Diagonal walk and run with trailing party members.
September 6th, 2009
SummaryI want a script which lets one walk diagonally through the game with custom diagonal sprites for both walking and running. I also want this script to be compatible with Woranata's Caterpillar system. By this I mean that I want the trailing party members to also walk with custom diagonal walking and running sprites.
Features Desired
- Diagonal walking for both the Party leader and trailing party members.
- Must be able to use custom diagonal sprites for both walking and running.
- Must be compatible with Woranata's caterpillar script. Found here: http://www.rpgrevolution.com/forums/index.php?showtopic=27571&hl=woranata+caterpillar
Mockupshttp://walkthrough.starmen.net/mother3/image/screens/32/lab.png
Notice how the trailing members use custom diagonal walking sprites.
http://walkthrough.starmen.net/mother3/image/screens/16/holes.png
Notice how in this one the trailing party member (the one in the blue dress...) is using diagonal running aswell.
Games its been in
Did you search?Yes.
Where did you search?
- rmrk forums
- RPG revolution
- HB games forums
What did you search for?
- Diagonal walking with trailing party.
- 8 way walking
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6 bumps are too many, I don't think you will get much luck on this one :(
Blizz ABS has all of that, or you can try Blizzard's tons of addons(both on http://forum.chaos-project.com/index.php?)
EDIT:oops, VX sorry X|
@ NPC: Yeah I know... But I gotta keep trying though cuz my EarthBound game really needs this...
@Blue: Thanks for the help, atleast someone tried to help.
Hmm, You could try a regular Diagonal movement script with Zeriab Caterpillar (http://rmrk.net/index.php/topic,35167.0.html). I'm not positive it would work because I've not looked at any of the diagonal movement scripts out there, but since Zeriab's Caterpillar uses events for the trailing members, it might support 8D sprites as long as the 8D sprites script allows 8D sprites on events.
I believe Yanfly has just recently created a new 8D sprites script, so I'm sure that would be a high quality one to try
Um.. okay then I'll try that Thanks ModerAlgebra!
Edit:
I can't find the 8D Sprites script, I went to her/his pockethouse site and it doesn't seem to be there.
if someone finds this script could you post a link to it?
Bump...
Here is the script. I had to edit it a little bit in order to make it work with the Caterpillar, so I'm unsure what those alterations may have done. Hopefully it works out. Anyway, here it is, by Yanfly:
[spoiler]
#===============================================================================
#
# Yanfly Engine Zealous - Extended Movement
# Last Date Updated: 2010.01.10
# Level: Easy, Normal, Hard
#
# This script adds for easy 8 directional movement and character sheet support.
# Although the character sheets need to be specially made, once done, they're
# extremely flexibile and offer a plethora of options. 8 directional movement
# allows the player to save a lot of time traveling basically anywhere quicker.
# There's also the ability to adjust the innate default dashing speed.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.01.10 - Idling pose options added.
# o 2010.01.08 - Started Script and Finished.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Setting up 8 Directional Sprite Sheets
