Small edit for this script

Started by Vexus, May 13, 2012, 07:41:40 am

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Vexus

Hi, I was wondering if it's possible to give this run script a sound when your at 50% and another sound when you deplete your stamina to warn people how much stamina you have left without having any hud as this script doesn't have anything showing how much stamina you got left.

Spoiler: ShowHide
#===============================================================================
# Stand/Walk/Run Script --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 2.50
# January 26, 2008 (v1)
#     Revised: March 1, 2008 (v2)
#     Revised: September 4, 2010 (v2.5)
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
  Use_run = true   # Use Run Points?
  Use_run_sprite = false    # Use a Running sprite?
  Run_speed = 4   # Player speed while running
  Walk_speed = 3  # Player speed while walking
  Run_sprite_suffix = '_run'   # Running Sprite Suffix
  Run_points = 300   # The maximum amount of Run Points
  Run_points_restore = 1   # 1 Run Point is restored in X Frames
  Restore_run_while_walking = false   # Restore points while walking?
  Use_idle_sprite = false   # Use Idle Sprite?
  Idle_sprite_suffix = '_idle'   # idle Sprite Suffix
  Use_anime = true   # Animate your Idle Sprite?
  Idle_time = 40    # Time before sprite is animated
end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
  # Aliases
  alias syn_map_update update
  #-----------------------------------------------------------------------------
  # Initiate variables
  #-----------------------------------------------------------------------------
  def initialize
    if $game_player.old_character_name == nil
     $game_player.old_character_name = $game_player.character_name
    end
    @wait_time = 0
    @wait_time2 = 0
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #-----------------------------------------------------------------------------
  def update
    syn_map_update
    if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end
      restore_run if StandWalkRun::Use_run
      else
      $game_temp.syn_state = ""
      restore_run if StandWalkRun::Restore_run_while_walking
      call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
      @wait_time = 0
      end
      if $game_temp.sprite_changed == true
      $game_player.old_character_name = $game_player.character_name
      $game_temp.sprite_changed = false
      end
    end
  #-----------------------------------------------------------------------------
  # Call_Idle:: Sets and animates the idle Sprite
  #-----------------------------------------------------------------------------
  def call_idle(sprite, anime)
    $game_player.set_step_anime(anime)
    $game_player.set_graphic(sprite)
  end
  #-----------------------------------------------------------------------------
  # Restore_Run: Restore Run Points
  #-----------------------------------------------------------------------------
  def restore_run
    if $game_player.run_points < $game_player.max_run_points
      wait(1, true)
      $game_player.run_points += 1 if @wait_time2 == StandWalkRun::Run_points_restore
      @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
    end
  end
  #-----------------------------------------------------------------------------
  # Wait:: Allows Wait Times
  #-----------------------------------------------------------------------------
  def wait(duration, value)
    for i in 0...duration
      @wait_time += 1 if value == false
      @wait_time2 += 1 if value
      break if i >= duration / 2
    end
  end
end 
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
  attr_accessor :syn_state
  attr_accessor :sprite_changed
  alias syn_temp_init initialize
  def initialize
    @syn_state = ""
    @sprite_changed = false
    syn_temp_init
  end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
  # Attr(s)
  attr_accessor :old_character_name
  attr_accessor :run_points
  attr_accessor :max_run_points
  alias syn_ch_init initialize
  #-----------------------------------------------------------------------------
  # Initialize Variables
  #-----------------------------------------------------------------------------
  def initialize
    @run_points = StandWalkRun::Run_points
    @max_run_points = @run_points
    syn_ch_init
  end
  #-----------------------------------------------------------------------------
  # Set Setp Animation
  #-----------------------------------------------------------------------------
  def set_step_anime(value)
    @step_anime = value
    return @step_anime
  end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  alias syn_player_update update
  alias syn_player_refresh  refresh
  alias syn_player_move_type_custom move_type_custom
  def dash?
    return false if @run_points == 0 and StandWalkRun::Use_run
    return true if Input.press?(Input::A)
  end
  def refresh
    syn_player_refresh
    self.old_character_name = @character_name
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #----------------------------------------------------------------------------
  def update
    if dash?
      if Input.dir4 == 0
        $game_player.set_graphic($game_player.old_character_name)
      end
      unless $game_temp.syn_state == "idle"
        set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) if StandWalkRun::Use_run_sprite
        @move_speed = StandWalkRun::Run_speed
        @run_points -= 1
        syn_player_update
      end
    else
      @move_speed = StandWalkRun::Walk_speed
      syn_player_update
    end
  end
  def set_graphic(character_name)
    @tile_id = 0
    @character_name = character_name
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    old_ch_name = @character_name
    syn_player_move_type_custom
    if old_ch_name != @character_name # Change Graphic
      self.old_character_name = @character_name
    end
  end
end
#-------------------------------------------------------------------------------
#            * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run   - RMXP Version
#===============================================================================


