Introduction This script lives up to it's name, TAP in the same DIRECTION twice to DASH and a BLUR effect will follow.
*This script also allows you to use the Blur effect on other events.
Script
CODE
################################################################################ # # -[DOUBLE TAP DASH & BLURRR]- # by Gameface101 v.2 # 1-28-10 # # double tap to dash concept from Gamba's ABS # and trails script by Zues81 # # free to use # credits to Gamba,Zues81,Gameface101 # # Instructions: # Copy and Paste above Main script in script Database (F11) # then setup options in the module. # # to blur event: # $game_map.events[X].blur = true # # to stop event blur: # $game_map.events[X].blur = false # # X = Event ID number # ################################################################################ module G101_DTDB
NORMAL_SPEED = 4 #-----------------------------------------=[set normal speed] DASH_SPEED = 5.5 #-------------------------------------------=[set dash speed] TIME = 4 #------------------------------------------=[time between double tap] SWITCHIMP = 0 #-----------------------------------=[switch for sliding on/off] TILEIMP = 7 #------------------------------------------=[tile ID stop sliding] CHARACTER_DASH_GRAPHIC = "_dash" #----------------------=["NAME_dash" graphic] STOP_DASH = 0 #-----------=[stop sliding - 0 release key - 1 when move direct] DISABLE_TIRED_FROM_DASH = true #---------------------=[permanent dash or tire] DASH_TIME = 100 #-------------------------------------=[how much time to dash] RECHARGE_TIME = 1 #-------------------------------------------=[recharge time] START_RECHARGE_TIME = 1 #-------------------=[the instant recharge will begin] BLUR_LENGTH = 16 BLUR_TYPE = 0# 0=Normal 1=Light 2=Dark
class Game_Character attr_accessor :move_speed attr_accessor :time_dash attr_accessor :character_name alias double_tap_dash_initialize initialize def initialize @time_dash = 0 double_tap_dash_initialize end end
module RPG_FileTest def RPG_FileTest.character_exist?(filename) return RPG::Cache.character(filename, 0) rescue return false end end
class Game_Map attr_accessor :time_dash attr_accessor :dashing alias dash_setup setup def setup(map_id) @dash = [] for i in 2..8 @dash[i] = 0 end @time_c = 0 @dashing = false @direction = 0 @time_rec = 0 $game_player.time_dash = G101_DTDB::DASH_TIME if @time_dash == nil dash_setup(map_id) end
alias dash_update update def update dash_update if $game_map.terrain_tag($game_player.x , $game_player.y) == G101_DTDB::TILEIMP $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + G101_DTDB::CHARACTER_DASH_GRAPHIC if @time_rec == G101_DTDB::START_RECHARGE_TIME $game_player.time_dash += (G101_DTDB::DASH_TIME.to_f/(100/G101_DTDB::RECHARGE_TIME.to_f)).to_i if $game_player.time_dash < G101_DTDB::DASH_TIME @time_rec = 0 else @time_rec += 1 end end if $game_switches[G101_DTDB::SWITCHIMP] == false and $game_map.terrain_tag($game_player.x , $game_player.y) != G101_DTDB::TILEIMP
if @dashing == true $game_player.blur = true# newname = $game_party.actors[0].character_name + G101_DTDB::CHARACTER_DASH_GRAPHIC if $game_party.actors[0].hp > 0 $game_player.character_name = newname if $game_player.character_name != newname and RPG_FileTest.character_exist?(newname) if G101_DTDB::DISABLE_TIRED_FROM_DASH == false $game_player.time_dash -= 1 end $game_player.move_speed = G101_DTDB::DASH_SPEED if G101_DTDB::STOP_DASH == 0 unless Input.press?(Input::DOWN) or Input.press?(Input::LEFT) or Input.press?(Input::RIGHT) or Input.press?(Input::UP) @dashing = false $game_player.blur = false# end elsif G101_DTDB::STOP_DASH == 1 unless Input.press?(@keyboard) and @direction == $game_player.direction @dashing = false end end if $game_player.time_dash <= 0 and G101_DTDB::DISABLE_TIRED_FROM_DASH == false @dashing = false $game_player.blur = false# end else $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + G101_DTDB::CHARACTER_DASH_GRAPHIC
