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Joined: Jan 2010
Hey I'm getting back into RPG maker after taking a couple of years of computing and I thought I'd try out some custom scripting, thing is I don't understand much about the language, but I'm sure over time I'll pick it up, it looks familiar.
Anyway onto my question, I've imported a character and assumed the first frame was the idle standing frame and the next three were walking frames, but this doesn't seem to be the case. Because of the way I have my character walking, by using the normal system he would have to be frozen mid-walking when he stopped.
In short: I want to make it so my characters only cycle through frames 2-4 while walking, preferably going 2-3-4-3-2-3-4-3 ect and only use frame 1 while standing.
Thanks in advance.
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What i found out is that the walking cycle is standing right foot standing left foot and it goes through the cycle like normal .
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jubhub731 Wrote:What i found out is that the walking cycle is standing right foot standing left foot and it goes through the cycle like normal .
But I'd like to code it so it didn't work like that, I want it to be in frame 1 while idle and then cycle through like 2-3-4-3-2 when moving, I want to know where about in the code to change that
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You'll have an easier time having an "idle" script. It essentially calls for a different graphic sheet for the idle pose whenever the player isn't pushing the directional buttons. You can also have an animated idle pose with it. I'd offer the one I'm currently asking, but the author asked me to not distribute it. I can tell you that it's a fairly simple code snippet :)
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Lunarea Wrote:You'll have an easier time having an "idle" script. It essentially calls for a different graphic sheet for the idle pose whenever the player isn't pushing the directional buttons. You can also have an animated idle pose with it. I'd offer the one I'm currently asking, but the author asked me to not distribute it. I can tell you that it's a fairly simple code snippet :)
Oh that sounds great, if you cant tell me it could you tell me the person to ask about it?
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Joined: Jul 2009
I'll see if I can get in touch with her. I talked with her on a different forum, but haven't seen her in a while.
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I'm still looking for this if anyone could provide assistance
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Joined: May 2009
Found an old script by Yeyinde floating around my hard drive:
Code:
#==============================================================================
# ** Miniscript: Character Animation
#------------------------------------------------------------------------------
# By Yeyinde (August 14, 2006)
# This is just a little script that changes the way a characterset animations
# plays. It makes the first frame an 'idle pose', and uses the next three
# frames as the animation (Much like in RM2K).
#
# Insert the code above Main:
#
#==============================================================================
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
alias old_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
old_initialize
@pattern_count = 0
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Branch with jumping, moving, and stopping
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
# If animation count exceeds maximum value
# * Maximum value is move speed * 1 taken from basic value 18
if @anime_count > 18 - @move_speed * 2
# If stop animation is OFF when stopping
if not @step_anime and @stop_count > 0
# Return to original pattern
@pattern = @original_pattern
@pattern_count = 0
# If stop animation is ON when moving
else
# Update pattern
@pattern_count = (@pattern_count + 1) % 4
case @pattern_count
when 0
@pattern = 2
when 1
@pattern = 1
when 2
@pattern = 2
when 3
@pattern = 3
end
end
# Clear animation count
@anime_count = 0
end
# If waiting
if @wait_count > 0
# Reduce wait count
@wait_count -= 1
return
end
# If move route is forced
if @move_route_forcing
# Custom move
move_type_custom
return
end
# When waiting for event execution or locked
if @starting or lock?
# Not moving by self
return
end
# If stop count exceeds a certain value (computed from move frequency)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# Branch by move type
case @move_type
when 1 # Random
move_type_random
when 2 # Approach
move_type_toward_player
when 3 # Custom
move_type_custom
end
end
end
end
Enjoy
Posts: 5
Threads: 1
Joined: Jan 2010
DerVVulfman Wrote:Found an old script by Yeyinde floating around my hard drive:
Code:
#==============================================================================
# ** Miniscript: Character Animation
#------------------------------------------------------------------------------
# By Yeyinde (August 14, 2006)
# This is just a little script that changes the way a characterset animations
# plays. It makes the first frame an 'idle pose', and uses the next three
# frames as the animation (Much like in RM2K).
#
# Insert the code above Main:
#
#==============================================================================
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
alias old_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
old_initialize
@pattern_count = 0
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Branch with jumping, moving, and stopping
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
# If animation count exceeds maximum value
# * Maximum value is move speed * 1 taken from basic value 18
if @anime_count > 18 - @move_speed * 2
# If stop animation is OFF when stopping
if not @step_anime and @stop_count > 0
# Return to original pattern
@pattern = @original_pattern
@pattern_count = 0
# If stop animation is ON when moving
else
# Update pattern
@pattern_count = (@pattern_count + 1) % 4
case @pattern_count
when 0
@pattern = 2
when 1
@pattern = 1
when 2
@pattern = 2
when 3
@pattern = 3
end
end
# Clear animation count
@anime_count = 0
end
# If waiting
if @wait_count > 0
# Reduce wait count
@wait_count -= 1
return
end
# If move route is forced
if @move_route_forcing
# Custom move
move_type_custom
return
end
# When waiting for event execution or locked
if @starting or lock?
# Not moving by self
return
end
# If stop count exceeds a certain value (computed from move frequency)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# Branch by move type
case @move_type
when 1 # Random
move_type_random
when 2 # Approach
move_type_toward_player
when 3 # Custom
move_type_custom
end
end
end
end
Enjoy
Thank you so much, this really helps