Also I was wondering in what line can I edit the amount of stamina you regen as currently it regens 1 stamina per x frames but since i made it regen only when standing still 1 stamina per x frames can be a tad long if you have say 300 stamina.

Thanks
Current Project/s:

nathmatt

tell me if this works like you want

Spoiler: ShowHide
#===============================================================================
# Stand/Walk/Run Script --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 2.50
# January 26, 2008 (v1)
#     Revised: March 1, 2008 (v2)
#     Revised: September 4, 2010 (v2.5)
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
  Use_run = true   # Use Run Points?
  Use_run_sprite = false    # Use a Running sprite?
  Run_speed = 4   # Player speed while running
  Walk_speed = 3  # Player speed while walking
  Run_sprite_suffix = '_run'   # Running Sprite Suffix
  Run_points = 300   # The maximum amount of Run Points
  Run_restore_points = 1   # The amount of points received at Run_points_restore frames
  Run_points_restore = 1   # Run_restore_points is restored in X Frames
  Restore_run_while_walking = false   # Restore points while walking?
  Use_idle_sprite = false   # Use Idle Sprite?
  Idle_sprite_suffix = '_idle'   # idle Sprite Suffix
  Use_anime = true   # Animate your Idle Sprite?
  Idle_time = 40    # Time before sprite is animated
 
