Blinking Animation (With support for Galv's Character Animations 2)

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Started by Robert-Developer_of_Bis 4 posts View original ↗
  1. Hello, and let me thank you for reading, even if you can't help; I appreciate it!

    In my current project, I'm trying to implement a blinking mechanic for my sprite. This seemed simple enough: I already use Galv's Character Animations 2, so I just need to create a copy of my sprite-sheet with the eyes closed on each sprite, and create a Common Event on a flexible timer to swap the graphics for a moment, right? Well.. it's more complicated. Not only does this method fail to work in any way, it also disregards the separate sprites (Idle, Sprint, Custom...) I'm using, so if it did work, it would randomly jerk to another sprite, depending on what the player was doing. (Edit: The event now works: instead of jerking to another sprite, the game fails to change to them in the first place.)

    To summarize, I'm looking for:
    1.) A way to implement an aesthetic blinking feature that runs in the background at all times, not just as an Idle animation. (Completed as of 9/23/17. My event was at fault. #2 is still needed.)
    2.) A way to check for which graphic the player-character is currently using. (Would aid in #1?) (Completed.)

    [REMOVED BY OP]
  2. Since this is no longer directly involving working on a script, I'm going to go elsewhere to solve this. [REMOVED by OP]
  3. Robert-Character Creator said:
    Farewell, forum of silence!
    You waited half a day and that's it? Sorry, but this is just... a new level of impatience.
    I help out here during my coffee breaks regularly, and I see other people helping as well. You can check the recent topics to see how "silent" this forum section is.

    We all got things to work on, we all have limited free time, and this means that you won't get an answer immediately after you posted, especially if the request is not so easy to do or if it involves custom scripts.
    I remember helping in topics older than a month. Even though the issue wasn't something easy to fix, I helped because I saw the topic opener bumping the topic for so long without any complaints.

    I would like to help you too, but you didn't make it easy for anyone to do so, and your remarks about this forum section didn't exactly help your cause either.
    You did not add any link to the script in question. Even if I had time to search around, I still wouldn't do it, I just hate to search for anything when I know that it should not be necessary at all.

    Regarding that script call you are looking for... It is still a script call, so it does involve scripting.
    There is no default event command for checking the graphic file of a character, so you will have to use script calls.
    These will get you the currently used graphic file and index for a character:
    Spoiler
    Code:
    character_object.character_name # For the file name
    character_object.character_index # For the character index
    You must replace the character_object with a valid Game_Character object.
    That can be:
    $game_player - for the player
    $game_player.followers[index] - for followers
    $game_map.events[event_id] - for events

    Depending on how Galv's script operates, this might not be enough for what you want to do though.
  4. My other post on here was silent for two months. Eventually I just solved the problem myself. I do have a reason for my impatience, but mostly I just don't believe it's in the right forum. And you're right about several things in your post. I put a lot of effort into the last post, including proper links, and got no response of any kind. It was silly to assume it would happen again, so that's no excuse. I'm sorry.

    I'll try your suggestion, and get back once I've finished.

    Edit: Galv's script just seems to tell the game what sprite in the sprite-sheet to use during what circumstances. It's almost a completely normal sprite-sheet. Aside from that, I'm really sorry about what I said. Mental illness sucks, but that's no excuse.

    Edit 2: It took some experimenting, but thanks to you, I now have the blink feature working on both the Idle Animation and the Walking Animation. I suspect I'll have some trouble when I implement the second Idle Animation (which is a custom event that plays after a timer), but I can deal with that when I actually have it implemented. Thanks, Sixth.