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need caterpillar script

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Can some 1 plz paste me a caterpillar script plz!!
it is vitaly because ive just made a cat and it battles and everytithng i just need caterpillar script so the cat walks around whith u!! plz  :thumb:
or if u can provide a link to a caterpillar script that works plz!!
 

kire

Member

Code:
# Follow the Hero Caterpillar Script by FUKUYAMA

TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT  = 9
JUMP      = 5
# ------------------------------------
class Game_Party_Actor < Game_Character
# ------------------------------------
 def initialize
   super()
   @through = true
 end
# ------------------------------------
 def setup(actor)
   if actor != nil
     @character_name = actor.character_name
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0
   end
   @opacity = 255
   @blend_type = 0
 end
# ------------------------------------
 def screen_z(height = 0)
   if $game_player.x == @x and $game_player.y == @y
     return $game_player.screen_z(height) - 1
   end
   super(height)
 end
# ------------------------------------  
 def move_down(turn_enabled = true)
   if turn_enabled
     turn_down
   end
   if passable?(@x, @y, Input::DOWN)
     turn_down
     @y += 1
   end
 end
# ------------------------------------ 
 def move_left(turn_enabled = true)
   if turn_enabled
     turn_left
   end
   if passable?(@x, @y, Input::LEFT)
     turn_left
     @x -= 1
   end
 end
# ------------------------------------
 def move_right(turn_enabled = true)
   if turn_enabled
     turn_right
   end
   if passable?(@x, @y, Input::RIGHT)
     turn_right
     @x += 1
   end
 end
# ------------------------------------ 
 def move_up(turn_enabled = true)
   if turn_enabled
     turn_up
   end
   if passable?(@x, @y, Input::UP)
     turn_up
     @y -= 1
   end
 end
# ------------------------------------
 def move_lower_left
   unless @direction_fix
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     @x -= 1
     @y += 1
   end
 end
# ------------------------------------ 
 def move_lower_right
   unless @direction_fix
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     @x += 1
     @y += 1
   end
 end
# ------------------------------------ 
 def move_upper_left
   unless @direction_fix
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     @x -= 1
     @y -= 1
   end
 end
# ------------------------------------
 def move_upper_right
   unless @direction_fix
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     @x += 1
     @y -= 1
   end
 end
# ------------------------------------
 def set_move_speed(move_speed)
   @move_speed = move_speed
 end
end




class Spriteset_Map
# ------------------------------------
 def setup_actor_character_sprites?
   return @setup_actor_character_sprites_flag != nil
 end
# ------------------------------------
 def setup_actor_character_sprites(characters)
   if !setup_actor_character_sprites?
     index_game_player = 0
     @character_sprites.each_index do |i|
       if @character_sprites[i].character.instance_of?(Game_Player)
         index_game_player = i
         break
       end
     end
     for character in characters.reverse
       @character_sprites.unshift(
         Sprite_Character.new(@viewport1, character)
       )
     end
     @setup_actor_character_sprites_flag = true
   end
 end
end




class Scene_Map
# ------------------------------------
 def setup_actor_character_sprites(characters)
   @spriteset.setup_actor_character_sprites(characters)
 end
end