if @time_rec == G101_DTDB::START_RECHARGE_TIME $game_player.time_dash += (G101_DTDB::DASH_TIME.to_f/(100/G101_DTDB::RECHARGE_TIME.to_f)).to_i if $game_player.time_dash < G101_DTDB::DASH_TIME @time_rec = 0 else @time_rec += 1 end $game_player.move_speed = G101_DTDB::NORMAL_SPEED if $game_player.move_speed == G101_DTDB::DASH_SPEED dir = $game_player.direction
case dir when 2 @keyboard = Input::DOWN when 4 @keyboard = Input::LEFT when 6 @keyboard = Input::RIGHT when 8 @keyboard = Input::UP end
if @dash[dir] == 1
if Input.press?(@keyboard) for i in 2..8 if i != dir @dash[i] = 0 end end else @dash[dir] = 2 for i in 2..8 if i != dir @dash[i] = 0 end end end
elsif @dash[dir] == 2 if @time_c < (G101_DTDB::TIME) @time_c += 1 if Input.press?(@keyboard) @time_c = 0 @dash[dir] = 0 @dashing = true @direction = $game_player.direction end end if @time_c > (G101_DTDB::TIME) @time_c = 0 @dash[dir] = 0 end else @time_c = 0 if Input.press?(@keyboard) @dash[dir] = 1 for i in 2..8 if i != dir @dash[i] = 0 end end end end end end end end #------------------------------------------------------------------------=[BLUR] $blurr_images = G101_DTDB::BLUR_LENGTH $transparence = G101_DTDB::BLUR_TYPE
class Game_Character
attr_accessor :blur
alias spriteset_map_initialize initialize def initialize spriteset_map_initialize @blur = false end end
class Spriteset_Map
alias spriteset_map_update update def update if $blurr_images != @last_blurr_images @last_blurr_images = $blurr_images if @blur_sprites != nil for blur_sprite in @blur_sprites.values blur_sprite.dispose end @blur_sprites = nil end end if @blur_sprites == nil @blur_sprites = {} for i in 0...$blurr_images @blur_sprites[i] = Sprite_Blur.new(@viewport1, $game_player) @blur_sprites[i].opacity = 256 / $blurr_images * i end end for id in $game_map.events.keys.sort event = $game_map.events[id] if event.blur == true and @blur_sprites[id * $blurr_images] == nil for i in 0...$blurr_images @blur_sprites[id * $blurr_images + i] = Sprite_Blur.new(@viewport1, event) @blur_sprites[id * $blurr_images + i].opacity = 256 / $blurr_images * i end end end for blur_sprite in @blur_sprites.values blur_sprite.update end spriteset_map_update end
alias spriteset_map_dispose dispose def dispose spriteset_map_dispose for blur_sprite in @blur_sprites.values blur_sprite.dispose end end end
In an orphanage there was an orange kid who didn't run and play like the other kids did. He would build communicators out of Lego blocks, parts from the T.V. and two alarm clocks.
When it was time to adopt people would always stare at his orange skin and his orange hair but he didn't care he was far from home no one else was orange he was so alone...
but then one day he lifted up his chin opened up his eyes and started to grin with excitement when this couple walked in who were looking for a child orange just like them...
There once was a man who wanted to see more life. He didn't have no kids, he didn't have no wife. He didn't have no gun, didn't have no knife. He didn't have one clue on what to do with with his life.
He didn't have a job, he didn't go to school, He just traveled the world like an educated fool. but near the end of his life, he finally reached his goal! when he finally decided to search his soul...