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Punk's Systems (Double Tap Dash System now available for XP)

PK8

Member

Update: Double Tap Dash System for RPG Maker XP is up!

Double Tap Dash System
Version 4.1.1


Introduction
This is a remake of an event system I've made a few years ago. What this system does should be self-explanatory, I think. Basically, it's a dash system which makes players double tap an arrowkey to move at a faster pace.

Features
  • Plug and play!
  • Double-tap dashing goodness!
  • Customize the double-tap dash timer.
  • Option to switch to WASD! (New to v4.1)
  • Disables Double-Tap Dash System when in a map that has "Disable Dashing" checked in RMVX's map properties. (New to v4.1)
  • Alternatively, you can set which map IDs disables the double-tap dash system by entering map IDs in the PK_DOUBLETAPDASH_MIDS array. (New to v4.1)
  • Disables Double-Tap Dash System when using a vehicle. (New to v4.1)
  • Set Dashing Speed! (New to v4.1)

Requires (RMVX Only)
Requires Global Dash Disabling event system (which contains one switch.)

Download! (Includes event code)
Double Tap Dash System 4.1.1 for RPG Maker XP
Double Tap Dash System 4.1.1 for RPG Maker VX

Instructions
Copy-paste the entire common event to your project. Depending on how far into development you are with your project, you should probably change the condition switch of the common event.

Changelog
Version 4.1: Fixed vehicle dashing bug, added features (WASD or Arrowkeys, Set Dash Speed, etc.), players can't dash when a map has "Disable Dashing" checked in the map properties, and other things.
Version 4.1.1: There was a slight error with WASD controls. For moving up, I had set the triggers to L. (Q key on the keyboard) That's fixed.

Credit and thanks
Go me! :eek:

Author's Notes
v4.0: There's some features yet to be implemented such as "WASD or Arrowkeys", enabling double-tap dashing for certain map IDs and custom dashing speed. I'll add those in pretty soon.

v4.1: Whee, I did it!

New Double Tap Dash for RPG Maker XP, now available! :D
 

PK8

Member

Punk's Data Backup Event System
This is a WIP!

Introduction
Before I begin, I'd like to say this is a developer's tool and not an event system for players. This event system will create backups of your data files (Just in case something were to happen to your project). With the touch of a button, the event system will automatically create a backup destination directory and another directory within it named using a time format.
Code:
"%m-%d-%y(%I.%M.%S%p)"

Unfortunately, this isn't automatic and due to the fact that it is an evented system, it can only be used on maps and requires a switch to use it.

To use it, copy the common event to your project, change the condition switch of the common event, activate it through a map, test play the game (that's the only way you'll be able to use it) and tap the backup button (F8 by default) in a map to start the backup.

Features
  • Plug and play!
  • Choose the path and folder name of the backup directory.
  • Set the button to trigger the backup.
  • Change the name of the folders within your backup destination directory. (Advanced.)

Download! (Event System included!)
Backup Event System (XP)
Backup Event System (VX)

Instructions
Copy-paste the entire common event to your project. Depending on how far into development you are with your project, you should probably change the condition switch of the common event. To use it, you'll need to have a map activate the switch which activates the backup event system common event. Then you'll need to tap a button (default is F8) on the map to start the backup.

FAQ
What if players attempt to press F8?
Actually, there wouldn't be need to worry about players attempting to back up data files. This only works during playtesting. And the only way a player would be able to backup data files is if you were to leave your project unencrypted and if the player of your project was playing your project through playtesting.

Wait, what does this back up exactly?
This will back up these files: Actors, Animations, Areas(VX), Armors, Classes, CommonEvents, Enemies, Items, MapInfos, Scripts, Skills, States, System, Tilesets(XP), Troops, Weapons and all of your maps. You may find them in a folder within your backup destination directory folder.

Why is it so slow? >:|
Results may vary, depends on data file size. :eek:

Credits and Thanks
Dargor: Dargor's backup script made me bored enough to make an event system out of it.
I know I have others to thank, although I really don't know who.

Author's Notes
- For those who are into the Felix and Arshes cutscenes, I'm really starting to run out of ideas as to what cutscenes to do with them. I think the cutscene within this demo will show.
- Please, please, let me know if there's any bugs in this event system.
- If there's enough support or requests for this event system, I'll try writing a script for it.
- As was said before, looking at Dargor's backup script made me want to work on an Event System backup system. As to why I did it? Boredom, I guess. :P
 

PK8

Member

Update
My files are now being hosted somewhere else and links have been replaced with links to files in punk.ohsk.net.

I will be posting new event systems in a moment. :D
 
I tried both, it still lags, specially XP one

Oh wait, actually, it's very random O_o
There are times where it lags horribly, move smoothly, short lag
 

PK8

Member

Wait (In seconds!)
Version 1

(Thank Zeriab! Seriously!)


Introduction
A script snippet scripted by Zeriab for Arkbennett. I decided to go "port" it over to events. This is an alternative to the regular wait event command. It pretty much acts just like wait but instead of waiting in a specified amount of frames, you can set it to wait a specified amount of seconds through a script call.

Features
  • Waits in specified amount of seconds and is done through easy script calls.
  • The common event needs to be activated only once and disabled for the rest of the project afterwards. (It deactivates on it's own, once you activate it.)
  • Plug and play!

Download! (Event System included!)
Wait (XP)
Wait (VX)

Instructions
Copy-paste the entire common event to your project. Depending on how far into development you are with your project, you should probably change the condition switch of the common event. Also, there should be an option in the common event. Find "PKZE_WAIT_CEID = 1". Change the value of PKZE_WAIT_CEID to the common event ID of the wait common event.

To use: Have this common event activated first through turning on a condition switch. It will be turned off on it's own, afterwards. In the case it doesn't, you may feel free to turn it off yourself. Then use the call script event command. In the call script, type wait(seconds). "seconds" being replaced by an integer. You may use a whole number (e.g.: 2) or a floating-point decimal number (e.g.: 0.5).

FAQ
What's PKZE_WAIT_CEID? I don't get it.
It's supposed to be an option where I ask you to change the value of PKZE_WAIT_CEID to a certain common event ID that the wait event system is on. :P

How do I call it?
Call script: wait(seconds) "seconds" being replaced by a whole number or a floating-point decimal number.

Credits and Thanks
Arkbennett for requesting it.
Zeriab for making a script snippet out of it and helping me fix the event system. (He helped me with self.class.method_defined?('wait'))

Author's Notes
I was supposed to post this here months ago. Also, this is yet another event system I decided to make/port out of boredom and curiosity. :P
 
These are pretty cool Punk, but where's your Arrow Over Head event you made a while back? You should bring that back and post it here! Not to mention, you inspired me to write my first script when you made that system, remember? :P

I deleted a script I wrote awhile back for Moving during Messages, had some kinda game crashing bug during show choice... I'll have to check yours out 'n see how you managed to do it, keep 'em coming :thumb:
 

PK8

Member

Kain Nobel":jybci4te said:
These are pretty cool Punk, but where's your Arrow Over Head event you made a while back? You should bring that back and post it here! Not to mention, you inspired me to write my first script when you made that system, remember? :P

I deleted a script I wrote awhile back for Moving during Messages, had some kinda game crashing bug during show choice... I'll have to check yours out 'n see how you managed to do it, keep 'em coming :thumb:
Thanks! Ooh, I'm now working on a new Arrow Over Player's Head system. There's a little more customization and settings this time around. Here's a screenshot of it in the works.

2m346k9.png

The tent is tagged with the terrain tag of 7. Whenever the player is behind the tent, the indicator would show up. One of the new features of AOPH3.
 

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