  def self.sound(percent)
    case percent
      #when 100 then RPG::AudioFile.new(name, volume, pitch)
    else
      return nil
    end
end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
  # Aliases
  alias syn_map_update update
  #-----------------------------------------------------------------------------
  # Initiate variables
  #-----------------------------------------------------------------------------
  def initialize
    if $game_player.old_character_name == nil
     $game_player.old_character_name = $game_player.character_name
    end
    @wait_time = 0
    @wait_time2 = 0
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #-----------------------------------------------------------------------------
  def update
    syn_map_update
    if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end
      restore_run if StandWalkRun::Use_run
      else
      $game_temp.syn_state = ""
      restore_run if StandWalkRun::Restore_run_while_walking
      call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
      @wait_time = 0
      end
      if $game_temp.sprite_changed == true
      $game_player.old_character_name = $game_player.character_name
      $game_temp.sprite_changed = false
      end
    end
  #-----------------------------------------------------------------------------
  # Call_Idle:: Sets and animates the idle Sprite
  #-----------------------------------------------------------------------------
  def call_idle(sprite, anime)
    $game_player.set_step_anime(anime)
    $game_player.set_graphic(sprite)
  end
  #-----------------------------------------------------------------------------
  # Restore_Run: Restore Run Points
  #-----------------------------------------------------------------------------
  def restore_run
    if $game_player.run_points < $game_player.max_run_points
      wait(1, true)
      $game_player.run_points += StandWalkRun::Run_restore_points if @wait_time2 == StandWalkRun::Run_points_restore
      @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
    end
  end
  #-----------------------------------------------------------------------------
  # Wait:: Allows Wait Times
  #-----------------------------------------------------------------------------
  def wait(duration, value)
    for i in 0...duration
      @wait_time += 1 if value == false
      @wait_time2 += 1 if value
      break if i >= duration / 2
    end
  end
end 
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
  attr_accessor :syn_state
  attr_accessor :sprite_changed
  alias syn_temp_init initialize
  def initialize
    @syn_state = ""
    @sprite_changed = false
    syn_temp_init
  end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
  # Attr(s)
  attr_accessor :old_character_name
  attr_accessor :run_points
  attr_accessor :max_run_points
  alias syn_ch_init initialize
  #-----------------------------------------------------------------------------
  # Initialize Variables
  #-----------------------------------------------------------------------------
  def initialize
    @run_points = StandWalkRun::Run_points
    @max_run_points = @run_points
    syn_ch_init
  end
  #-----------------------------------------------------------------------------
  # Set Setp Animation
  #-----------------------------------------------------------------------------
  def set_step_anime(value)
    @step_anime = value
    return @step_anime
  end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  alias syn_player_update update
  alias syn_player_refresh  refresh
  alias syn_player_move_type_custom move_type_custom
  def dash?
    return false if @run_points == 0 and StandWalkRun::Use_run
    return true if Input.press?(Input::A)
  end
  def refresh
    syn_player_refresh
    self.old_character_name = @character_name
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #----------------------------------------------------------------------------
  def update
    if dash?
      if Input.dir4 == 0
        $game_player.set_graphic($game_player.old_character_name)
      end
      unless $game_temp.syn_state == "idle"
        set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) if StandWalkRun::Use_run_sprite
        @move_speed = StandWalkRun::Run_speed
        @run_points -= 1
        se = StandWalkRun.sound(StandWalkRun::Run_points/@run_points)
        $game_system.se_play(se) if se != nil
        syn_player_update
      end
    else
      @move_speed = StandWalkRun::Walk_speed
      syn_player_update
    end
  end
  def set_graphic(character_name)
    @tile_id = 0
    @character_name = character_name
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    old_ch_name = @character_name
    syn_player_move_type_custom
    if old_ch_name != @character_name # Change Graphic
      self.old_character_name = @character_name
    end
  end
end
#-------------------------------------------------------------------------------
#            * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run   - RMXP Version
#===============================================================================
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


Vexus

May 13, 2012, 11:49:45 am #2 Last Edit: May 13, 2012, 11:51:11 am by Vexus
When I put:

  def self.sound(percent)
    case percent
      #when 100 then RPG::AudioFile.new(name, volume, pitch)
      when 50 then RPG::AudioFile.new('Breathing', 90, 0)
    else
      when 0 then RPG::AudioFile.new('Heavy Breathing', 100, 0)
    else
      return nil
    end
end


I get a syntax error on the 2nd when so I had to try with when 50 only. I had to add another end at the end of the script and afterwards when I play tested I got this error:

Line 42: Name Error occurred.
undefined method 'update' for class 'StandWalkRun::Scene_Map'

Also I forgot to mention the sounds are in the SE folder.

Thanks for the help :)
Current Project/s:

LiTTleDRAgo

Quote
  def self.sound(percent)
    case percent
      #when 100 then RPG::AudioFile.new(name, volume, pitch)
      when 50 then RPG::AudioFile.new('Breathing', 90, 0)
    else
      when 0 then RPG::AudioFile.new('Heavy Breathing', 100, 0)
    else
      return nil
    end
  end

Vexus

May 13, 2012, 12:22:19 pm #4 Last Edit: May 13, 2012, 01:11:07 pm by Vexus
Edited that part to this:
  def self.sound(percent)
    case percent
      #when 100 then RPG::AudioFile.new(name, volume, pitch)
      when 50
        return RPG::AudioFile.new('Breathing', 90, 0)
      when 0
        return RPG::AudioFile.new('Heavy Breathing', 100, 0)
    end
      return nil
    end
  end


Made it work but then I got a different error on this line:

       
se = StandWalkRun.sound(StandWalkRun::Run_points/@run_points)


Error:

ZeroDivisionError occurred.

divided by 0.

(Same error happen with your version)

I only managed to make it "work" once, it was kinda nice tough for some reason before the sound started the game froze for a second and when I had enough stamina again the sound instantly stopped instead of slowly fading unless this was intentional.