# -----------------------------------------------------------------------------
# 1. Create a typical 4 column by 2 row sprite sheet. The columns are as follow
#
# Down Down Left Down Dash Down Left Dash
# Left Upper Left Left Dash Upper Left Dash
# Right Down Right Right Dash Down Right Dash
# Up Upper Right Up Dash Up Right Dash
#
# Ready/Idle Victory Pose 2H Swing
# Damage Evade/Dodge 1H Swing
# Dazed/Critical Dead 1-3 Cast/Use Item
# Marching Downed/Fallen Channeling
#
# 2. For the file name, place _8D after it.
# example: Actor_01.png would look like Actor_01_8D.png
#
# 3. And just use them as your actor's graphic. It's as easy as that. You can
# download some of the pre-made actor sheets on Pockethouse as reference.
#
# -----------------------------------------------------------------------------
# Equip Tags - Insert the following tags into Weapon and Armour noteboxes.
# -----------------------------------------------------------------------------
# <dash speed +n%> <dash speed -n%>
# Equipping the said piece of weapon/armour will increase or decrease the
# player's onscreen dash speed by n%. This effect is cummulative across all
# of the party members with the item equipped.
#
# -----------------------------------------------------------------------------
# Movement Route Event Editor Call Scripts
# -----------------------------------------------------------------------------
# @mirror = true or @mirror = false
# This will mirror the image of the used character set. They will still face
# the same direction but use the other side's character sheet instead.
#
# @pose = "value"
# This will cause your to do a unique pose so long as they have an _8D sheet.
# Replace value with any of the cases below:
#
# Normal Ready Damage Critical
# March Victory Evade Fallen
# Dead1 Dead2 Dead3 2H Swing
# 1H Swing Cast Channel
#
# break_pose
# This breaks the character out of a pose and back to regular standing format.
# Important for those long pose sequences. If the player regains movement, the
# player will also break out of a pose when the next movement input is done.
#
#===============================================================================
# Compatibility
# -----------------------------------------------------------------------------
# - Works With: Anything that doesn't affect movement systems.
# -----------------------------------------------------------------------------
# Note: This script may not work with former Yanfly Engine ReDux scripts.
# Use Yanfly Engine Zealous scripts to work with this if available.
#===============================================================================
$imported = {} if $imported == nil
$imported["ExtendedMovement"] = true
module YEZ
module MOVEMENT
# The following constant allows for 8 directional movement. Set it to
# false if you don't wish for it to occur.
ENABLE_8D_MOVEMENT = true
# If the above is enabled, tap directioning is also available. For those
# wondering what tap directioning is, the player can just tap a direction
# and the player character will face that direction rather than straight
# out walking that direction. The following adjusts how many frames the
# game will allow leeway for tap facing.
TAP_COUNTER = 6
# The next two constants allow you to set idle poses after your player
# doesn't touch any directional keys for however many frames. Remember,
# there are 60 frames in a second. If you don't want a pose to trigger,
# just leave the array empty and nothing will happen. Otherwise, fill
# the array with any poses you would like the character do. Poses will
# be randomly selected from the array.
IDLE_POSE = ["Ready", "March", "Victory"]
IDLE_FRAMES = 360
# The following determines the dash speed given to your player. The speed
# value is a percentage out of 100. With 150, the player dashes +50% faster.
# With 200, the player dashes twice as fast. You know the drill.
DASH_SPEED_VARIABLE = 24
DEFAULT_DASH_SPEED = 150
end # MOVEMENT
end # YEZ
#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
module YEZ
module REGEXP
module BASEITEM
DASH_SPEED = /^<(?:DASH_SPEED|dash speed)[ ]*([\+\-]\d+)([%?])>/i
end
end
end
module YEZ::MOVEMENT
SUFFIX = "8D"
end # YEZ::MOVEMENT
#===============================================================================
# RPG::BaseItem
#===============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# common cache: yez_cache_baseitem_em
