end
           end
        end
      end
    end
  end
end
end #end character class

#===============================================================================
# ■ Spriteset_Map
#===============================================================================
class Spriteset_Map
  include DTDB
  $blurr_images = DTDB::BLUR_LENGTH
  $transparence = DTDB::BLUR_TYPE
    
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------                                
  alias spriteset_map_update update
  def update
      if $blurr_images != @last_blurr_images
         @last_blurr_images = $blurr_images
         if @blur_sprites != nil
            for blur_sprite in @blur_sprites.values
                blur_sprite.dispose
            end
            @blur_sprites = nil
         end
      end
      if @blur_sprites == nil
         @blur_sprites = {}
         for i in 0...$blurr_images
            @blur_sprites[i] = Sprite_Blur.new(@viewport1, $game_player)
            @blur_sprites[i].opacity = 156 / $blurr_images * i
         end
      end
      for id in $game_map.events.keys.sort
          event = $game_map.events[id]
          if event.blur == true and @blur_sprites[id * $blurr_images] == nil
             for i in 0...$blurr_images
             @blur_sprites[id * $blurr_images + i] = Sprite_Blur.new(@viewport1, event)
             @blur_sprites[id * $blurr_images + i].opacity = 156 / $blurr_images * i
          end
      end
    end
    for blur_sprite in @blur_sprites.values
        blur_sprite.update
    end
    spriteset_map_update
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------                                
  alias spriteset_map_dispose dispose
  def dispose
      spriteset_map_dispose
      for blur_sprite in @blur_sprites.values
          blur_sprite.dispose
      end
  end
end

#===============================================================================
# ■ Sprite_Blur
#===============================================================================
class Sprite_Blur < Sprite
  include DTDB
  attr_accessor :real_x
  attr_accessor :real_y
  attr_accessor :character

  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------                                  
  def initialize(viewport, character)
      super(viewport)
      self.opacity = 0
      @character = character
      update
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------                                    
  def update
      if self.opacity == 0
        super
        if @character_name != @character.character_name or @character_hue != @character.character_hue
           @character_name = @character.character_name
           @character_hue = @character.character_hue
           self.bitmap = RPG::Cache.character(@character_name,@character_hue)
           self.blend_type = $transparence
           @cw = bitmap.width / 4
           @ch = bitmap.height / 4
           self.ox = @cw / 2
           self.oy = @ch
        end
        self.visible = (not @character.transparent and @character.blur)
        sx = @character.pattern * @cw
        sy = (@character.direction - 2) / 2 * @ch
        self.src_rect.set(sx, sy, @cw, @ch)
        self.opacity = 156
        self.z = @character.screen_z(@ch) - 1
        @real_x = @character.real_x
        @real_y = @character.real_y
        update
      else
        self.opacity -= 156 / ($blurr_images - 1)
        self.x = (@real_x - $game_map.display_x + 3)/4 + 16
        self.y = (@real_y - $game_map.display_y + 3)/4 + 32
      end
  end
end
#end of script ^,^



G101 TDB 3.0 (with XAS3.9)

+option to work with CT Meter

Code:
################################################################################
# TAP DASH & BLURRR v3.0 by G@MeF@Ce 1/29/2013 www.gameface101.com
#
# dash concept from the double tap to dash by Gamba ABS
# the "blurrr" from the trails script by Zues81
# xas by xiderowg, moghunter
#
# free to use, must give credit to all names above ^
#
# Instructions:
#
# Q: How to use?
#
# A: Copy and Paste above Main script in Script Database (F11)
#    then setup options in the module below.
#
# Q: How to make player dash and blurrr?
#
# A: Tap a direction twice to make the player dash and blurrr
#
# Q: How to make other events "blurrr" ?
#
# A: Open an event, find the ID on the top left
# X = Event ID number
# choose 'script' in event commants (3rd tab - bottom right option)
# to start event blurrr use =>  $game_map.events[X].blur = true
# to stop event blurrr use =>  $game_map.events[X].blur = false
#
# enjoy! ^,^
################################################################################
#--------------------------------------------------------------------=[settings]
module G101_TDB
        
#[ DASH OPTIONS ]===============================================================

# CONTROLS:
DISABLE_TDB_SWITCH= 4 #---------------------------=[switch ID for dash on/off]
DISABLE_BY_TILE = 5 #---------------------------------------------=[on or off]
DISABLE_TILE_TAG = 7 #------------------------------=[terrain ID for dash off]