Ps. I was wondering if the sound plays only when it reaches 50% and stops or it's 50% or less? I should have been more specific in my first post as I want the latter >_<
Current Project/s:

nathmatt

try it now i did the percentage calculation wrong and forgot the returns

Spoiler: ShowHide
#===============================================================================
# Stand/Walk/Run Script --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 2.50
# January 26, 2008 (v1)
#     Revised: March 1, 2008 (v2)
#     Revised: September 4, 2010 (v2.5)
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
  Use_run = true   # Use Run Points?
  Use_run_sprite = false    # Use a Running sprite?
  Run_speed = 4   # Player speed while running
  Walk_speed = 3  # Player speed while walking
  Run_sprite_suffix = '_run'   # Running Sprite Suffix
  Run_points = 300   # The maximum amount of Run Points
  Run_restore_points = 1   # The amount of points recieived at Run_points_restore frames
  Run_points_restore = 1   # 1 Run Point is restored in X Frames
  Restore_run_while_walking = false   # Restore points while walking?
  Use_idle_sprite = false   # Use Idle Sprite?
  Idle_sprite_suffix = '_idle'   # idle Sprite Suffix
  Use_anime = true   # Animate your Idle Sprite?
  Idle_time = 40    # Time before sprite is animated
 
  def self.sound(percent)
    case percent
      #when 100 then return RPG::AudioFile.new(name, volume, pitch)
    else
      return nil
    end
end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
  # Aliases
  alias syn_map_update update
  #-----------------------------------------------------------------------------
  # Initiate variables
  #-----------------------------------------------------------------------------
  def initialize
    if $game_player.old_character_name == nil
     $game_player.old_character_name = $game_player.character_name
    end
    @wait_time = 0
    @wait_time2 = 0
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #-----------------------------------------------------------------------------
  def update
    syn_map_update
    if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end
      restore_run if StandWalkRun::Use_run
      else
      $game_temp.syn_state = ""
      restore_run if StandWalkRun::Restore_run_while_walking
      call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
      @wait_time = 0
      end
      if $game_temp.sprite_changed == true
      $game_player.old_character_name = $game_player.character_name
      $game_temp.sprite_changed = false
      end
    end
  #-----------------------------------------------------------------------------
  # Call_Idle:: Sets and animates the idle Sprite
  #-----------------------------------------------------------------------------
  def call_idle(sprite, anime)
    $game_player.set_step_anime(anime)
    $game_player.set_graphic(sprite)
  end
  #-----------------------------------------------------------------------------
  # Restore_Run: Restore Run Points
  #-----------------------------------------------------------------------------
  def restore_run
    if $game_player.run_points < $game_player.max_run_points
      wait(1, true)
      $game_player.run_points += StandWalkRun::Run_restore_points if @wait_time2 == StandWalkRun::Run_points_restore
      @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
    end
  end
  #-----------------------------------------------------------------------------
  # Wait:: Allows Wait Times
  #-----------------------------------------------------------------------------
  def wait(duration, value)
    for i in 0...duration
      @wait_time += 1 if value == false
      @wait_time2 += 1 if value
      break if i >= duration / 2
    end
  end
end 
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
  attr_accessor :syn_state
  attr_accessor :sprite_changed
  alias syn_temp_init initialize
  def initialize
    @syn_state = ""
    @sprite_changed = false
    syn_temp_init
  end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
  # Attr(s)
  attr_accessor :old_character_name
  attr_accessor :run_points
  attr_accessor :max_run_points
  alias syn_ch_init initialize
  #-----------------------------------------------------------------------------
  # Initialize Variables
  #-----------------------------------------------------------------------------
  def initialize
    @run_points = StandWalkRun::Run_points
    @max_run_points = @run_points
    syn_ch_init
  end
  #-----------------------------------------------------------------------------
  # Set Setp Animation
  #-----------------------------------------------------------------------------
  def set_step_anime(value)
    @step_anime = value
    return @step_anime
  end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  alias syn_player_update update
  alias syn_player_refresh  refresh
  alias syn_player_move_type_custom move_type_custom
  def dash?
    return false if @run_points == 0 and StandWalkRun::Use_run
    return true if Input.press?(Input::A)
  end
  def refresh
    syn_player_refresh
    self.old_character_name = @character_name
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #----------------------------------------------------------------------------
  def update
    if dash?
      if Input.dir4 == 0
        $game_player.set_graphic($game_player.old_character_name)
      end
      unless $game_temp.syn_state == "idle"
        set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) if StandWalkRun::Use_run_sprite
        @move_speed = StandWalkRun::Run_speed
        rate = (StandWalkRun::Run_points > 0 ? @run_points.to_f / StandWalkRun::Run_points : 0)
        se = StandWalkRun.sound(rate*100)
        $game_system.se_play(se) if se != nil
        syn_player_update
      end
    else
      @move_speed = StandWalkRun::Walk_speed
      syn_player_update
    end
  end
  def set_graphic(character_name)
    @tile_id = 0
    @character_name = character_name
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    old_ch_name = @character_name
    syn_player_move_type_custom
    if old_ch_name != @character_name # Change Graphic
      self.old_character_name = @character_name
    end
  end
end
#-------------------------------------------------------------------------------
#            * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run   - RMXP Version
#===============================================================================
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


