Is there a script to make train actors face the same way as the player?
#1
I use Fukuyama's original train actors script and it's been solid for regular gameplay.
However, for some cutscenes with dialogue, I would love to make the whole party face the same direction and perhaps change direction together via a script call.
I intend to make a move command at the start of some cutscenes to make the player move (e.g. down, left, up, right, down, turn right) so the train becomes a 2x2 square of the party and the main player is in the bottom front corner facing forward, and I'd love a script to make the three train actors face the same way as the player actor.

(Alternatively, a script to make the three train actors form the square themselves, though this one could be a bit tricky to work with in some cutscenes)

Could anyone help?
[Image: SP1-Writer.png]
[Image: SP1-PixelArtist.png]
Reply
#2
Fukuyama's you say?    Yeah, I know.   No one thought about adding such features into Fukuyama's script despite it being the oldest known, preferring to make their own systems.

HOWEVER... That's just on them being too lazy to do any investigation to see what the heck could be done!!!

Code:
#==============================================================================
# ** Train_Actor : Game_Party_Module
#------------------------------------------------------------------------------
#  This module within the Train_Actor module controls on-screen party members
#  that follow the player. It is included within the $game_party class.
#==============================================================================

module Train_Actor::Game_Party_Module
 
  #--------------------------------------------------------------------------
  # * Move Left
  #    id: party member ID
  #--------------------------------------------------------------------------
  def make_me_move_left(id)
    #
    character = @characters[id]
    character.move_left
    #
  end

end

This coupled with making an event to trigger a script call:
Code:
$game_party.make_me_move_left(1)

I used this in a blank project that forces Basil, Gloria and Hilda to follow the player; Gloria being "Train" party member ID #1.

And with this simple call, it makes Gloria takes one step to the left.

Again, her ID in the Train Actor script is ID #1. This is different than her being "Game"_Party actor #2 as the Train Actor script is really just concerned with the character sprites and not the Actor HP/SP data.

And the line in this simple script  character.move_left could be replaced with character.turn_left which would make her face the left rather than taking a step forward.  the 'turn_left' portion refers to one of the dozens of movement methods within Game_Character.

By this, one could suggest that most any of the movement commands from Game_Character, or a custom move_traine_route system could be introduced Laughing  with the exception of controlling an NPC's "transparency" and "step_anime"  flags as Fukuyama's code have those hardwired and repeatedly updated/refreshed.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply
#3
OOOH! I didn't know it was that simple! I'mma give it a try this week!
[Image: SP1-Writer.png]
[Image: SP1-PixelArtist.png]
Reply
#4
NO ONE DID! No one bothered it seems! I just did a little study and BOOM!
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
   How do I make skills that never miss, and a status that causes skills to never miss? Ace_V 3 879 02-18-2026, 02:51 PM
Last Post: Ace_V
   Lead Actor Swapper script error Ace_V 25 13,378 09-07-2025, 01:22 PM
Last Post: DerVVulfman
   How do I make a PNG image (or animation) show up when a character dies? Ace_V 6 3,977 08-31-2025, 11:07 PM
Last Post: kyonides
   Plugin or Script help with Item menu, SKill menu, and Equip menu JayRay 3 5,260 11-22-2024, 07:02 PM
Last Post: JayRay
   Actors & enemies without Morale Bennerdeben 4 7,419 07-15-2023, 06:21 PM
Last Post: Bennerdeben
   Script compatibility help Lord Vectra 3 9,460 07-25-2021, 11:42 PM
Last Post: DerVVulfman
   Adding face script on Cogwheel's RTAB Battle Status rekkatsu 15 29,343 08-25-2020, 03:09 AM
Last Post: DerVVulfman
   "Wait" in the script Whisper 13 27,477 04-28-2020, 04:06 PM
Last Post: Whisper
   Skill Cooldown script Fenriswolf 11 27,436 12-10-2019, 11:10 AM
Last Post: Fenriswolf
   Help iwth script (RGSS Player crash) Whisper 3 12,528 06-17-2017, 05:03 PM
Last Post: Whisper



Users browsing this thread: 1 Guest(s)