DASHY BOOTS

RPG Maker MV

instead of holding SHIFT to dash, owning a special item enables dashing

  • bentelk
  • 09/24/2018 02:21 AM
  • 5044 views
This script creates an entirely different dashing system.

1. The player can no longer dash by holding SHIFT
2. When the player has a certain item in their inventory (configurable via plugin settings), the player ALWAYS dashes UNLESS they hold SHIFT
3. The "always dash" option is removed from the Options menu; its setting no longer has any effect

P.S. Maps which disable dashing will still prevent dashing when using this plugin.

This, and other plugins I've made, are available at https://github.com/BenMakesGames/RPG-Maker-MV-Plugins

Posts

Pages: 1
it doesnt work for me. am i missing something ?
do need to add command to the selected item ?
no command needs to be added. just make sure to select the item in the plugin config:



the item name is not important; you can call the item anything you want. as long as the party has the selected in their inventory, they will be able to run.

I tested this in a new project with no other plugins; if it's not working for you after setting it up, there may be a plugin conflict.
uh sorry, to be more specific.
it does work for me, at first the dashing feature is locked
but then when i get them item needed, nothing changes @@
still unable to run

edit: and i dont use any other plugin
may i ask which rpg maker mv ver. u use ?

this is how i use it, might wanna turn off volume because sudden huge game noise while doing test play
https://www.youtube.com/watch?v=-KEvm_ApqFk&t=3s
looking at my plugin code, there are a couple details I forgot to mention in the plugin description:

1. the plugin file must be called "bentelk_DashyBoots.js" for the plugin parameter to work. (I wish MV had a better system for getting plugin parameters, but oh well...)

2. it does require 1.6.1, the way it's written. if you replace

let dashyBootsItemId = ...

with

var dashyBootsItemId = ...

in the plugin, it may work with older versions.

by the way: it's that same line that causes the plugin to require being called "bentelk_DashyBoots.js". if you'd like to keep using your name of "dashingboots.js", then you could change the 'bentelk_DashyBoots' to 'dashingboots' in the code!

sorry for the trouble; hope that helps!
! I also noticed that rpgmaker.net's "script view" was leaving out an important part of the code (I think maybe some of the square brackets confused it??)

I've replaced the code with a download link: http://benmakesgames.com/rpgmaker/mv/bentelk_DashyBoots.zip this will also "fix" the file name issue, since the script comes with a name :P as long as you don't rename it, it's fine.
Pages: 1