(For Galv’s Character Animations V.2.1 https://galvs-scripts.com/galvs-character-animations/ )
How would someone set up a custom speed for the idle animation? (In my case, a slower animation speed).
Currently, the idle animation plays at whatever speed is set for the player's movement, which looks a bit awkward. This would be used with a regular 3-frame character sprite.
RGSS3 - Custom idle animation speed
● ARCHIVED · READ-ONLY
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Did you get your "character frames" plugin?
https://galvs-scripts.com/2015/12/12/mv-character-frames/
Should be included in the demo Galv provides. -
you should modify Game_CharacterBase::update_animation, which is not in the script.
maybe in a requirement?
my mod, for a custom work.... not sure if it would suit you, but that's what you have to fix.SpoilerCode:class Game_CharacterBase CHR_FPS = 8 def init_private_members @original_direction = 2 @original_pattern = 0 @anime_count = 0 @stop_count = 0 @jump_count = 0 @jump_peak = 0 @locked = false @prelock_direction = 0 @move_succeed = true end def update_animation update_anime_count if @anime_count > CHR_FPS - real_move_speed #* 2 update_anime_pattern @anime_count = 0 end end def update_anime_count if moving? && @walk_anime @anime_count += 1.5 elsif @step_anime || @pattern != @original_pattern @anime_count += 1 end end def reset_pattern @pattern = 1 end def update_anime_pattern if !@step_anime && @stop_count > 0 @pattern = @original_pattern else @pattern += 1 end end end -
Did you get your "character frames" plugin?
https://galvs-scripts.com/2015/12/12/mv-character-frames/
Should be included in the demo Galv provides.
VX Ace, not MV. Appreciate the help though :) -
you should modify Game_CharacterBase::update_animation, which is not in the script.
maybe in a requirement?
my mod, for a custom work.... not sure if it would suit you, but that's what you have to fix.SpoilerCode:class Game_CharacterBase CHR_FPS = 8 def init_private_members @original_direction = 2 @original_pattern = 0 @anime_count = 0 @stop_count = 0 @jump_count = 0 @jump_peak = 0 @locked = false @prelock_direction = 0 @move_succeed = true end def update_animation update_anime_count if @anime_count > CHR_FPS - real_move_speed #* 2 update_anime_pattern @anime_count = 0 end end def update_anime_count if moving? && @walk_anime @anime_count += 1.5 elsif @step_anime || @pattern != @original_pattern @anime_count += 1 end end def reset_pattern @pattern = 1 end def update_anime_pattern if !@step_anime && @stop_count > 0 @pattern = @original_pattern else @pattern += 1 end end end
Did some adjustments and it works great. Thank you!