Vexus

Hm.. now the character's stamina never ends so no chance on testing the sounds when it's 50% and 0 :/
Current Project/s:

nathmatt

no wounder i apparently removed the line that subtracted the stanima

Spoiler: ShowHide
#===============================================================================
# Stand/Walk/Run Script --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 2.50
# January 26, 2008 (v1)
#     Revised: March 1, 2008 (v2)
#     Revised: September 4, 2010 (v2.5)
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
  Use_run = true   # Use Run Points?
  Use_run_sprite = false    # Use a Running sprite?
  Run_speed = 4   # Player speed while running
  Walk_speed = 3  # Player speed while walking
  Run_sprite_suffix = '_run'   # Running Sprite Suffix
  Run_points = 300   # The maximum amount of Run Points
  Run_restore_points = 1   # The amount of points recieived at Run_points_restore frames
  Run_points_restore = 1   # 1 Run Point is restored in X Frames
  Restore_run_while_walking = false   # Restore points while walking?
  Use_idle_sprite = false   # Use Idle Sprite?
  Idle_sprite_suffix = '_idle'   # idle Sprite Suffix
  Use_anime = true   # Animate your Idle Sprite?
  Idle_time = 40    # Time before sprite is animated
 
  def self.sound(percent)
    case percent
      #when 100 then return RPG::AudioFile.new(name, volume, pitch)
    else
      return nil
    end
end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
  # Aliases
  alias syn_map_update update
  #-----------------------------------------------------------------------------
  # Initiate variables
  #-----------------------------------------------------------------------------
  def initialize
    if $game_player.old_character_name == nil
     $game_player.old_character_name = $game_player.character_name
    end
    @wait_time = 0
    @wait_time2 = 0
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #-----------------------------------------------------------------------------
  def update
    syn_map_update
    if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end
      restore_run if StandWalkRun::Use_run
      else
      $game_temp.syn_state = ""
      restore_run if StandWalkRun::Restore_run_while_walking
      call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
      @wait_time = 0
      end
      if $game_temp.sprite_changed == true
      $game_player.old_character_name = $game_player.character_name
      $game_temp.sprite_changed = false
      end
    end
  #-----------------------------------------------------------------------------
  # Call_Idle:: Sets and animates the idle Sprite
  #-----------------------------------------------------------------------------
  def call_idle(sprite, anime)
    $game_player.set_step_anime(anime)
    $game_player.set_graphic(sprite)
  end
  #-----------------------------------------------------------------------------
  # Restore_Run: Restore Run Points
  #-----------------------------------------------------------------------------
  def restore_run
    if $game_player.run_points < $game_player.max_run_points
      wait(1, true)
      $game_player.run_points += StandWalkRun::Run_restore_points if @wait_time2 == StandWalkRun::Run_points_restore
      @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
    end
  end
  #-----------------------------------------------------------------------------
  # Wait:: Allows Wait Times
  #-----------------------------------------------------------------------------
  def wait(duration, value)
    for i in 0...duration
      @wait_time += 1 if value == false
      @wait_time2 += 1 if value
      break if i >= duration / 2
    end
  end
end 
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
  attr_accessor :syn_state
  attr_accessor :sprite_changed
  alias syn_temp_init initialize
  def initialize
    @syn_state = ""
    @sprite_changed = false
    syn_temp_init
  end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
  # Attr(s)
  attr_accessor :old_character_name
  attr_accessor :run_points
