In making my game, I'd like to disallow the sprint feature (when you hold down circle), but I'm not sure how this can be done. I tried setting a vehicle, but it doesn't let me use character graphics as a vehicle (unless there is another way that I don't know of). If anyone could assist me in this matter, I'd greatly appreciate it. Thank you.
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Is it possible to disallow the "sprint" feature?
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ff8ribbonTags: None
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Re: Is it possible to disallow the "sprint" feature?
There is no way to stop the player using O from sprinting outside of a scripted event. You can use the button command along with the party direction move command to allow the player to move the party one space at a time, which might be good for a scene where the party is walking in a swamp, but I don't recomment it for an all-the-time event.
Why do you say a character model can't be a vehicle? I'm pretty sure any event can be a vehicle. The presets use the horse model so it is possible.
The problem with vehicles is that O causes the party to exit the vehicle, so this is a problemyou need to deal with as well.
Sprinting is a good way to move through areas quickly and I'm glad it was put into the program. Maybe it would be nice if the party could "get tired" running, but they can't. Chalk it up to an other limitation to RPG Maker 2 and move on with your game.
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Re: Is it possible to disallow the "sprint" feature?
No actually O just triggers the end of the vehicle control line and continues the rest of the scripitng in the vehicles lie of code if you wanted, you could just have this loop back to the top and make it impossible to leave an event.Originally posted by Dungeon WardenThe problem with vehicles is that O causes the party to exit the vehicle, so this is a problemyou need to deal with as well.
Now for your prob. What you can do is just sat any graphic for the party's vehicle then set it transparent 100% so you can't see it. And make sure you leave the party visible. This way you can control the party's speed and disable run
Everything is a Riemann sum of a lot of nothing.
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Re: Is it possible to disallow the "sprint" feature?
What's unfortunate is, you have to board the vehicle manually to use it. And the vehicle have their own special restrictions. That's why I never brought up vehicles as the answer to that. It's too limiting.Last edited by Crimson Knight; 06-01-2005, 01:52 PM.Quote of the moment - "When you cut down a tree, don't stand near it."
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Re: Is it possible to disallow the "sprint" feature?
Actually it isn't that limiting and it works quite well if you know how to do it. Using things like duplicate and event move scripts etc... along with enter map all allow this to be done quite easily.Everything is a Riemann sum of a lot of nothing.
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Re: Is it possible to disallow the "sprint" feature?
I would like to know something related to disallowing the sprint feature and does not seem too far off-topic.
My only complaint about it is that it seems to override the encounter ratio. Does sprinting turn on the no encounters flag, and if so is there a way to keep it from so doing?
The way it is set up the player could just run through maps and never encounter a "wandering monster" (yes, some of us still modify the default battle system rather than make active ones).
I assume that is ff8ribbon's complaint too.
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Re: Is it possible to disallow the "sprint" feature?
Then please share. List the correct method for putting players in a vehicle using the enter map script. AFAIK, this does not work.Originally posted by neonash7777Actually it isn't that limiting and it works quite well if you know how to do it. Using things like duplicate and event move scripts etc... along with enter map all allow this to be done quite easily.Quote of the moment - "When you cut down a tree, don't stand near it."
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ff8ribbon
Re: Is it possible to disallow the "sprint" feature?
The only reason I wanted to disallow the sprint feature was because I'm basing the puzzle game that I'm creating on the character's normal speed, not their sprint speed. The sprint speed seems far too fast for what I'm looking to do, and it would take away from the gameplay, I believe. So I'll try the vehicle option and see if that helps me out for what I need. Thanks for all of the input, everyone.
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Re: Is it possible to disallow the "sprint" feature?
Now, Rodak, I would think you have been around enough to know that the O button only disables combat in Test play so the game tester can avoid battles while testing the game. In actually game play, the O button only affects running speed. This is why I tell people to always play-test their game in regular game mode before releasing it. It is also important to test the game right from beginning to end as well.Originally posted by RodakThe way it is set up the player could just run through maps and never encounter a "wandering monster" (yes, some of us still modify the default battle system rather than make active ones).
ff8ribbon, If you understand how vehicles work then they could be used to limit running. A transparent model is a great way to allow the party to be seen while in a vehicle without it looking strange. It would also allow you to use several character models without needing to make a new vehicle for each one.
I don't think you can force a party to enter a vehicle (I haven't tested this myself), but you could place a vehicle in front of the party so that the player has no choice but to enter the vehicle in order to move. If the vehicle is transparent, the player would enter the vehicle without even knowing it.
Good luck with your game.
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ff8ribbon
Re: Is it possible to disallow the "sprint" feature?
Wow, this was so much easier than I thought it'd be. It only took one simple script of three measly lines.
I put an event in the map with Start "Auto" and applied this simple script:
000 Other: Vehicle: Deploy Vehicle Model (Object Name) Type=Land Speed=Normal Correct Location(+/- 0, +/-0, -5)
001 Other: Vehicle: Ride Vehicle Type=Land Speed=Normal
002 Other: Vehicle: Control Vehicle
And as simple as that, I start out in the vehicle, and can't leave it or sprint by pressing circle.
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Re: Is it possible to disallow the "sprint" feature?
Yep. It's easier to deal with things like that in RPGM2 than one would expect. Some people just don't realize it yet or just can't take advantage of it enough.
Try going into the screen transition system script, removing the sound effects and speeding up the fade in/out. It makes excursions less irritating.
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Re: Is it possible to disallow the "sprint" feature?
I thought that I forgot something there. I guess I've been around long enough to forget these things too.Originally posted by Dungeon WardenNow, Rodak, I would think you have been around enough to know that the O button only disables combat in Test play so the game tester can avoid battles while testing the game. In actually game play, the O button only affects running speed.
Thanks for the reminder.
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Probably because I have too many auto events running at once.
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