class Game_Party
# ------------------------------------
 def set_transparent_actors(transparent)
   @transparent = transparent
 end
# ------------------------------------
 def setup_actor_character_sprites
   if @characters == nil
     @characters = []
     for i in 1 .. 4
       @characters.push(Game_Party_Actor.new)
     end
   end
   if @actors_chach == nil
     @actors_chach = []
   end
   if @actors_chach != @actors
     @actors_chach = @actors.clone
     for i in 1 .. 4
       @characters[i - 1].setup(actors[i])
     end
   end
   if $scene.instance_of?(Scene_Map)
     $scene.setup_actor_character_sprites(@characters)
   end
 end
# ------------------------------------
 def update_party_actors
   setup_actor_character_sprites
   transparent = $game_player.transparent
   if transparent == false
     if TRAIN_ACTOR_TRANSPARENT_SWITCH
       transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
     else
       transparent = $game_player.transparent
     end
   end
   for character in @characters
     character.transparent = transparent
     character.set_move_speed($game_player.get_move_speed)
     character.update
   end
 end
# ------------------------------------
 def moveto_party_actors( x, y )
   setup_actor_character_sprites
   for character in @characters
     character.moveto( x, y )
   end
   if @move_list == nil
     @move_list = []
   end
   for i in 0 .. 10
     @move_list[i] = nil
   end
 end
 def move_party_actors
   if @move_list == nil
     @move_list = []
     for i in 0 .. 10
       @move_list[i] = nil
     end
   end
   @move_list.each_index do |i|
     if @characters[i] != nil
       case @move_list[i].type
         when Input::DOWN
           @characters[i].move_down(@move_list[i].args[0])
         when Input::LEFT
           @characters[i].move_left(@move_list[i].args[0])
         when Input::RIGHT
           @characters[i].move_right(@move_list[i].args[0])
         when Input::UP
           @characters[i].move_up(@move_list[i].args[0])
         when DOWN_LEFT
           @characters[i].move_lower_left
         when DOWN_RIGHT
           @characters[i].move_lower_right
         when UP_LEFT
           @characters[i].move_upper_left
         when UP_RIGHT
           @characters[i].move_upper_right
         when JUMP
           @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
       end
     end
   end
 end




class Move_List_Element
# ------------------------------------
   def initialize(type,args)
     @type = type
     @args = args
   end
   def type() return @type end
   def args() return @args end
 end
# ------------------------------------
 def add_move_list(type,*args)
   @move_list.unshift(Move_List_Element.new(type,args)).pop
 end
# ------------------------------------
 def move_down_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::DOWN,turn_enabled)
 end
# ------------------------------------
 def move_left_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::LEFT,turn_enabled)
 end
# ------------------------------------
 def move_right_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::RIGHT,turn_enabled)
 end
# ------------------------------------
 def move_up_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::UP,turn_enabled)
 end
# ------------------------------------
 def move_lower_left_party_actors
   move_party_actors
   add_move_list(DOWN_LEFT)
 end
# ------------------------------------
 def move_lower_right_party_actors
   move_party_actors
   add_move_list(DOWN_RIGHT)
 end
# ------------------------------------
 def move_upper_left_party_actors
   move_party_actors
   add_move_list(UP_LEFT)
 end
# ------------------------------------
 def move_upper_right_party_actors
   move_party_actors
   add_move_list(UP_RIGHT)
 end
# ------------------------------------
 def jump_party_actors(x_plus, y_plus)
   move_party_actors
   add_move_list(JUMP,x_plus, y_plus)
 end
end




module Game_Player_Module
# ------------------------------------
 def update
   $game_party.update_party_actors
   super
 end
# ------------------------------------
 def moveto( x, y )
   super
   $game_party.moveto_party_actors( x, y )
 end
# ------------------------------------
 def move_down(turn_enabled = true)
   if passable?(@x, @y, Input::DOWN)
     $game_party.move_down_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_left(turn_enabled = true)
   if passable?(@x, @y, Input::LEFT)
     $game_party.move_left_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_right(turn_enabled = true)
   if passable?(@x, @y, Input::RIGHT)
     $game_party.move_right_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_up(turn_enabled = true)
   if passable?(@x, @y, Input::UP)
     $game_party.move_up_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_lower_left
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     $game_party.move_lower_left_party_actors
   end
   super
 end
# ------------------------------------
 def move_lower_right
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     $game_party.move_lower_right_party_actors
   end
   super
 end
# ------------------------------------
 def move_upper_left
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     $game_party.move_upper_left_party_actors
   end
   super
 end
# ------------------------------------
 def move_upper_right
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     $game_party.move_upper_right_party_actors
   end
   super
 end
# ------------------------------------
 def jump(x_plus, y_plus)
   new_x = @x + x_plus
   new_y = @y + y_plus
   if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
     $game_party.jump_party_actors(x_plus, y_plus)
   end
   super(x_plus, y_plus)
 end
# ------------------------------------
def get_move_speed
   return @move_speed
 end
end




