Chaos Project

RPG Maker => RPG Maker Scripts => RMVX Script Database => Topic started by: modern algebra on January 25, 2008, 10:08:09 pm

Title: [VX] Extra Movement Frames
Post by: modern algebra on January 25, 2008, 10:08:09 pm
Extra Movement Frames
Authors: modern algebra
Version: 1.0
Type: Character Set Add-On
Key Term: Movement Add-on



Introduction

This 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




Screenshots

N/A for this kind of script


Demo

None applicable.


Script
Spoiler: ShowHide

#==============================================================================
#  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



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


Compatibility

Sorry, 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 Notes

Just 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
Title: Re: [VX] Extra Movement Frames
Post by: Nortos on January 26, 2008, 03:44:55 am
Nice job MA looks good I don't really like VX charecters now can use RTP easily I could of just deleted a standing animation but this is a lot less effort hmm you could also make some really detailed sprites with this if you had the energy
Title: Re: [VX] Extra Movement Frames
Post by: modern algebra on January 26, 2008, 03:47:59 pm
Yeah, well 3 is enough for most human sprites after all. For animals monsters the extra movement frames are particularly useful I think. Anyway, I'm glad you like it.
Title: Re: [VX] Extra Movement Frames
Post by: Blizzard on January 26, 2008, 04:10:22 pm
I agree with MA, I thought the same thing.
Title: Re: [VX] Extra Movement Frames
Post by: Nortos on January 27, 2008, 05:37:07 am
*powers up MA* for it :)