Popped open VXA since I thought it was pretty easy. Took me like an hour to figure out where everything was.
# Format: [SPRITE_SHEET_FILENAME, CHARACTER_INDEX]
BOAT_RIDING_GRAPHIC = ["Vehicle", 4]
SHIP_RIDING_GRAPHIC = ["Vehicle", 5]
AIRSHIP_RIDING_GRAPHIC = ["Vehicle", 2]
class Game_Player < Game_Character
alias change_vehicle_geton update_vehicle_get_on
def update_vehicle_get_on
if !@followers.gathering? && !moving?
case @vehicle_type
when :boat
vehicle.character_name = BOAT_RIDING_GRAPHIC[0]
vehicle.character_index = BOAT_RIDING_GRAPHIC[1]
when :ship
vehicle.character_name = SHIP_RIDING_GRAPHIC[0]
vehicle.character_index = SHIP_RIDING_GRAPHIC[1]
when :airship
vehicle.character_name = AIRSHIP_RIDING_GRAPHIC[0]
vehicle.character_index = AIRSHIP_RIDING_GRAPHIC[1]
end
return change_vehicle_geton
end
end
alias change_vehicle_ugetoff update_vehicle_get_off
def update_vehicle_get_off
if !@followers.gathering? && vehicle.altitude == 0
if @vehicle_type == :airship
vehicle.character_name = $data_system.airship.character_name
vehicle.character_index = $data_system.airship.character_index
end
return change_vehicle_ugetoff
end
end
alias change_vehicle_getoff get_off_vehicle
def get_off_vehicle
ret = change_vehicle_getoff
if ret && @vehicle_type != :airship
if @vehicle_type == :boat
vehicle.character_name = $data_system.boat.character_name
vehicle.character_index = $data_system.boat.character_index
else
vehicle.character_name = $data_system.ship.character_name
vehicle.character_index = $data_system.ship.character_index
end
end
return ret
end
end
class Game_Vehicle < Game_Character
attr_accessor :character_name, :character_index
end
class Game_CharacterBase
attr_accessor :move_speed
end
Configuration for changing the vehicle graphics at the top there.
For changing player move speed, script call:
$game_player.move_speed = VALUE
And you can use floating-point numbers (that's a decimal number for you less-techie folks).