#GAME PLAY:
NORMAL_SPEED = 4 #-----------------------------------------=[set normal speed]
DASH_SPEED = 5.5 #-------------------------------------------=[set dash speed]
TIME = 4 #------------------------------------------=[time between double tap]
STOP_DASH = 0 #-----------=[stop sliding - 0 release key - 1 when move direct]
DASH_TIME = 100 #-------------------------------------=[how much time to dash]
RECHARGE_TIME = 1 #-------------------------------------------=[recharge time]
START_RECHARGE_TIME = 1 #-------------------=[the instant recharge will begin]

#PRESENTATION:
CHARACTER_DASH_GRAPHIC = "_dash" #----------------------=["NAME_dash" graphic]
DASH_SOUND = "" #----------------------------------=[ play sound when dashing]
BLUR_LENGTH = 10 #-----------[set number of repeated images to create a blurrr
BLUR_TYPE = 0#---------------[ blending blurrr images: 0=Normal 1=Light 2=Dark
BLUR_FADE = 150 #------------[opacity of the blurr (1-256)

# XAS:
XAS_TDB = false #------------------------------------------------=[ USING XAS? ]
#uncomment lines 216 and 232
DISABLE_XAS_CT = false #---------------------------------------=[ requires XAS ]

end
#===============================================================================
#
#===============================================================================
# ■ Game_Character
#===============================================================================
class Game_Character
      attr_accessor :move_speed
      attr_accessor :time_dash
      attr_accessor :character_name
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------                              
 alias tap_dash_initialize initialize
      def initialize
          @time_dash = 0
          tap_dash_initialize
      end
end      
#===============================================================================
# ■ RPG_FileTest
#===============================================================================
module RPG_FileTest
      def RPG_FileTest.character_exist?(filename)
          return RPG::Cache.character(filename, 0) rescue return false
      end
end        
#===============================================================================
# ■ Game_Map
#===============================================================================
 class Game_Map
       include G101_TDB
       attr_accessor :time_dash
       attr_accessor :dashing
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------                              
 alias tap_dash_setup setup
       def setup(map_id)
          @dash = []
            for i in 2..8
             @dash[i] = 0
            end
          @time_c = 0
          @dashing = false
          @direction = 0
          @direction_old = $game_player.direction
          @time_rec = 0
          $game_player.time_dash = DASH_TIME if @time_dash == nil
          tap_dash_setup(map_id)
       end
        