class Game_Player
 include Game_Player_Module
end

Use this if it is with xp with vx I dont now any
 
kire":2wyqh2jc said:
Code:
# Follow the Hero Caterpillar Script by FUKUYAMA

TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT  = 9
JUMP      = 5
# ------------------------------------
class Game_Party_Actor < Game_Character
# ------------------------------------
 def initialize
   super()
   @through = true
 end
# ------------------------------------
 def setup(actor)
   if actor != nil
     @character_name = actor.character_name
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0
   end
   @opacity = 255
   @blend_type = 0
 end
# ------------------------------------
 def screen_z(height = 0)
   if $game_player.x == @x and $game_player.y == @y
     return $game_player.screen_z(height) - 1
   end
   super(height)
 end
# ------------------------------------  
 def move_down(turn_enabled = true)
   if turn_enabled
     turn_down
   end
   if passable?(@x, @y, Input::DOWN)
     turn_down
     @y += 1
   end
 end
# ------------------------------------ 
 def move_left(turn_enabled = true)
   if turn_enabled
     turn_left
   end
   if passable?(@x, @y, Input::LEFT)
     turn_left
     @x -= 1
   end
 end
# ------------------------------------
 def move_right(turn_enabled = true)
   if turn_enabled
     turn_right
   end
   if passable?(@x, @y, Input::RIGHT)
     turn_right
     @x += 1
   end
 end
# ------------------------------------ 
 def move_up(turn_enabled = true)
   if turn_enabled
     turn_up
   end
   if passable?(@x, @y, Input::UP)
     turn_up
     @y -= 1
   end
 end
# ------------------------------------
 def move_lower_left
   unless @direction_fix
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     @x -= 1
     @y += 1
   end
 end
# ------------------------------------ 
 def move_lower_right
   unless @direction_fix
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     @x += 1
     @y += 1
   end
 end
# ------------------------------------ 
 def move_upper_left
   unless @direction_fix
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     @x -= 1
     @y -= 1
   end
 end
# ------------------------------------
 def move_upper_right
   unless @direction_fix
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     @x += 1
     @y -= 1
   end
 end
# ------------------------------------
 def set_move_speed(move_speed)
   @move_speed = move_speed
 end
end




class Spriteset_Map
# ------------------------------------
 def setup_actor_character_sprites?
   return @setup_actor_character_sprites_flag != nil
 end
# ------------------------------------
 def setup_actor_character_sprites(characters)
   if !setup_actor_character_sprites?
     index_game_player = 0
     @character_sprites.each_index do |i|
       if @character_sprites[i].character.instance_of?(Game_Player)
         index_game_player = i
         break
       end
     end
     for character in characters.reverse
       @character_sprites.unshift(
         Sprite_Character.new(@viewport1, character)
       )
     end
     @setup_actor_character_sprites_flag = true
   end
 end
end




class Scene_Map
# ------------------------------------
 def setup_actor_character_sprites(characters)
   @spriteset.setup_actor_character_sprites(characters)
 end
end




