[SOLVED][RMVXAce] File name for extra movement frame

Started by Ally, January 28, 2017, 03:20:49 pm

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Ally

 I use these scripts to enhance the character frames:

https://galvs-scripts.com/galvs-character-animations/

and

http://rmrk.net/index.php/topic,46822.0.html


We created this character to add it as an enemy in an event.
But I can not figure out how to rename the file for have both the walking animation, both the idle animation...
http://imgur.com/B1RAJyk

How must rename the file?

The first 4 frames are those of idle poses, the others are the walking frames...

KK20

You're going to need to resize the graphic to 960x576 first off. Then, rename the file so that it has %(4) at the end of it.

This will tell the game that your character graphic has 8 characters (even though it's technically only one character...but that's how Galv's demo is like too), each with 4 frames of animation. Since Galv's script just changes the character graphic index, it's already compatible with modern algebra's script (thankfully).

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Ally

I tried to insert the character in the size you indicated, but will not work as it should ;_;

KK20

January 28, 2017, 05:41:30 pm #3 Last Edit: January 28, 2017, 05:48:47 pm by KK20
I tested it myself so I know it works. Script order doesn't matter either.
You didn't do FILENAME.png%(4) did you, cuz that's like totally wrong.

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Ally

January 28, 2017, 05:58:00 pm #4 Last Edit: January 28, 2017, 06:01:34 pm by Ally
Maybe, my mistake is to place graphic files  :huh:
Can you pass your character template?

PS:I mustn't use the sprite as the main character, but as an event.

KK20

ooooh in that case, Galv's script only works for the player and followers, not for events. That's going to need an edit.
I'll see what I can do.

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Ally

I didn't know  :^_^\':
Okay, thanks a lot  :haha:
If you can do something, I'm waiting  :D

KK20

Spoiler: ShowHide


#------------------------------------------------------------------------------#
#  Galv's Character Animations
#  Edit by KK20
#------------------------------------------------------------------------------#
# KK20's Notes:
#   The script has been modified to allow map events to have the various
#   animations like the Player and Followers did in the original script.
#
#   For an event to have idle and move sprites, simply put the following:
#          [idle]
#   anywhere in the event's name.
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 2.0
#------------------------------------------------------------------------------#
#  2013-01-07 - Version 1.7 - Slight tweaks
#  2012-10-06 - Version 1.6 - Updated alias names for compatibility
#  2012-10-06 - Version 1.5 - Added dash speed option. Fixed some code
#  2012-09-21 - Version 1.4 - Optimised the code significantly (to my ability)
#                           - Some bug fixes
#  2012-09-21 - Version 1.3 - Added ability to repeat common event
#                           - Added follower animations
#  2012-09-20 - Version 1.2 - fixed compatibility with Galv's Region Effects
#  2012-09-20 - Version 1.1 - added idle common event, removed unnecessary code
#  2012-09-20 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  Designed to give actors additional animations such as:
#  - Idle
#  - Walking
#  - Dashing
#  - Custom (run a common event if you've been idle for a period of time)
#
#  INSTRUCTIONS:
#  1. Copy this script below materials and above main
#  2. Create your charsets to use one characterset per actor. (This is where
#     version 2 differs from version 1 greatly.
#     The first character in the charset is the Idle animation
#     The second character in the charset is the Walk animation
#     The third character in the charset is the Dash animation
#
#  (See demo if you don't understand) This change was done to reduce processing
#  significantly and prevent lag when doing too much at once)
#
#------------------------------------------------------------------------------#
#  KNOWN ISSUES:
#  - Move Route Change graphic commands only work when the switch is on.
#    Then if you turn it off again, the graphic changes back to the original.
#    Use "Set Actor Graphic" event command to change instead.
#------------------------------------------------------------------------------#

($imported ||= {})["Chara_Anims"] = true
module Chara_Anims
 
#------------------------------------------------------------------------------# 
#  SETUP OPTIONS
#------------------------------------------------------------------------------#

  ANIM_SWITCH = 1             # ID of a switch to disable this effect.
                              # Turn switch ON in order to use change graphic
                              # move route commands. Turn off to restore anims.
                             