  attr_accessor :max_run_points
  alias syn_ch_init initialize
  #-----------------------------------------------------------------------------
  # Initialize Variables
  #-----------------------------------------------------------------------------
  def initialize
    @run_points = StandWalkRun::Run_points
    @max_run_points = @run_points
    syn_ch_init
  end
  #-----------------------------------------------------------------------------
  # Set Setp Animation
  #-----------------------------------------------------------------------------
  def set_step_anime(value)
    @step_anime = value
    return @step_anime
  end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  alias syn_player_update update
  alias syn_player_refresh  refresh
  alias syn_player_move_type_custom move_type_custom
  def dash?
    return false if @run_points == 0 and StandWalkRun::Use_run
    return true if Input.press?(Input::A)
  end
  def refresh
    syn_player_refresh
    self.old_character_name = @character_name
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #----------------------------------------------------------------------------
  def update
    if dash?
      if Input.dir4 == 0
        $game_player.set_graphic($game_player.old_character_name)
      end
      unless $game_temp.syn_state == "idle"
        set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) if StandWalkRun::Use_run_sprite
        @move_speed = StandWalkRun::Run_speed
        @run_points -= 1
        rate = (StandWalkRun::Run_points > 0 ? @run_points.to_f / StandWalkRun::Run_points : 0)
        se = StandWalkRun.sound(rate*100)
        $game_system.se_play(se) if se != nil
        syn_player_update
      end
    else
      @move_speed = StandWalkRun::Walk_speed
      syn_player_update
    end
  end
  def set_graphic(character_name)
    @tile_id = 0
    @character_name = character_name
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    old_ch_name = @character_name
    syn_player_move_type_custom
    if old_ch_name != @character_name # Change Graphic
      self.old_character_name = @character_name
    end
  end
end
#-------------------------------------------------------------------------------
#            * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run   - RMXP Version
#===============================================================================
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


Vexus

May 14, 2012, 05:38:57 am #8 Last Edit: May 14, 2012, 05:41:03 am by Vexus
It works, thanks :)

Say would it be hard to make the sound loop until you stop to get some stamina?

Also I'm not entirely sure about this but say you deplete all your stamina and the heavy breathing sound plays, I rest a little and instead of the breath sound playing no sound happens. Is the when 50 meaning when the stamina is at 50% or when it's 50% or less? that might solve it on doing this thing I think.

Sorry that I'm nit picking if it's too time consuming leave it like this.

Thanks again +1
Current Project/s:

Vexus

Would it take too much work to make the sound continue instead of playing once? (Maybe moving it from SE folder to some other folder)

Also what about depleting your stamina, heavy breath starts, you rest a little and instead of breathing sound playing nothing plays?  Is it because the when 50% checks exactly if it's at 50%? or something else?

Thanks
Current Project/s:

LiTTleDRAgo

  def self.sound(percent)
    case percent
      #when 100 then RPG::AudioFile.new(name, volume, pitch)
      when 11..50
        return RPG::AudioFile.new('Breathing', 90, 0)
      when 0..10
        return RPG::AudioFile.new('Heavy Breathing', 100, 0)
    end
      return nil
    end
  end

Vexus

Not sure if it works but whenever I try to run and stamina reaches the value to start the sound the sound keeps on playing over and over even though the sound just started and hasn't end yet.

If you keep on holding shift to run the fps goes down to 5-10 until you hold the shift button.
Current Project/s: