Extra Movement Frames
Authors: modern algebra
Version: 1.0
Type: Character Set Add-On
Key Term: Movement Add-on
IntroductionThis script allows you to import characters with more than 3 movement frames. In other words, It allows you to make movement animation a little bit smoother, if that is what is desired. One use for it is it allows RMXP format characters to be imported into a VX game without editing (you'll need to rename the file though)
Features
- Unlimited number of movement frames
- Works on a character to character basis
- Very easy to use
ScreenshotsN/A for this kind of script
DemoNone applicable.
Script
#==============================================================================
# Extra Movement Frames v. 1.0
# Author: modern algebra (rmrk.net)
# Date: January 20, 2008
#------------------------------------------------------------------------------
# Instructions:
# Insert this script above main in the database. To add a character with
# extra movement frames, simply rename the character graphic to something
# of the form:
# !$%[<number of movement frames>]<Regular name>
#
# Example: !$%[4]001-Fighter01
# That would make the graphic 001-Fighter01 be interpreted as having 4 frames
#------------------------------------------------------------------------------
# ** Game_Character
#------------------------------------------------------------------------------
# Summary of changes:
# aliased methods - update_animation
# new class variables - height divisor, width divisor
# new methods - calculate_divisors
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :height_divisor # The height of a single frame
attr_reader :width_divisor # number of frames in the x direction
#--------------------------------------------------------------------------
# * Calculate Divisors
#--------------------------------------------------------------------------
# Sets up the instance variables required
#--------------------------------------------------------------------------
def calculate_divisors
return unless @previous_character.nil? || @previous_character != @character_name
bitmap = Cache.character (@character_name)
sign = @character_name[/^[\!\$].[\%]\[\d*\]/]
if !sign.nil? && sign.size > 5
@original_pattern = 0
@width_divisor = sign[4, sign.size - 5].to_i
@height_divisor = 4
elsif !sign.nil? && sign.include? ('$')
@width_divisor = 3
@height_divisor = 4
else
@width_divisor = 12
@height_divisor = 8
end
@previous_character = @character_name
end
#--------------------------------------------------------------------------
# * Update Animation
#--------------------------------------------------------------------------
# Change the hard coded values to ones dependent on character graphic format
#--------------------------------------------------------------------------
alias ma_extra_movement_frames_anim_upd update_animation
def update_animation
saved_anime_count = @anime_count
pattern_original = @pattern
speed = @move_speed + (dash? ? 1 : 0)
ma_extra_movement_frames_anim_upd
if (saved_anime_count > (18 - speed * 2)) && (@step_anime || (@stop_count <= 0))
@pattern = (pattern_original + 1) % @width_divisor
end
end
end
#==============================================================================
# * Sprite Character
#------------------------------------------------------------------------------
# Summary of changes:
# aliased methods - update_src_rect, update_bitmap
#==============================================================================
class Sprite_Character
#--------------------------------------------------------------------------
# * Update Src Rect
#--------------------------------------------------------------------------
# Interpret multiple movement frames: Changed pattern
#--------------------------------------------------------------------------
alias ma_extra_movement_frames_src_rect_upd update_src_rect
def update_src_rect
if @tile_id == 0
ma_extra_movement_frames_src_rect_upd
index = @character.character_index
pattern = @character.pattern < @character.width_divisor ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
#--------------------------------------------------------------------------
# * Update Bitmap
#--------------------------------------------------------------------------
# Change hard coded values to ones dependent on character graphic
#--------------------------------------------------------------------------
alias ma_extra_movement_frames_bmp_upd update_bitmap
def update_bitmap
@character.calculate_divisors
saved_tile_id = @tile_id
saved_character_name = @character_name
saved_character_index = @character_index
ma_extra_movement_frames_bmp_upd
if saved_tile_id != @character.tile_id or
saved_character_name != @character.character_name or
saved_character_index != @character.character_index
unless @tile_id > 0
@cw = bitmap.width / @character.width_divisor
@ch = bitmap.height / @character.height_divisor
self.ox = @cw / 2
self.oy = @ch
end
end
end
end
#==============================================================================
# ** Window Base
#------------------------------------------------------------------------------
# Summary of changes:
# overwritten methods - draw_character
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw Charater (overwritten for extra movement frames)
# character_name : the name of the character file
# character_index : the index of the character in the file
# x : the x position to draw
# y : the y position to draw
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$].[\%]\[\d*\]/]
if !sign.nil? && sign.size > 5
cw = bitmap.width / sign[4, sign.size - 5].to_i
ch = bitmap.height / 4
elsif sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
InstructionsInsert this script above main in the database. To add a character with extra movement frames, simply rename the character graphic to something of the form:
!$%[<number of movement frames>]<Regular name>
Example: !$%[4]001-Fighter01
That would make the graphic 001-Fighter01 be interpreted as having 4 frames
CompatibilitySorry, I overwrote a method (draw_character in Window_Base). Because of that, there might be some major compatibility issues. If I write a next version, my one goal will be to avoid overwriting that method, but it made things easier this time around.
Credits and Thanks
Author's NotesJust post here at chaosproject for support. Since I am not so so active here, it might be faster to post in the topic at rmrk or at rmrevolution