#--------------------------------------------------------------------------
# ● Can Tap Dash?
#--------------------------------------------------------------------------                              
       def can_tap_dash?
           return false if $game_system.map_interpreter.running?
            if XAS_TDB == true    
              return false if $game_player.knockbacking?
              return false if $game_player.acting?
              return false if $game_player.battler.hp == 0
              return false if $game_player.pickup_lock
              return true
            end
           return true
          end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------                              
 alias tap_dash_update update
    def update
       tap_dash_update
       return unless can_tap_dash?
       if $game_map.terrain_tag($game_player.x , $game_player.y) == DISABLE_TILE_TAG and $game_switches[DISABLE_BY_TILE] == true
          $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
          $game_player.move_speed = NORMAL_SPEED
          @dashing = false
          $game_player.blur = false
       end
          if @time_rec == START_RECHARGE_TIME
             $game_player.time_dash += (DASH_TIME.to_f/(100/RECHARGE_TIME.to_f)).to_i if $game_player.time_dash < DASH_TIME
             @time_rec = 0
            else
             @time_rec += 1
          end
        if $game_switches[DISABLE_TDB_SWITCH] == false
          if @dashing == true
             newname = $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC if $game_party.actors[0].hp > 0
             $game_player.character_name = newname if $game_player.character_name != newname and
             RPG_FileTest.character_exist?(newname)
           if XAS_TDB == true
             if DISABLE_XAS_CT == false
                $game_system.action_meter -= 1
             end
           end
             $game_player.move_speed = DASH_SPEED
           if STOP_DASH == 0
              unless Input.press?(Input::DOWN) or Input.press?(Input::LEFT) or
              Input.press?(Input::RIGHT) or Input.press?(Input::UP)
              @dashing = false
              $game_player.blur = false
           end
              elsif STOP_DASH == 1
                 unless Input.press?(@keyboard) and @direction == $game_player.direction
                 @dashing = false
                 $game_player.blur = false
              end
          end
           if XAS_TDB == true
             if $game_system.action_meter<= 0 and DISABLE_XAS_CT == false
                @dashing = false
                $game_player.blur = false
             end
           end
           else
           $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
           if @time_rec == START_RECHARGE_TIME
              $game_player.time_dash += (DASH_TIME.to_f/(100/RECHARGE_TIME.to_f)).to_i if $game_player.time_dash < DASH_TIME
              @time_rec = 0
              else
              @time_rec += 1
           end
#===========================================================[tap to dash section        
$game_player.move_speed = NORMAL_SPEED if $game_player.move_speed == DASH_SPEED
       dir = $game_player.direction
       case dir
           when 2
           @keyboard = Input::DOWN
           when 4
           @keyboard = Input::LEFT
           when 6
           @keyboard = Input::RIGHT
           when 8
           @keyboard = Input::UP
       end
           if @dash[dir] == 1
             if Input.press?(@keyboard)
                for i in 2..8
                   if i != dir
                     @dash[i] = 0
                     $game_player.blur = false
                   end
                end    
             else
              @dash[dir] = 2
                for i in 2..8
                   if i != dir
                      @dash[i] = 0
                      $game_player.blur = false
                   end
                end
                end
              elsif @dash[dir] == 2  
                if @time_c < (TIME)
                  if Input.press?(@keyboard)# and $game_temp.xplat == 0
                      @time_c = 0
                      @dash[dir] = 0
                      @dashing = true
                      $game_system.se_play(RPG::AudioFile.new(DASH_SOUND, 100, 100))
                      $game_player.blur = true
                      @direction = $game_player.direction
                  end
                end
                if @time_c > (TIME)
                   @time_c = 0
                   @dash[dir] = 0
                   $game_player.blur = false
                end  
                else
                @time_c = 0
                if Input.trigger?(@keyboard)# and $game_temp.xplat == 0
                  @dash[dir] = 1
                  for i in 2..8
                      if i != dir
                        @dash[i] = 0
                        $game_player.blur = false
                      end
                    end
                  end
                end
              end
            end
          end
        end
#===============================================================================
# ■ Game_Character
#===============================================================================
 class Game_Character
       include G101_TDB
       attr_accessor :blur        
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------                                  
       alias spriteset_map_initialize initialize
       def initialize
           spriteset_map_initialize
           @blur = false
       end
#--------------------------------------------------------------------------
# ● Update Move Speed
#--------------------------------------------------------------------------    
       def update_move_speed
           return
       end                        
#--------------------------------------------------------------------------
# ● update knockbacking
#--------------------------------------------------------------------------    
       def update_knockbacking
           @knock_back_duration = 5 if self.battler.state_sleep
           return unless self.knockbacking?
           return if self.battler.stop
           @pattern = 0 unless @direction_fix
           @knock_back_duration -= 1 unless self.throw_active
           update_knockbacksprite
           if @knock_back_duration <= 0
              @knock_back_duration = nil
              @knock_back_prespeed = nil
              if $game_switches[XPLAT_SWITCH_ID]
                 @move_speed = @knock_back_prespeed
              end
              if self.is_a?(Game_Event)
                 @pose_type = ""
                 @pose_type_old = @pose_type
                 @character_name = @page.graphic.character_name
                 self.refresh
              end
            end
         end    
      end
#===============================================================================
# ■ Spriteset_Map
#===============================================================================
 class Spriteset_Map
       include G101_TDB
       $blurr_images = G101_TDB::BLUR_LENGTH
       $transparence = G101_TDB::BLUR_TYPE          
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------                              
       alias spriteset_map_update update
       def update
           if $blurr_images != @last_blurr_images
              @last_blurr_images = $blurr_images
             if @blur_sprites != nil
                for blur_sprite in @blur_sprites.values
                    blur_sprite.dispose
                    end
                    @blur_sprites = nil
                end
             end
              if @blur_sprites == nil
                @blur_sprites = {}
                for i in 0...$blurr_images
                    @blur_sprites[i] = Sprite_Blur.new(@viewport1, $game_player)
                    @blur_sprites[i].opacity = BLUR_FADE / $blurr_images * i
                end
              end
              for id in $game_map.events.keys.sort
                  event = $game_map.events[id]
                 if event.blur == true and @blur_sprites[id * $blurr_images] == nil
                   for i in 0...$blurr_images
                    @blur_sprites[id * $blurr_images + i] = Sprite_Blur.new(@viewport1, event)
                    @blur_sprites[id * $blurr_images + i].opacity = BLUR_FADE / $blurr_images * i
                  end
               end
            end
        for blur_sprite in @blur_sprites.values
            blur_sprite.update
           end
            spriteset_map_update
          end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------                              
        alias spriteset_map_dispose dispose
          def dispose
              spriteset_map_dispose
              for blur_sprite in @blur_sprites.values
                  blur_sprite.dispose
              end
          end
        end
#===============================================================================
# ■ Sprite_Blur
#===============================================================================
 class Sprite_Blur < Sprite
       include G101_TDB
       attr_accessor :real_x
       attr_accessor :real_y
       attr_accessor :character        
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------                                
       def initialize(viewport, character)
           super(viewport)
           self.opacity = 0
           @character = character
           update
       end        
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------                                  
       def update
           if self.opacity == 0
           super
           if @character_name != @character.character_name or @character_hue != @character.character_hue
              @character_name = @character.character_name
              @character_hue = @character.character_hue
              self.bitmap = RPG::Cache.character(@character_name,@character_hue)
              self.blend_type = $transparence
              @cw = bitmap.width / 4
              @ch = bitmap.height / 4
              self.ox = @cw / 2
              self.oy = @ch
           end
              self.visible = (not @character.transparent and @character.blur)
              sx = @character.pattern * @cw
              sy = (@character.direction - 2) / 2 * @ch
              self.src_rect.set(sx, sy, @cw, @ch)
              self.opacity = BLUR_FADE
              self.z = @character.screen_z(@ch) - 1
              @real_x = @character.real_x
              @real_y = @character.real_y
              update
              else
              self.opacity -= BLUR_FADE / ($blurr_images - 1)
              self.x = (@real_x - $game_map.display_x + 3)/4 + 16
              self.y = (@real_y - $game_map.display_y + 3)/4 + 32
             end
          end
       end
#===============================================================================
# ■ Scene_Map
#===============================================================================
 class Scene_Map
    alias G101_TDB_transfer_player transfer_player
      def transfer_player
         $game_player.blur = false
         G101_TDB_transfer_player
      end
 end
#end of script ^,^
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#2 RMXP - Double Tap, Dash, Blur... Empty Re: RMXP - Double Tap, Dash, Blur...
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mr_wiggles

