Help 8 frames movement.

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Started by Iruga2266 5 posts View original ↗
  1. Hello, everyone.

     

    I'm using Modern Algebra's script to my 8 frames sprites. Although it adjusts the sprite just perfectly to the screen, it seems like it's only running 4 frames. It makes like the events/player is walking in only one foot.

     

    It seems very strange, at its best. Does anyone know how to fix it?

     

    Here's a video I made that showing what I mean. Go to 0:20 and you'll see.

     





     

     

    OBS: RM VX ACE. 

    And you can even adjust the video speed so that you can see what I'm saying.
  2. What script?
  3. Spoiler
    Code:
    #==============================================================================#    Extra Movement Frames#    Version: 1.0.1#    Author: modern algebra (rmrk.net)#    Date: 26 September 2012#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#  Description:#    #    This script allows you to import character sprites with more than 3 frames #  for movement animation. In other words, it allows you to animate sprites a #  little more smoothly. One use for it is it allows RMXP format characters to #  be imported directly into a VXA game without editing (although you will need #  to rename the file).#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#  Instructions:#    #    Paste this script into its own slot in the Script Editor, above Main but#   below Materials. If you are using my Composite Graphics script, then this#   script must be placed in a slot below Composite Graphics.##    To create a sprite with extra movement frames, all you need to do is #   re the character graphic to something of the form:##      Regular_Name%(x)#        where:#          x is the number of frames in each character sprite#  #  EXAMPLES:##    $001-Fighter01%(4)#      This graphic is a single character with four frames of animation. [XP]#    022-Actors12%(6)#      This graphic would be interpreted as a character sheet of 8 characters,#      each having six frames of animation.#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#    Additionally, this script also allows you to specify the "idle" frame (the#   frame where the sprite is not moving), and also the pattern if wish to so#   specify. In essence, all you need to do is add those integers after the#   number of frames:##      Regular_Name%(x y1 y2 y3 ... yx)#        where:#          x is the number of frames in each character sprite#          y1 is the idle frame (the frame shown when sprite is not moving)#          y2 ... yx are the pattern.##   Keep in mind that the first frame in a sprite is index 0, the second frame#   is index 1, etc.##    Where y1 is excluded, it is assumed to be 0. Where y2 ... yx are excluded,#   the pattern is assumed to simply cycle through the frames one by one until#   it repeats.##  EXAMPLES:##    $003-Fighter03%(4 2)#      This graphic is a single character with four frames of animation. The #      idle frame is 2 (the third one over). The pattern when moving would be#      2 3 0 1, 2 3 0 1, etc.#    032-People05%(4 0 1 0 3 2 1)#      This graphic would be interpreted as a character sheet of 8 characters,#      each having four frames of animation. The idle frame is 0 (the first#      in the sheet), and the pattern is 0 1 0 3 2 1, 0 1 0 3 2 1, etc.#==============================================================================$imported = {} unless $imported$imported[:MA_ExtraMovementFrames] = true#==============================================================================# *** MA_ExtraMovementFrames#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#  This module holds a method for calculating width and height of an emf# character frame#==============================================================================module MA_ExtraMovementFrames  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Check if Character has extra movement frames  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def ma_char_is_emf_sprite?(character_name)    character_name && !character_name[/\%[\(\[].+?[\)\]]/].nil?  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Derive Frames Array  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def maemf_get_frames(character_name)    character_name = "" unless character_name    frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :       $1.scan(/\d+/).collect { |s| s.to_i }    frames[0] = 3 unless frames[0] # If empty, then set to default 3    frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2    frames[1] = 0 unless frames[1] # Set idle frame    if frames.size < 3      # Create pattern       (frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }     end    return frames  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Calculate Frame Size  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def maemf_calc_frame_size(character_name, bitmap, frames = [])    character_name = "" unless character_name    frames = maemf_get_frames(character_name) if frames.empty?    cw = bitmap.width / (frames[0] ? frames[0] : 3)    ch = bitmap.height / 4    sign = character_name[/^[\!\$]./]    if !sign || !sign.include?('$')      cw /= 4      ch /= 2    end    return cw, ch  endend# Compatibility with Composite Graphicsif $imported[:MA_CompositeGraphics]  #============================================================================  # *** Cache  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++  #  Summary of Changes:  #    aliased method - macgve_make_unique_name  #============================================================================  class << Cache    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~    # * Make Unique Name    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~    alias macgemf_uniqname_3tc8 macgve_make_unique_name    def macgve_make_unique_name(cg_array = [], *args)      result = macgemf_uniqname_3tc8(cg_array, *args) # Call Original Method      # Add %(x) code to name if the first graphic in the array contains it.      result += $1 if cg_array[0] && cg_array[0].filename[/(\%[\(\[].+?[\)\]])/]      result    end  endend#==============================================================================# ** Game_CharacterBase#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#  Summary of Changes:#    aliased method - straighten; update_anime_pattern; initialize;#      set_graphic; character_name=#    new methods - maemf_init_char_frames#==============================================================================class Game_CharacterBase  include MA_ExtraMovementFrames  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Straighten  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  alias maemf_straghtn_5sb3 straighten  def straighten(*args, &block)    maemf_straghtn_5sb3(*args, &block) # Run original method    @pattern = @original_pattern if @walk_anime || @step_anime  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Update Anime Pattern  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  alias maemf_updanim_ptrn_2yv5 update_anime_pattern  def update_anime_pattern(*args)    if @ma_char_is_emf_sprite # If an emf sprite      if !