sirbilly 10 Posted June 10, 2013 Player Turn & MoveVersion: 1.0Author: SirBilly (silentkingdom.com)Date: 9 June 2013 IntroductionThis Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games. Features Ability to change delay time. Screenshotnone How to UseCopy into materials, but above mainPlug'N'Play, with optional customization ScriptGet it here Script to use with Khas Pixel Movement - Get it hereScript to use with Sapphire Action System IV - Get it here Terms of Use* Free to use for both commercial and non-commercial projects. * Do not claim this as your own. * Crediting me in the game's credits would be appreciated. 4 Share this post Link to post Share on other sites
Pikalyze 4 Posted June 10, 2013 Nice job. I'll try it out later. Share this post Link to post Share on other sites
Neverward 210 Posted February 1, 2014 Hey this is a really fantastic script, I think it adds a lot to the immersion in a game. I always hate when I coast around if I just want to turn and look in a certain direction at a certain location. I have one question, maybe even a suggestion if it's not already a part of the script Can I have it so that if I'm already turned in a certain direction, hitting the key won't delay? It will only delay if I'm turning in a direction I'm not facing? So I can quickly turn and then take a single step foreword just by tapping? Share this post Link to post Share on other sites
IMUNME 3 Posted December 1, 2014 Is there a way to change the delay value through a script call? Share this post Link to post Share on other sites
Aramis-IX 0 Posted January 17, 2015 Hey SirBilly. I really like this script! I think it adds a lot to my game. Thank you! Do you know if there is any way to make this compatible with a wsad direction input script (i'm using Falcao's Mouse System Buttons 2.5 at the moment). Thanks again! Share this post Link to post Share on other sites
TheRamenGirl 7 Posted Saturday at 11:19 AM Sadly this is not compatible with Jump Ability by Galv... i know this is old script but maybe someone or even sirbilly can fix this? Share this post Link to post Share on other sites
roninator2 256 Posted yesterday at 03:07 AM On 4/30/2022 at 7:19 AM, TheRamenGirl said: Sadly this is not compatible What part does not work? Sir billy script needs to be above galv jump. The only issue I found was that while walking, if you turned it would not stop to turn before continuing. I made some changes that should work. It did in my testing. =begin #=============================================================================== Player Turn & Move (VXA) Author : SirBilly (silentkingdom.com) Version : 1.0 Date : 9 June 2013 -------------------------------------------------------------------------------- This Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games. *Overwrites move_by_input method in Game_Player class. #=============================================================================== Instructions -------------------------------------------------------------------------------- To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. #=============================================================================== Terms of Use -------------------------------------------------------------------------------- * Free to use for both commercial and non-commercial projects. * Do not claim this as your own. * Crediting me in the game's credits would be appreciated. #=============================================================================== =end #=============================================================================== # * Script Configuration * #=============================================================================== module SK module TURNANDMOVE #------------------------------------------------------------------------------ # This is the delay time between the directional keys imput default is 7. #------------------------------------------------------------------------------ Delay_Time = 10 #------------------------------------------------------------------------------ # Note: works best when kept over 5 and under 10. #------------------------------------------------------------------------------ end end #=============================================================================== # * End of Configuration * #=============================================================================== class Game_Player < Game_Character #------------------------------------------------------------------------------- # Frame Update For Wait Time #------------------------------------------------------------------------------- alias sirbilly_turn_and_move_update update def update @wait_time = SK::TURNANDMOVE::Delay_Time if @wait_time == nil @wait_time -= 1 if @wait_time > 0 @sbdir = 0 if @sbdir == nil sirbilly_turn_and_move_update end #------------------------------------------------------------------------------- # Movement via Input from Directional Buttons #------------------------------------------------------------------------------- def move_by_input return if !movable? || $game_map.interpreter.running? case Input.dir4 when 2 if Input.trigger?(:DOWN) && @sbdir != 2 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(2) @sbdir = 2 elsif @sbdir != 2 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(2) @sbdir = 2 elsif @wait_time == 0 move_straight(2,true) end when 4 if Input.trigger?(:LEFT) && @sbdir != 4 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(4) @sbdir = 4 elsif @sbdir != 4 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(4) @sbdir = 4 elsif @wait_time == 0 move_straight(4,true) end when 6 if Input.trigger?(:RIGHT) && @sbdir != 6 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(6) @sbdir = 6 elsif @sbdir != 6 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(6) @sbdir = 6 elsif @wait_time == 0 move_straight(6,true) end when 8 if Input.trigger?(:UP) && @sbdir != 8 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(8) @sbdir = 8 elsif @sbdir != 8 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(8) @sbdir = 8 elsif @wait_time == 0 move_straight(8,true) end end end end #==============================================================================# # http://silentkingdom.com/ # #==============================================================================# Share this post Link to post Share on other sites