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Game face comes through with another interesting script.

i have but one question.. would it be possible to instead of Double tap that you can just press a key? "Input.trigger?(Input::Z)" or something?

*for others reading this who ask "why not make a common event", its because i want a run that doesn't take from the CT meter but still has a "stamina" limit, and i the stamina is set by another script*
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#3 RMXP - Double Tap, Dash, Blur... Empty Re: RMXP - Double Tap, Dash, Blur...
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Very nice. Blur effect great.
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#4 RMXP - Double Tap, Dash, Blur... Empty Re: RMXP - Double Tap, Dash, Blur...
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Reala

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Is there a way to make the player blur by event, like they blur for an attack, then it goes away. I can do it by dashing then doing the attack, but i want it to be all flashy n watever.
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#5 RMXP - Double Tap, Dash, Blur... Empty Re: RMXP - Double Tap, Dash, Blur...
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G@MeF@Ce

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So in $game_map.events[X].blur = true
Wut do i replace X with for it to blur on the actor. I put 0 n got a error
@reala - try using a call script in an event and use "$game_player.blur = true"
(without the quotes)
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Reala

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It works but it goes away after i dash. I think i can fix this with a common event. Thanx GM
Commoc event worked thanx again GM
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#7 RMXP - Double Tap, Dash, Blur... Empty Re: RMXP - Double Tap, Dash, Blur...
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G@MeF@Ce

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^ newer version!

+more accurate double tap
+option to work with XAS CT_meter
+sound effect option

*doesn't blurrr after transferring maps

gameface
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Legault123

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Nice work! Thank you for sharing, can't wait to see the new platform demo Smile
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#9 RMXP - Double Tap, Dash, Blur... Empty Re: RMXP - Double Tap, Dash, Blur...
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chaosmakr44

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i plan to use this script however i want the player to unlock the dash ability throughout the actual game, is there a script i can call to enable / disable the dash/blurr feature?
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G@MeF@Ce

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@chaosmakr44 - let me know if this works for you...

the script has a disable switch (default at 0)
just assign it a number.

If you're not using XAS, here's an example
http://www.mediafire.com/?ssj55pwjrblrtw9

EDIT: newer version for XAS 3.9!

this topic has been moved to the underground gaming forum, guests are now able to access ^,^
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