06-29-2016, 03:32 AM
You do not use a separate character when using this system. All character poses, both diagonal and norm, are held within the same characterset. This is to appease your typical paperdoll system such as Visual Equipment. You may not be aware, but paperdoll equip-overlay systems get confused by systems like ParaDog's as they switch from an actual characterset name to another.
Now, the normal 4-pose system as configured in the script and demo is thus:
That's fine for 4-poses per action, but you are going for 8 directions. So you need 8 directions for each action, and must divide the character's spriteset even more.
As you see, the number of total character poses increased from 28 to 56, doubled up as you are now going with 8 poses per action instead of 4. It's not just the 'CHARSET_POSES' value, though that needs to be set as well. And all the other poses now adjusted to match.
To work with this, the charset would work with a charset with the following facing directions:
Facing: down/left.......(aka button 1 direction)
Facing: down.............(aka button 2 direction)
Facing: down/right ....(aka button 3 direction)
Facing: left................(aka button 4 direction)
Facing: right...............(aka button 6 direction)
Facing: up/left............(aka button 7 direction)
Facing: up .................(aka button 8 direction)
Facing: up/right ....... (aka button 9 direction)
Now, the normal 4-pose system as configured in the script and demo is thus:
Code:
# Charset General Configuration
CHARSET_8DIR_CONTROL = false # If true, 8 dir control
CHARSET_8DIR_ISO = 0 # If set to 0, no iso movement
# Values of 1 or 2 set differ-
# ent iso movement rotations
# Charset Poses
CHARSET_TOTAL_POSES = 28 # Total number of poses
CHARSET_POSES = 4 # Standard number of poses
# Supplemental poses - - - - - - - - - - - - - - - - - - - - - - - - - - -
CHARSET_POSES_D = 5 # First pose/dir for dashing
CHARSET_POSES_S = 1 # First pose/dir for sneaking
CHARSET_POSES_J = 5 # First pose/dir for jumping
CHARSET_POSES_A = 9 # First pose/dir for attacking
CHARSET_POSES_M = 13 # First pose/dir for missiles
CHARSET_POSES_C = 21 # First pose/dir for skill craft
CHARSET_POSES_I = 17 # First pose/dir for missiles
CHARSET_POSES_W = 25 # First pose/dir for wait/idle
That's fine for 4-poses per action, but you are going for 8 directions. So you need 8 directions for each action, and must divide the character's spriteset even more.
Code:
# Character Basic Configuration
#
# Charset General Configuration
CHARSET_8DIR_CONTROL = true # If true, 8 dir control
CHARSET_8DIR_ISO = 0 # If set to 0, no iso movement
# Values of 1 or 2 set differ-
# ent iso movement rotations
# Charset Poses
CHARSET_TOTAL_POSES = 56 # Total number of poses
CHARSET_POSES = 8 # Standard number of poses
# Supplemental poses - - - - - - - - - - - - - - - - - - - - - - - - - - -
CHARSET_POSES_D = 9 # First pose/dir for dashing
CHARSET_POSES_S = 1 # First pose/dir for sneaking
CHARSET_POSES_J = 9 # First pose/dir for jumping
CHARSET_POSES_A = 17 # First pose/dir for attacking
CHARSET_POSES_M = 25 # First pose/dir for missiles
CHARSET_POSES_C = 41 # First pose/dir for skill craft
CHARSET_POSES_I = 33 # First pose/dir for missiles
CHARSET_POSES_W = 49 # First pose/dir for wait/idle
As you see, the number of total character poses increased from 28 to 56, doubled up as you are now going with 8 poses per action instead of 4. It's not just the 'CHARSET_POSES' value, though that needs to be set as well. And all the other poses now adjusted to match.
To work with this, the charset would work with a charset with the following facing directions:
Facing: down/left.......(aka button 1 direction)
Facing: down.............(aka button 2 direction)
Facing: down/right ....(aka button 3 direction)
Facing: left................(aka button 4 direction)
Facing: right...............(aka button 6 direction)
Facing: up/left............(aka button 7 direction)
Facing: up .................(aka button 8 direction)
Facing: up/right ....... (aka button 9 direction)