@step_anime && @stop_count > 0 # Reset to stationary        @maemf_frame_index = 0        @pattern = @original_pattern      else        # Next Pattern        @maemf_frame_index = (@maemf_frame_index + 1) % @maemf_character_pattern.size        @pattern = @maemf_character_pattern[@maemf_frame_index]      end    else      maemf_updanim_ptrn_2yv5(*args) # Call original method    end  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Initialize Character Frames  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def maemf_init_char_frames    @maemf_frame_index = 0 # Initialize Index    # Save this value for faster reference    @ma_char_is_emf_sprite = ma_char_is_emf_sprite?(character_name)    if @ma_char_is_emf_sprite      # Get pattern      @maemf_character_pattern = maemf_get_frames(character_name)      @maemf_character_pattern.shift # Remove frame number      @original_pattern = @maemf_character_pattern[0]    else      @maemf_character_pattern = []    end  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Initialize Character Frames Proc  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def self.maemf_init_char_frames_proc    Proc.new { |method_name|      alias_method(:"maemf_#{method_name}_2ev9", method_name) # Alias      define_method(method_name) do |*args| # Define method        send(:"maemf_#{method_name}_2ev9", *args) # Call original method        maemf_init_char_frames      end    }  end  proc = maemf_init_char_frames_proc  [:initialize, :set_graphic].each { |name| proc.call(name) }end#==============================================================================# ** Game_Player/Follower/Vehicle/Event#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#  This aliases methods in these classes that change @character_name in order# to call maemf_init_char_frames#==============================================================================class Game_Player  # Refresh  maemf_init_char_frames_proc.call(:refresh)endclass Game_Follower  # Refresh  maemf_init_char_frames_proc.call(:refresh)endclass Game_Vehicle  # Load System Settings  maemf_init_char_frames_proc.call(:load_system_settings)endclass Game_Event    proc = maemf_init_char_frames_proc  # Clear Page Settings & Setup Page Settings  [:clear_page_settings, :setup_page_settings].each { |name| proc.call(name) }end#==============================================================================# ** Sprite_Character#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#  Summary of Changes:#    aliased methods - set_character_bitmap; update_src_rect#    new methods - ma_set_emf_character_bitmap; ma_update_emf_src_rect#==============================================================================class Sprite_Character  include MA_ExtraMovementFrames  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Set Character Bitmap  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  alias maemf_setcharbmp_4rm6 set_character_bitmap  def set_character_bitmap(*args)    @emf_char = ma_char_is_emf_sprite?(@character_name)    @emf_char ? ma_set_emf_character_bitmap : maemf_setcharbmp_4rm6(*args)  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Update Transfer Origin Rectangle  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  alias maemf_updtsrcrect_2kq5 update_src_rect  def update_src_rect(*args)    @emf_char ? ma_update_emf_src_rect : maemf_updtsrcrect_2kq5(*args)  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Set Character Bitmap  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def ma_set_emf_character_bitmap    self.bitmap = Cache.character(@character_name)    @emf_char_frames = maemf_get_frames(@character_name)    @cw, @ch = maemf_calc_frame_size(@character_name, bitmap, @emf_char_frames)    self.ox = @cw / 2    self.oy = @ch  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Update Transfer Origin Rectangle  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def ma_update_emf_src_rect    if @tile_id == 0      index = @character.character_index      pattern = @character.pattern < @emf_char_frames[0] ? @character.pattern : @emf_char_frames[1]      sx = (index % 4 * @emf_char_frames[0] + pattern) * @cw      sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch      self.src_rect.set(sx, sy, @cw, @ch)    end  endend#==============================================================================# ** Window_Base#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#  Summary of Changes: #    aliased method - draw_character#    new method - ma_draw_emf_character#==============================================================================class Window_Base  include MA_ExtraMovementFrames  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Draw Character Graphic  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  alias maemf_drawcharct_3kq6 draw_character  def draw_character(character_name, *args)    character_name[/\%[\(\[].+?[\)\]]/] ? ma_draw_emf_character(character_name, *args) :      maemf_drawcharct_3kq6(character_name, *args)  end  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  # * Draw Extra Movement Frames Character Graphic  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  def ma_draw_emf_character(character_name, character_index, x, y)    return unless character_name    if !ma_char_is_emf_sprite?(character_name)      # Draw regular if there is no frame specification in the name      maemf_drawcharct_3kq6(character_name, *args)    else      bitmap = Cache.character(character_name)      frames = maemf_get_frames(character_name)      cw, ch = maemf_calc_frame_size(character_name, bitmap, frames)      n = character_index      src_rect = Rect.new((n%4*frames[0]+frames[1])*cw, (n/4*4)*ch, cw, ch)      contents.blt(x - cw / 2, y - ch, bitmap, src_rect)    end  endend
  4. next time, please post a link to the script in it's original website - do not copy it here. There are a lot of reasons for this, like getting the additional information from the original website or that some scripters do not want their scripts scattered.


    That said, can you please give us a screenshot of how you named your sprites? because it's the name of the sprite that controls how the script displays the sprite.
  5. I'm sorry for that. But I don't have the original page where I got it from anymore.

    The name of the sprite is:

    $Name_of_character%(8)