class Game_Party
# ------------------------------------
 def set_transparent_actors(transparent)
   @transparent = transparent
 end
# ------------------------------------
 def setup_actor_character_sprites
   if @characters == nil
     @characters = []
     for i in 1 .. 4
       @characters.push(Game_Party_Actor.new)
     end
   end
   if @actors_chach == nil
     @actors_chach = []
   end
   if @actors_chach != @actors
     @actors_chach = @actors.clone
     for i in 1 .. 4
       @characters[i - 1].setup(actors[i])
     end
   end
   if $scene.instance_of?(Scene_Map)
     $scene.setup_actor_character_sprites(@characters)
   end
 end
# ------------------------------------
 def update_party_actors
   setup_actor_character_sprites
   transparent = $game_player.transparent
   if transparent == false
     if TRAIN_ACTOR_TRANSPARENT_SWITCH
       transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
     else
       transparent = $game_player.transparent
     end
   end
   for character in @characters
     character.transparent = transparent
     character.set_move_speed($game_player.get_move_speed)
     character.update
   end
 end
# ------------------------------------
 def moveto_party_actors( x, y )
   setup_actor_character_sprites
   for character in @characters
     character.moveto( x, y )
   end
   if @move_list == nil
     @move_list = []
   end
   for i in 0 .. 10
     @move_list[i] = nil
   end
 end
 def move_party_actors
   if @move_list == nil
     @move_list = []
     for i in 0 .. 10
       @move_list[i] = nil
     end
   end
   @move_list.each_index do |i|
     if @characters[i] != nil
       case @move_list[i].type
         when Input::DOWN
           @characters[i].move_down(@move_list[i].args[0])
         when Input::LEFT
           @characters[i].move_left(@move_list[i].args[0])
         when Input::RIGHT
           @characters[i].move_right(@move_list[i].args[0])
         when Input::UP
           @characters[i].move_up(@move_list[i].args[0])
         when DOWN_LEFT
           @characters[i].move_lower_left
         when DOWN_RIGHT
           @characters[i].move_lower_right
         when UP_LEFT
           @characters[i].move_upper_left
         when UP_RIGHT
           @characters[i].move_upper_right
         when JUMP
           @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
       end
     end
   end
 end




class Move_List_Element
# ------------------------------------
   def initialize(type,args)
     @type = type
     @args = args
   end
   def type() return @type end
   def args() return @args end
 end
# ------------------------------------
 def add_move_list(type,*args)
   @move_list.unshift(Move_List_Element.new(type,args)).pop
 end
# ------------------------------------
 def move_down_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::DOWN,turn_enabled)
 end
# ------------------------------------
 def move_left_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::LEFT,turn_enabled)
 end
# ------------------------------------
 def move_right_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::RIGHT,turn_enabled)
 end
# ------------------------------------
 def move_up_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::UP,turn_enabled)
 end
# ------------------------------------
 def move_lower_left_party_actors
   move_party_actors
   add_move_list(DOWN_LEFT)
 end
# ------------------------------------
 def move_lower_right_party_actors
   move_party_actors
   add_move_list(DOWN_RIGHT)
 end
# ------------------------------------
 def move_upper_left_party_actors
   move_party_actors
   add_move_list(UP_LEFT)
 end
# ------------------------------------
 def move_upper_right_party_actors
   move_party_actors
   add_move_list(UP_RIGHT)
 end
# ------------------------------------
 def jump_party_actors(x_plus, y_plus)
   move_party_actors
   add_move_list(JUMP,x_plus, y_plus)
 end
end




module Game_Player_Module
# ------------------------------------
 def update
   $game_party.update_party_actors
   super
 end
# ------------------------------------
 def moveto( x, y )
   super
   $game_party.moveto_party_actors( x, y )
 end
# ------------------------------------
 def move_down(turn_enabled = true)
   if passable?(@x, @y, Input::DOWN)
     $game_party.move_down_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_left(turn_enabled = true)
   if passable?(@x, @y, Input::LEFT)
     $game_party.move_left_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_right(turn_enabled = true)
   if passable?(@x, @y, Input::RIGHT)
     $game_party.move_right_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_up(turn_enabled = true)
   if passable?(@x, @y, Input::UP)
     $game_party.move_up_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
# ------------------------------------
 def move_lower_left
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     $game_party.move_lower_left_party_actors
   end
   super
 end
# ------------------------------------
 def move_lower_right
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     $game_party.move_lower_right_party_actors
   end
   super
 end
# ------------------------------------
 def move_upper_left
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
     (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     $game_party.move_upper_left_party_actors
   end
   super
 end
# ------------------------------------
 def move_upper_right
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
     (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     $game_party.move_upper_right_party_actors
   end
   super
 end
# ------------------------------------
 def jump(x_plus, y_plus)
   new_x = @x + x_plus
   new_y = @y + y_plus
   if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
     $game_party.jump_party_actors(x_plus, y_plus)
   end
   super(x_plus, y_plus)
 end
# ------------------------------------
def get_move_speed
   return @move_speed
 end
end




class Game_Player
 include Game_Player_Module
end

Use this if it is with xp with vx I dont now any

thanks
 
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