#--------------------------------------------------------------------------
def yez_cache_baseitem_em
@dash_speed_bonus = 0
self.note.split(/[\r\n]+/).each { |line|
case line
when YEZ::REGEXP::BASEITEM::DASH_SPEED
@dash_speed_bonus = $1.to_i
end
} # end self.note.split
end # yez_cache_baseitem_em
#--------------------------------------------------------------------------
# new method: dash_speed_bonus
#--------------------------------------------------------------------------
def dash_speed_bonus
yez_cache_baseitem_em if @dash_speed_bonus == nil
return @dash_speed_bonus
end
end # RPG::BaseItem
#===============================================================================
# Game_Character
#===============================================================================
class Game_Character
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :mirror
attr_accessor :pose
attr_accessor :pattern
attr_accessor :walk_anime
attr_accessor :step_anime
attr_accessor :move_frequency
attr_accessor :anti_straighten
attr_accessor :dash_speed
#--------------------------------------------------------------------------
# new method: break_pose
#--------------------------------------------------------------------------
def break_pose
return unless @pose != nil and @pose != ""
@pattern = 1
@pose = nil
@anti_straighten = false
@walk_anime = true
@step_anime = false
end
#--------------------------------------------------------------------------
# alias method: update_stop
#--------------------------------------------------------------------------
alias update_stop_em update_stop unless $@
def update_stop
return if @anti_straighten
update_stop_em
end
#--------------------------------------------------------------------------
# alias method: move_lower_left
#--------------------------------------------------------------------------
alias move_lower_left_em move_lower_left
def move_lower_left
move_lower_left_em
@direction = 1 unless @direction_fix
end
#--------------------------------------------------------------------------
# alias method: move_lower_right
#--------------------------------------------------------------------------
alias move_lower_right_em move_lower_right
def move_lower_right
move_lower_right_em
@direction = 3 unless @direction_fix
end
#--------------------------------------------------------------------------
# alias method: move_upper_left
#--------------------------------------------------------------------------
alias move_upper_left_em move_upper_left
def move_upper_left
move_upper_left_em
@direction = 7 unless @direction_fix
end
#--------------------------------------------------------------------------
# alias method: move_upper_right
#--------------------------------------------------------------------------
alias move_upper_right_em move_upper_right
def move_upper_right
move_upper_right_em
@direction = 9 unless @direction_fix
end
if YEZ::MOVEMENT::ENABLE_8D_MOVEMENT
#--------------------------------------------------------------------------
# overwrite method: move_random
#--------------------------------------------------------------------------
def move_random
case rand(7)
when 0; move_down
when 1; move_left
when 2; move_right
when 3; move_up
when 4
if !dir8_passable?(2) and dir8_passable?(4)
move_left
elsif dir8_passable?(2) and !dir8_passable?(4)
move_down
else
move_down
move_left
@direction = 1
end
when 5
if !dir8_passable?(2) and dir8_passable?(6)
move_right
elsif dir8_passable?(2) and !dir8_passable?(6)
move_down
else
move_down
move_right
@direction = 3
end
when 6
if !dir8_passable?(8) and dir8_passable?(4)
move_left
elsif dir8_passable?(8) and !dir8_passable?(4)
move_up
else
move_up
move_left
@direction = 7
end
when 7
if !dir8_passable?(8) and dir8_passable?(6)
move_right
elsif dir8_passable?(8) and !dir8_passable?(6)
move_up
else
move_up
move_right
@direction = 9
end
end
end
#--------------------------------------------------------------------------
# overwrite method: move_toward_player
#--------------------------------------------------------------------------
def move_toward_player
sx = distance_x_from_player
sy = distance_y_from_player
if sx != 0 or sy != 0
if sx.abs > sy.abs
sx > 0 ? move_left : move_right
if @move_failed and sy != 0
sy > 0 ? move_up : move_down
end
elsif sx.abs < sy.abs
sy > 0 ? move_up : move_down
if @move_failed and sx != 0
sx > 0 ? move_left : move_right
end
elsif sx.abs == sy.abs
if sx > 0 and sy > 0
move_up
move_left
@direction = 7
