is there a way to slow walking speed?

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luckily, my project is finally getting traction. but my character really moves way too fast. i know its the default, but is there a way to make the movement speed slower permanently?
 

FleshToDust

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Event>Set Movement Route>Player>Change Speed.
 

Soulrender

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$gamePlayer.setMoveSpeed(x);

where x is your value:
0 - no move
10 - Light speed (xD)
>10 - Warp Speed

optimal value for human walk according to my calculations is 3.34;


Sorry, I didn't check RPG Maker version.
 
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Event>Set Movement Route>Player>Change Speed.
but, thats for an event, im asking if theres a way to change the speed permanently across the entire project. also, in that menu there isnt an option for "change speed", only "increase" / "decrease" speed.
 

FleshToDust

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You can decrease the players speed in the intro through it in an autorun event. You'll use an autorun to set up your variables at the beginning of the game anyways.
 

kaine

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but, thats for an event, im asking if theres a way to change the speed permanently across the entire project. also, in that menu there isnt an option for "change speed", only "increase" / "decrease" speed.
You can choose player in the upper left corner box:

 

Luca74Hej

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luckily, my project is finally getting traction. but my character really moves way too fast. i know its the default, but is there a way to make the movement speed slower permanently?
copy this script in the script editor:

class Game_Character
attr_reader :run_count
attr_reader :hit_wall
attr_reader :disable_jump
attr_reader :disable_run


alias move_initialize initialize
def initialize
move_initialize

@disable_jump = false
@disable_jump_check = false
@disable_run = false

@hit_wall = false
@hit_wall_effect = false
@running = false
@run_count = 300

@route = RPG::MoveRoute.new
end
end
#=======================

#=======================
class Game_Player < Game_Character

alias movement_update update
def update
movement_update

terrain_check
input_check
end
#-------------------------------------------------------------------------
def input_check

unless @disable_jump
jump_shoes if Input.trigger?(Input::Y)
end


unless @disable_run
if Input.press?(Input::X)
if !@hit_wall
@running = true
running_shoes
run_counter(@run_count)
else
@move_speed = 4
end
else
if @run_count < 300
restore_run(@run_count)
end
if @running
@move_speed = 4
@running = false
@hit_wall = false
@hit_wall_effect = false
end
end
end

end
#-------------------------------------------------------------------------
def direction_get
x_dir = (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
y_dir = (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
return [x_dir, y_dir]
end
#-------------------------------------------------------------------------
def terrain_tag_get(x = @x,y = @y)
return $game_map.terrain_tag(x,y)
end
#-------------------------------------------------------------------------
def terrain_check
t_tag = terrain_tag_get
dir = direction_get
case t_tag
when 2 #tiles that cannot be jumped on
if !@disable_jump #checks to see if jump is already disabled.
@disable_jump = true
@disable_jump_check = true
end
end

if t_tag != 2 && @disable_jump_check == true
@disable_jump = false
@disable_jump_check = false
end

end
#-------------------------------------------------------------------------
def toggle_act(function = '', act = '')
case function
when 'disable'
a = true
when 'enable'
a = false
end
case act
when 'jump'
@disable_jump = a
when 'run'
@disable_run = a
end
end


#=============================================
#Jump Shoes
#=============================================

def jump_shoes

x_dir = direction_get[0]
y_dir = direction_get[1]


jump_skill = $game_variables[30]
jump_distance = 0
passable_jump = $game_map.passable?(@x + (x_dir * 2), @y + (y_dir * 2), @direction)
passable_run_jump = $game_map.passable?(@x+(x_dir * 3), @y+(y_dir*3),@direction)
game_events = $game_map.events[$game_map.check_event(@x + (x_dir * 2), @y + (y_dir * 2))]
run_jump_events = $game_map.events[$game_map.check_event(@x+(x_dir*3),@y+(y_dir*3))]
clear_a = true
clear_b = true

if game_events
clear_a = game_events.through
elsif run_jump_events
clear_b = run_jump_events.through
end

if clear_b && passable_run_jump && Input.dir4 > 0 && @move_speed == 6
jump_distance = 3
else
if clear_a && passable_jump && Input.dir4 > 0
jump_distance = 2
else
jump_distance = 0
end
end

jump_move(x_dir, y_dir, jump_distance)
Audio.se_play("Audio/SE/016-jump02")
end
#-------------------------------------------------------------------------
def jump_move(x, y, d)
@route.list.clear
@route.list.push(RPG::MoveCommand.new(37))
@route.list.push(RPG::MoveCommand.new(14, [x * d, y * d]))
@route.list.push(RPG::MoveCommand.new(38))
@route.list.push(RPG::MoveCommand.new(0))
@route.repeat = false


$game_player.force_move_route(@route)
end

#===========================
#Running Shoes
#===========================

def running_shoes

x_dir = direction_get[0]
y_dir = direction_get[1]
hit_wall = $game_map.passable?(@x + x_dir, @y + y_dir, @direction)
hit_event = $game_map.events[$game_map.check_event(@x + x_dir, @y + y_dir)]
event_through = true
if hit_event
event_through = hit_event.through
end

case @run_count
when 260..300
@move_speed = 6
if !hit_wall && moving?
@hit_wall_effect = true
elsif @hit_wall_effect && !moving?
wall_hit
end

if hit_event && event_through == false && moving?
@hit_wall_effect = true
elsif @hit_wall_effect && !moving?
wall_hit
end
when 2..259
@move_speed = 5
when 0..1
@move_speed = 3
end
end
def run_counter(run_time)
if run_time > 0 && moving?
run_time -= 2
@run_count = run_time
return run_time
end
end
def restore_run(run_restore)
run_restore += 1
@run_count = run_restore
end
#-------------------------------------------------------------------------
def wall_hit
Audio.se_play("Audio/SE/052-cannon01",80,130)
$game_screen.start_flash(Color.new(200,0,100,35), 2)
$game_screen.start_shake(4, 6, 10)
@hit_wall_effect = false
@hit_wall = true
end
end
 

