Yes, each image is a single tile. I simply didn't bother to separate the boxes to different images which represented my examples.
And yes I use a pixel movement script although it's a little hard to figure out atm due to the fact my sprites are 64x64 pixels large.
VE Pixel Movement
Not to mention the fact that a custom script I'm using allows me to use these 64x64 sized sprites but rpg maker itself only recognizes half of it. >.< (the normal 32x32 sprite size) So half of my sprite will often seemingly pass over other NPCs because the engine is only reading half the sprite even though the custom script displays it.
In case I confused the LIVING HELL out of you, this is what I'm using to display my 64x64 sized sprites:
Spoiler
#----------------------------------# Thera's variation of the multiple frame script.## My first RSS script ever. I'm pretty proud of it.# It's meant to be used with a sprite set of 9 frames wide, with the first frame# being a 'standing still' frame, and the rest the actual walkcycle.## It only works on files using a '%' at the beggining of their name.#----------------------------------class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * Set Character Bitmap # # Thera's notes: Character Bitmap analyses the spriteset and sets how big # the frames in the sprite set are. # It also checks before hand whether the file start with a '!', '$' or '%' # After wards it sets the drawing origin of the sprite relative to the # character origin. #-------------------------------------------------------------------------- def set_character_bitmap self.bitmap = Cache.character(@character_name) #start changes# # Yes, this is a nested if_statement, but files starting with '!' would # complain if I did otherwise. sign = @character_name[/^[\!\$\%]./] if sign && sign.include?('$') @cw = bitmap.width / 3 #Orginal Value 3 @ch = bitmap.height / 4 #original value:4 @sixframes = false else if sign && sign.include?('%') @cw = bitmap.width / 9 #Original Value:9 @ch = bitmap.height / 4 #Original Value:4 @sixframes = true else @cw = bitmap.width / 12 #I made a change here Original value:12 @ch = bitmap.height / 8 #I made a change here Original Value:8 @sixframes = false end end #end changes# self.ox = @cw / 2 self.oy = @ch end #-------------------------------------------------------------------------- # * Update Transfer Origin Rectangle # # Thera's notes: Update Transfer Origin Rectangle changes the part of the # spritesheet that is being used as the current sprite of the character. # So it moves this rectangle around on the spritesheet. # I make it check whether 'sixframes' and thus the special sheet is true, # applying different rectangle movements for different spritesheets. #-------------------------------------------------------------------------- def update_src_rect if @tile_id == 0 index = @character.character_index #start changes# if @sixframes pattern = @character.pattern+1 #I had to do this, this way, so that the #animation doesn't do back to the second frame after visiting the third. #The '+1" Allows it to skip over the first frame, the standing still #frame sx = (index % 4 * 9 + pattern) * @cw #orginal second value: 9 Orginal first value: 4 else pattern = @character.pattern < 3 ? @character.pattern : 1 sx = (index % 4 * 3 + pattern) * @cw end sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch self.src_rect.set(sx, sy, @cw, @ch) end endendclass Game_CharacterBase #-------------------------------------------------------------------------- # * Update Animation Pattern # # Thera's notes: Update Animation Pattern makes sure that a character cycles # through it's sprite animation. Again, it first checks the filename before # applying operations. # The @pattern variable if very important when editing sprite animation. # Thus I edited basically any instance of it being modified when making this # script. #-------------------------------------------------------------------------- def update_anime_pattern if @character_name[0, 1] == '%' if !@step_anime && @stop_count > 0 @original_pattern = -1 @pattern = @original_pattern else @pattern = (@pattern + 1) % 6 #original value 8 #Changed it to 8 here because we want to have an 8 frame animation. end else if !@step_anime && @stop_count > 0 @original_pattern = 1 @pattern = @original_pattern else @pattern = (@pattern + 1) % 4 end end end # Thera's notes: I actually don't know what straighten position is supossed to # do exactly, but as it was modifying the @pattern variable, I decided to # adapt it to this script's standards. def straighten if @character_name[0, 1] == '%' @pattern = -1 if @walk_anime || @step_anime @anime_count = 0 else @pattern = 1 if @walk_anime || @step_anime @anime_count = 0 end end # Similar as with straighten, I adapted this one because of the appearance of # the @original_pattern variable. def set_graphic(character_name, character_index) @tile_id = 0 @character_name = character_name @character_index = character_index #changed from 1 to -1 if @character_name[0, 1] == '%' @original_pattern = -1 else @original_pattern = 1 end #end change endendclass Game_Event < Game_Character#-------------------------------------------------------------------------- # * Set Up Event Page Settings # # Thera's notes: This sets up the event with all the parameters defined in # the event page in the editor. I chenged the part where the character graphic # was set up, because otherwise it would default to the second frame when # character were standing still. #-------------------------------------------------------------------------- def setup_page_settings @tile_id = @page.graphic.tile_id @character_name = @page.graphic.character_name @character_index = @page.graphic.character_index if @original_direction != @page.graphic.direction @direction = @page.graphic.direction @original_direction = @direction @prelock_direction = 0 end if @character_name[0, 1] == '%' if @original_pattern != @page.graphic.pattern @pattern = @page.graphic.pattern @original_pattern = -1 end else if @original_pattern != @page.graphic.pattern @pattern = @page.graphic.pattern @original_pattern = @pattern end end @move_type = @page.move_type @move_speed = @page.move_speed @move_frequency = @page.move_frequency @move_route = @page.move_route @move_route_index = 0 @move_route_forcing = false @walk_anime = @page.walk_anime @step_anime = @page.step_anime @direction_fix = @page.direction_fix @through = @page.through @priority_type = @page.priority_type @trigger = @page.trigger @list = @page.list @interpreter = @trigger == 4 ? Game_Interpreter.new : nil endend
I'll be damned if I find the guy who made it so I copied and pasted from my project. Anyways, this is a moot point.
What i'm ASKING for is what I said above. Not sure how much clearer I can make it.
It's either that or I'm completely confusing two types of scripts here.
Anyways, what I'm asking for is a dynamic and advanced version of
THIS
As you can see, her/his script creates a basic pass or no pass setting with the colors red and black. Now take that and look at my example above and you'll see what I'm asking for hopefully.
And yes, I want it to detect the color code at a range smaller than the 32x32 pixel size.