elsif sx < 0 and sy > 0
move_up
move_right
@direction = 9
elsif sx > 0 and sy < 0
move_down
move_left
@direction = 1
elsif sx < 0 and sy < 0
move_down
move_right
@direction = 3
end
end
end
end
#--------------------------------------------------------------------------
# overwrite method: move_away_from_player
#--------------------------------------------------------------------------
def move_away_from_player
sx = distance_x_from_player
sy = distance_y_from_player
if sx != 0 or sy != 0
if sx.abs > sy.abs
sx > 0 ? move_right : move_left
if @move_failed and sy != 0
sy > 0 ? move_down : move_up
end
elsif sx.abs < sy.abs
sy > 0 ? move_down : move_up
if @move_failed and sx != 0
sx > 0 ? move_right : move_left
end
elsif sx.abs == sy.abs
if sx > 0 and sy > 0
move_down
move_right
@direction = 3
elsif sx < 0 and sy > 0
move_down
move_left
@direction = 1
elsif sx > 0 and sy < 0
move_up
move_right
@direction = 9
elsif sx < 0 and sy < 0
move_up
move_left
@direction = 7
end
end
end
end
#--------------------------------------------------------------------------
# overwrite method: move_forward
#--------------------------------------------------------------------------
def move_forward
case @direction
when 2; move_down(false)
when 4; move_left(false)
when 6; move_right(false)
when 8; move_up(false)
when 1
if !dir8_passable?(2) and dir8_passable?(4)
move_left
elsif dir8_passable?(2) and !dir8_passable?(4)
move_down
else
move_down
move_left
end
when 3
if !dir8_passable?(2) and dir8_passable?(6)
move_right
elsif dir8_passable?(2) and !dir8_passable?(6)
move_down
else
move_down
move_right
end
when 7
if !dir8_passable?(8) and dir8_passable?(4)
move_left
elsif dir8_passable?(8) and !dir8_passable?(4)
move_up
else
move_up
move_left
end
when 9
if !dir8_passable?(8) and dir8_passable?(6)
move_right
elsif dir8_passable?(8) and !dir8_passable?(6)
move_up
else
move_up
move_right
end
end
end
#--------------------------------------------------------------------------
# overwrite method: move_backward
#--------------------------------------------------------------------------
def move_backward
last_direction_fix = @direction_fix
@direction_fix = true
case @direction
when 2; move_up(false)
when 4; move_right(false)
when 6; move_left(false)
when 8; move_down(false)
when 9
if !dir8_passable?(2) and dir8_passable?(4)
move_left
elsif dir8_passable?(2) and !dir8_passable?(4)
move_down
else
move_down
move_left
end
when 7
if !dir8_passable?(2) and dir8_passable?(6)
move_right
elsif dir8_passable?(2) and !dir8_passable?(6)
move_down
else
move_down
move_right
end
when 3
if !dir8_passable?(8) and dir8_passable?(4)
move_left
elsif dir8_passable?(8) and !dir8_passable?(4)
move_up
else
move_up
move_left
end
when 1
if !dir8_passable?(8) and dir8_passable?(6)
move_right
elsif dir8_passable?(8) and !dir8_passable?(6)
move_up
else
move_up
move_right
end
end
@direction_fix = last_direction_fix
end
#--------------------------------------------------------------------------
# overwrite method: turn_random
#--------------------------------------------------------------------------
def turn_random
case rand(7)
when 0; turn_up
when 1; turn_right
when 2; turn_left
when 3; turn_down
when 4; set_direction(1)
when 5; set_direction(3)
when 6; set_direction(7)
when 7; set_direction(9)
end
end
#--------------------------------------------------------------------------
# overwrite method: turn_toward_player
#--------------------------------------------------------------------------
def turn_toward_player
sx = distance_x_from_player
sy = distance_y_from_player
if sx.abs > sy.abs
sx > 0 ? turn_left : turn_right
elsif sx.abs < sy.abs
sy > 0 ? turn_up : turn_down
elsif sx.abs == sy.abs
if sx > 0 and sy > 0
set_direction(7)
elsif sx < 0 and sy > 0
set_direction(9)
elsif sx > 0 and sy < 0
set_direction(1)
elsif sx < 0 and sy < 0
set_direction(3)
end
end
end
#--------------------------------------------------------------------------
# overwrite method: turn_away_from_player
#--------------------------------------------------------------------------
def turn_away_from_player
sx = distance_x_from_player
sy = distance_y_from_player
if sx.abs > sy.abs
sx > 0 ? turn_right : turn_left
elsif sx.abs < sy.abs
sy > 0 ? turn_down : turn_up
elsif sx.abs == sy.abs
if sx > 0 and sy > 0
set_direction(3)
elsif sx < 0 and sy > 0
set_direction(1)
elsif sx > 0 and sy < 0
set_direction(9)
elsif sx < 0 and sy < 0
set_direction(7)