  DASH_SPEED = 1.2            # 1 is RMVX default dash speed.

  COMMON_EVENT = 1            # Common event ID that plays after a certain time
  COMMON_EVENT_TIME = 300     # Frames idle before common event called.
  REPEAT_EVENT = false        # Repeat this common event if player remains idle?
                              # (restarts the common event time) true or false.
#------------------------------------------------------------------------------# 
#  END SETUP OPTIONS
#------------------------------------------------------------------------------#

end # Chara_Anims


class Sprite_Character < Sprite_Base
  alias galv_charanim_initialize initialize
  def initialize(viewport, character = nil)
    @idletime = 0
    galv_charanim_initialize(viewport, character)
  end

  alias galv_charanim_update update
  def update
    galv_charanim_update
    return if !is_player? && !@character.allow_idle_sprites
    return if $game_switches[Chara_Anims::ANIM_SWITCH]
    return move_anim if @character.moving?
    @idletime += 1
    idle_anim if @idletime == 5
    idle_event if @idletime == Chara_Anims::COMMON_EVENT_TIME
  end

  def idle_anim
    @character.step_anime = true
    if is_player? && $game_party.leader.character_index != 0
      $game_party.battle_members.each { |m| m.set_g(0) }
    else
      @character.set_g(0)
    end
    $game_player.refresh if is_player?
    @idletime += 1
  end

  def move_anim
    if is_player?
      if $game_player.dash?
        if $game_party.leader.character_index != 2
          $game_party.battle_members.each { |m| m.set_g(2) }
          $game_player.refresh
        end
      else
        if $game_party.leader.character_index != 1
          $game_party.battle_members.each { |m| m.set_g(1) }
          $game_player.refresh
        end
      end
    else
      @character.set_g(1)
    end
    @idletime = 0
  end

  def idle_event
    return unless is_player?
    $game_temp.reserve_common_event(Chara_Anims::COMMON_EVENT)
    @idletime = 0 if Chara_Anims::REPEAT_EVENT
  end
 
  def is_player?
    @character == $game_player
  end
end # Sprite_Character < Sprite_Base


class Game_CharacterBase
  alias galv_charanim_init_public_members init_public_members
  def init_public_members
    galv_charanim_init_public_members
    @step_anime = true
  end
 
  # OVERWRITE FOR PERFORMANCE PURPOSES
  def real_move_speed
    @move_speed + (dash? ? Chara_Anims::DASH_SPEED : 0)
  end
end # Game_CharacterBase

class Game_Actor < Game_Battler
  def set_g(i)
    @character_index = i
  end
end # Game_Actor < Game_Battler

class Game_CharacterBase#class Game_Actor < Game_Battler
  attr_accessor :step_anime, :allow_idle_sprites
  def set_g(i)
    @character_index = i
  end
end # Game_Actor < Game_Battler

class Game_Event < Game_Character
  alias prep_sprite_for_idle_move_animations initialize
  def initialize(map_id, event)
    @allow_idle_sprites = ((event.name =~ /[idle]/) != nil)
    prep_sprite_for_idle_move_animations(map_id, event)
  end
end


Replace Galv's script with this one. All you have to do now is put
[idle]

somewhere within the map event's name.

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Ally

You are very fast man!  :o

Can you pass me the character template for the test?
Don't really know how to thank you  :facepalm:

KK20

So using your 720x576 image, I opened it up in Paint.NET (http://www.getpaint.net/index.html). At the menu on top, select Image -> Canvas Size. Change Width to 960, press OK.
You will have a white rectangle added to the right of your image. Use the Magic Wand tool (pressing S on your keyboard), click on the white rectangle (which will highlight it blue), then press the DEL key.
Save the file and you get this
Spoiler: ShowHide

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Ally

Ooooh thank you, I've learned something new ^^
However, I receive an error:
http://imgur.com/CioMxfE

I followed the instructions O_o

KK20

What other scripts do you have in your project?

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Ally

January 28, 2017, 07:20:00 pm #12 Last Edit: January 28, 2017, 07:22:14 pm by Ally
SOLVED

Thank you for your support!

KK20


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