kaine

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copy this script in the script editor:
class Game_Character
attr_reader :run_count
attr_reader :hit_wall
attr_reader :disable_jump
attr_reader :disable_run


alias move_initialize initialize
def initialize
move_initialize

@disable_jump = false
@disable_jump_check = false
@disable_run = false

@hit_wall = false
@hit_wall_effect = false
@running = false
@run_count = 300

@route = RPG::MoveRoute.new
end
end
#=======================

#=======================
class Game_Player < Game_Character

alias movement_update update
def update
movement_update

terrain_check
input_check
end
#-------------------------------------------------------------------------
def input_check

unless @disable_jump
jump_shoes if Input.trigger?(Input::Y)
end


unless @disable_run
if Input.press?(Input::X)
if !@hit_wall
@running = true
running_shoes
run_counter(@run_count)
else
@move_speed = 4
end
else
if @run_count < 300
restore_run(@run_count)
end
if @running
@move_speed = 4
@running = false
@hit_wall = false
@hit_wall_effect = false
end
end
end

end
#-------------------------------------------------------------------------
def direction_get
x_dir = (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
y_dir = (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
return [x_dir, y_dir]
end
#-------------------------------------------------------------------------
def terrain_tag_get(x = @x,y = @y)
return $game_map.terrain_tag(x,y)
end
#-------------------------------------------------------------------------
def terrain_check
t_tag = terrain_tag_get
dir = direction_get
case t_tag
when 2 #tiles that cannot be jumped on
if !@disable_jump #checks to see if jump is already disabled.
@disable_jump = true
@disable_jump_check = true
end
end

if t_tag != 2 && @disable_jump_check == true
@disable_jump = false
@disable_jump_check = false
end

end
#-------------------------------------------------------------------------
def toggle_act(function = '', act = '')
case function
when 'disable'
a = true
when 'enable'
a = false
end
case act
when 'jump'
@disable_jump = a
when 'run'
@disable_run = a
end
end


#=============================================
#Jump Shoes
#=============================================

def jump_shoes

x_dir = direction_get[0]
y_dir = direction_get[1]


jump_skill = $game_variables[30]
jump_distance = 0
passable_jump = $game_map.passable?(@x + (x_dir * 2), @y + (y_dir * 2), @direction)
passable_run_jump = $game_map.passable?(@x+(x_dir * 3), @y+(y_dir*3),@direction)
game_events = $game_map.events[$game_map.check_event(@x + (x_dir * 2), @y + (y_dir * 2))]
run_jump_events = $game_map.events[$game_map.check_event(@x+(x_dir*3),@y+(y_dir*3))]
clear_a = true
clear_b = true

if game_events
clear_a = game_events.through
elsif run_jump_events
clear_b = run_jump_events.through
end

if clear_b && passable_run_jump && Input.dir4 > 0 && @move_speed == 6
jump_distance = 3
else
if clear_a && passable_jump && Input.dir4 > 0
jump_distance = 2
else
jump_distance = 0
end
end

jump_move(x_dir, y_dir, jump_distance)
Audio.se_play("Audio/SE/016-jump02")
end
#-------------------------------------------------------------------------
def jump_move(x, y, d)
@route.list.clear
@route.list.push(RPG::MoveCommand.new(37))
@route.list.push(RPG::MoveCommand.new(14, [x * d, y * d]))
@route.list.push(RPG::MoveCommand.new(38))
@route.list.push(RPG::MoveCommand.new(0))
@route.repeat = false


$game_player.force_move_route(@route)
end

#===========================
#Running Shoes
#===========================

def running_shoes

x_dir = direction_get[0]
y_dir = direction_get[1]
hit_wall = $game_map.passable?(@x + x_dir, @y + y_dir, @direction)
hit_event = $game_map.events[$game_map.check_event(@x + x_dir, @y + y_dir)]
event_through = true
if hit_event
event_through = hit_event.through
end

case @run_count
when 260..300
@move_speed = 6
if !hit_wall && moving?
@hit_wall_effect = true
elsif @hit_wall_effect && !moving?
wall_hit
end

if hit_event && event_through == false && moving?
@hit_wall_effect = true
elsif @hit_wall_effect && !moving?
wall_hit
end
when 2..259
@move_speed = 5
when 0..1
@move_speed = 3
end
end
def run_counter(run_time)
if run_time > 0 && moving?
run_time -= 2
@run_count = run_time
return run_time
end
end
def restore_run(run_restore)
run_restore += 1
@run_count = run_restore
end
#-------------------------------------------------------------------------
def wall_hit
Audio.se_play("Audio/SE/052-cannon01",80,130)
$game_screen.start_flash(Color.new(200,0,100,35), 2)
$game_screen.start_shake(4, 6, 10)
@hit_wall_effect = false
@hit_wall = true
end
end
It's rm2k3!
 

GutoCardoso

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$gamePlayer.setMoveSpeed(x);

where x is your value:
0 - no move
10 - Light speed (xD)
>10 - Warp Speed

optimal value for human walk according to my calculations is 3.34;


Sorry, I didn't check RPG Maker version.
which version does it work? Is MV versison? Where can i put this command if it works in MV version
 

Soulrender

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@GutoCardoso this code is for MV version and you can insert this code in event editor, 3rd tab, Script... option and paste it there.
 

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