end
end
end
#--------------------------------------------------------------------------
# new method: dir8_passable?
#--------------------------------------------------------------------------
def dir8_passable?(direction)
case direction
when 1
return passable?(@x-1, @y+1)
when 2
return passable?(@x, @y+1)
when 3
return passable?(@x+1, @y+1)
when 4
return passable?(@x-1, @y)
when 6
return passable?(@x+1, @y)
when 7
return passable?(@x-1, @y-1)
when 8
return passable?(@x, @y-1)
when 9
return passable?(@x+1, @y-1)
end
end
end # YEZ::MOVEMENT::ENABLE_8D_MOVEMENT
end # Game_Character
#===============================================================================
# Game_Player
#===============================================================================
class Game_Player < Game_Character
if YEZ::MOVEMENT::ENABLE_8D_MOVEMENT
#--------------------------------------------------------------------------
# overwrite method: move_by_input
#--------------------------------------------------------------------------
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
@tap_counter = YEZ::MOVEMENT::TAP_COUNTER if @tap_counter == nil
@idle_frames = 0 if @idle_frames == nil
if Input.dir8 != 0
break_pose
@tap_counter -= 1
@direction = Input.dir8
@idle_frames = 0
return if @tap_counter > 0
else
@idle_frames += 1
@tap_counter = YEZ::MOVEMENT::TAP_COUNTER
end
if @idle_frames > YEZ::MOVEMENT::IDLE_FRAMES and
(@pose == nil or @pose == "")
@pose = YEZ::MOVEMENT::IDLE_POSE[rand(YEZ::MOVEMENT::IDLE_POSE.size + 1)]
end
case Input.dir8
when 2; move_down
when 4; move_left
when 6; move_right
when 8; move_up
when 1
if !dir8_passable?(2) and dir8_passable?(4)
move_left
elsif dir8_passable?(2) and !dir8_passable?(4)
move_down
else
move_lower_left
@direction = Input.dir8
end
when 3
if !dir8_passable?(2) and dir8_passable?(6)
move_right
elsif dir8_passable?(2) and !dir8_passable?(6)
move_down
else
move_lower_right
@direction = Input.dir8
end
when 7
if !dir8_passable?(8) and dir8_passable?(4)
move_left
elsif dir8_passable?(8) and !dir8_passable?(4)
move_up
else
move_upper_left
@direction = Input.dir8
end
when 9
if !dir8_passable?(8) and dir8_passable?(6)
move_right
elsif dir8_passable?(8) and !dir8_passable?(6)
move_up
else
move_upper_right
@direction = Input.dir8
end
end
end
end # YEZ::MOVEMENT::ENABLE_8D_MOVEMENT
#--------------------------------------------------------------------------
# overwrite method: update_move
#--------------------------------------------------------------------------
def update_move
distance = 2 ** @move_speed
if dash?
distance *= @dash_speed
distance /= 100
end
distance = Integer(distance)
@real_x = [@real_x - distance, @x * 256].max if @x * 256 < @real_x
@real_x = [@real_x + distance, @x * 256].min if @x * 256 > @real_x
@real_y = [@real_y - distance, @y * 256].max if @y * 256 < @real_y
@real_y = [@real_y + distance, @y * 256].min if @y * 256 > @real_y
update_bush_depth unless moving?
