Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Dash Mode Script
#1
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


Features:

Lets the player dash when the A key is depressed until the dash level hits zero. When dash key is released the dash level starts to restore itself. As well if you don't like the time it takes for the bar to increase or decrease you can change it as well as the initial off set time before anything happens ~!

Instructions:

Create a new page call it Dash_Mode and add the following code to it
Code:
#==============================================================================
#  â–�   Dash Mode
#------------------------------------------------------------------------------
#    Near Fantastica
#    09/12/04
#=============================================================================

class Game_Player
#--------------------------------------------------------------------------
# â—? Refer Update to Game Player
#--------------------------------------------------------------------------
alias game_player_update update
#--------------------------------------------------------------------------
# â—? Update
#--------------------------------------------------------------------------
def update
  if Input.press?(Input::A)
    if moving?
      # If A Key press enter dash mode
      # reduce dash level
      @move_speed=5
      @restore = false
      if @reduce == false
        @timer = 50 # Initial time off set
        @reduce = true
      else
        @timer-= 1
      end
      @sec = (@timer / Graphics.frame_rate)%60
      if @sec == 0
        if @dash_level != 0
          @dash_level -= 1
          @timer = 45 # Timer Count
        end
      end
      if @dash_level == 0
        @move_speed=4
      end
      $dash_bar.update(@dash_level)
    end
  else
    # restore dash level
    @move_speed=4
    @reduce = false
    if @restore == false
      @timer = 80 # Initial time off set
      @restore = true
    else
      @timer-= 1
    end
    @sec = (@timer / Graphics.frame_rate)%60
    if @sec == 0
      if @dash_level != 5
        @dash_level+= 1
        @timer = 60 # Timer Count
      end
    end
    $dash_bar.update(@dash_level)
  end
  game_player_update
end
end

#==============================================================================
#  â–�   Bar Sprite
#------------------------------------------------------------------------------
#    Used for Dash Mode displays bar pictures to screen
#=============================================================================

class Bar_Sprite < Sprite
#--------------------------------------------------------------------------
# â—? Initialization
#--------------------------------------------------------------------------
def initialize
  super
  self.x = 10
  self.y = 460
  self.z = 500
end
#--------------------------------------------------------------------------
# â—? Update Dash Bar Level
#--------------------------------------------------------------------------
def update(number)
  @number = number
  case number
  when 0
    self.bitmap = RPG::Cache.picture("bar 0")
  when 1
    self.bitmap = RPG::Cache.picture("bar 1")
  when 2
    self.bitmap = RPG::Cache.picture("bar 2")
  when 3
    self.bitmap = RPG::Cache.picture("bar 3")
  when 4
    self.bitmap = RPG::Cache.picture("bar 4")
  when 5
    self.bitmap = RPG::Cache.picture("bar 5")
  end
end
#--------------------------------------------------------------------------
# â—? Dispose
#--------------------------------------------------------------------------
def dispose
  self.bitmap.dispose
end
end

#==============================================================================
#  â–�   Game Character
#------------------------------------------------------------------------------
#    Add Initialization of Dash Mode Varibles
#=============================================================================

class Game_Character
#--------------------------------------------------------------------------
# â—? Refer Initialization to Game Character
#--------------------------------------------------------------------------
alias dash_mode_initialize initialize
#--------------------------------------------------------------------------
# â—? Initialization
#--------------------------------------------------------------------------
def initialize
  @restore = false
  @reduce= false
  @timer = 0
  @dash_level = 5
  @sec = 0
  $dash_bar = Bar_Sprite.new
  dash_mode_initialize
end
end

#==============================================================================
#  â–�   Scene_Map
#------------------------------------------------------------------------------
#    Check for $dash_bar.dispose condition
#=============================================================================

class Scene_Map
#--------------------------------------------------------------------------
# â—? Refer Update to Scene Map
#--------------------------------------------------------------------------
alias scene_map_call_battle call_battle
alias scene_map_call_shop call_shop
alias scene_map_call_name call_name
alias scene_map_call_menu call_menu
alias scene_map_call_save call_save
alias scene_map_call_debug call_debug
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Battle called
#--------------------------------------------------------------------------
def call_battle
  $dash_bar.dispose
  scene_map_call_battle
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is  called
#--------------------------------------------------------------------------
def call_shop
  $dash_bar.dispose
  scene_map_call_shop
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Name called
#--------------------------------------------------------------------------
def call_name
  $dash_bar.dispose
  scene_map_call_name
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Menu called
#--------------------------------------------------------------------------
def call_menu
  $dash_bar.dispose
  scene_map_call_menu
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Save called
#--------------------------------------------------------------------------
def call_save
  $dash_bar.dispose
  scene_map_call_save
end
#--------------------------------------------------------------------------
# â—? Dispose of $dash_bar is Debug called
#--------------------------------------------------------------------------
def call_debug
  $dash_bar.dispose
  scene_map_call_debug
end
end
}


Possibly Related Threads…
Thread Author Replies Views Last Post
  Change character script jaigai 0 2,737 11-19-2006, 01:00 PM
Last Post: jaigai
  Just a modification of Abyssos' facs script lumina... 0 2,592 11-01-2006, 01:00 PM
Last Post: lumina...
  Credit Script 1.1 acoole 0 2,417 10-24-2006, 01:00 PM
Last Post: acoole
  Script Dev Kit Nick 0 2,794 10-15-2006, 01:00 PM
Last Post: Nick
  Opening Image script sasuke89 0 2,020 07-24-2006, 01:00 PM
Last Post: sasuke89
  Change Color of The diferent Status Script MASTERLOKI 0 2,269 07-18-2006, 01:00 PM
Last Post: MASTERLOKI
  Event Name and ID Search Script Hadriel 0 2,026 06-21-2006, 01:00 PM
Last Post: Hadriel
  Currency Script Split 0 2,273 05-18-2006, 01:00 PM
Last Post: Split
  Book Script and Utility Bruth 0 2,218 05-07-2006, 01:00 PM
Last Post: Bruth
  Individuality Script DrakoShade 0 2,176 03-12-2006, 01:00 PM
Last Post: DrakoShade



Users browsing this thread: