I can't figure out how to check if a button is no longer being held. If you do a conditional branch that checks if your key variable = 0, it won't work if you put it below the Key Input because then you still need to press some sort of key. And if you put it above the Key Input, it will execute it all the time because the variable is always 0 when you're not pressing a key.
Maybe someone else can shed further light on this, I'd like to know too.
You can use an Else condition. This way, if the variable = shift, you do X, if the variable = 0, you do Y. That means only when you're pressing run will the event trigger.
Rm2k3 doesn't allow you to set a specific movement speed for the hero though, it only allows you to increase or decrease it. Because of that, it'll be useful to add a second conditional branch after the shift key press condition. something like:
>Is the Shift key Pressed?
>>Is The Switch "Running" turned on?
-----no, increase speed by 1 and turn it on.
-----else yes, do nothing.
>If the Shift key is not pressed:
>>Is The Switch "Running" turned on?
-----no, do nothing.
-----else yes, decrease speed by 1 and turn it off.
Additionally, you can further exert control over your player's sprites with something like a sprite manager that's separate from the running thing.
First it checks if the character's running, if it is, then it changes to the running sprite.
Otherwise it checks if the character is idle. After idling for X time (increasing a variable in a loop) you can display an idle sprite on the character.
That, coupled with key press checks, can allow you to have more than 3 frames on your animation, too. "Is the character running? Is the player pressing "left?" then display the animated spritesheet "running left" on the player's coordinates, (and keep refreshing the event every (other) frame to keep the coordinates you're displaying the picture in accurate)
I'd personally just do that for the idle sprite though. If any.
Uh, since I'm going all crazy here, you may as well throw in there a condition that asks which terrain the player is stepping on, and proceeds to play one of several random step sounds everytime a directional key is pressed. RM2k3's default step sounds only allows for a single sound effect.
Anyway yeah that was a lot of options lol sorry if it's overwhelming