if @walk_anime
@anime_count += 1.5
elsif @step_anime
@anime_count += 1
end
end
#--------------------------------------------------------------------------
# overwrite method: update_dash_speed
#--------------------------------------------------------------------------
def update_dash_speed
dash_variable = YEZ::MOVEMENT::DASH_SPEED_VARIABLE
if $game_variables[dash_variable] <= 0
$game_variables[dash_variable] = YEZ::MOVEMENT::DEFAULT_DASH_SPEED
end
@dash_speed = $game_variables[YEZ::MOVEMENT::DASH_SPEED_VARIABLE]
for member in $game_party.members
for item in member.equips.compact do @dash_speed += item.dash_speed_bonus end
end
end
end # Game_Player
#===============================================================================
# Game_Interpreter
#===============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# alias method: command_122
#--------------------------------------------------------------------------
alias command_122_em command_122 unless $@
def command_122
n = command_122_em
$game_player.update_dash_speed if @params[0] ==
YEZ::MOVEMENT::DASH_SPEED_VARIABLE
return n
end
end # Game_Interpreter
#===============================================================================
# Sprite_Character
#===============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# constants
#--------------------------------------------------------------------------
DIR8_FRAMES ={ 1=>2, 2=>2, 3=>6, 4=>4, 6=>6, 7=>4, 8=>8, 9=>8 }
#--------------------------------------------------------------------------
# alias method: update_bitmap
#--------------------------------------------------------------------------
alias update_bitmap_em update_bitmap unless $@
def update_bitmap
name_changed = (@character_name != @character.character_name)
update_bitmap_em
@appropiate_file = nil if name_changed
end
#--------------------------------------------------------------------------
# overwrite method: update_src_rect
#--------------------------------------------------------------------------
def update_src_rect
if @tile_id == 0
index = @character.character_index
if !posing?
@pose_pattern = nil
@pose_duration = nil
end
if posing?
pose_creation
elsif dashing? and diagonal?
@index_value = index+3
elsif dashing?
@index_value = index+2
elsif diagonal?
@index_value = index+1
else
@index_value = index
end
pattern = @character.pattern < 3 ? @character.pattern : 1
@dir8 = DIR8_FRAMES[@character.direction]
self.mirror = mirror?
sx = (@index_value % 4 * 3 + pattern) * @cw
sy = (@index_value / 4 * 4 + (@dir8 - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
#--------------------------------------------------------------------------
# new method: posing?
#--------------------------------------------------------------------------
def posing?
return false unless appropiate_filename?
pose = (@character.pose != nil and !@character.pose != "")
if pose and @pose_duration == nil
@pose_duration = (18 - @character.move_frequency * 2)
@pose_pattern = -1
end
@pose_duration = 0 if !pose
return pose
end
#--------------------------------------------------------------------------
# new method: diagonal?
#--------------------------------------------------------------------------
def diagonal?
return false unless YEZ::MOVEMENT::ENABLE_8D_MOVEMENT
return false unless appropiate_filename?
return true if [1, 3, 7, 9].include?(@character.direction)
return false
end
#--------------------------------------------------------------------------
# new method: dashing?
#--------------------------------------------------------------------------
def dashing?
return false unless @character.dash?
return false unless appropiate_filename?
return true if Input.dir8 != 0
return false
end
#--------------------------------------------------------------------------
# new method: appropiate_filename?
#--------------------------------------------------------------------------
def appropiate_filename?
if @appropiate_file == nil
name = @character_name[/(.*)_(.*)/]
@appropiate_file = ($2.to_s == YEZ::MOVEMENT::SUFFIX)
end
return @appropiate_file
end
#--------------------------------------------------------------------------
# new method: mirror?
#--------------------------------------------------------------------------
def mirror?
@index_value = [@index_value, @index_value+7].min
if @character.mirror and (@character.pose == nil or @character.pose == "")
case @dir8
when 2
@dir8 = 6 if diagonal?
when 4
@dir8 = diagonal? ? 8 : 6
when 6
@dir8 = diagonal? ? 2 : 4
when 8
@dir8 = 4 if diagonal?
end
end
return @character.mirror
end
#--------------------------------------------------------------------------
# new method: pose_creation
#--------------------------------------------------------------------------
def pose_creation
case @character.pose.upcase
#---
when "NORMAL"
@index_value = @character.character_index
@character.break_pose
#---
when "READY", "IDLE"
@index_value = 4
@character.set_direction(2)
@character.step_anime = true
when "DAMAGE", "DMG"
@index_value = 4
@character.set_direction(4)
play_character_pose
when "PIYORI", "CRITICAL", "DAZED", "DAZE", "DIZZY"
@index_value = 4
@character.set_direction(6)
@character.step_anime = true
when "MARCH", "FORWARD"
@index_value = 4
@character.set_direction(8)
@character.step_anime = true
#---
when "VICTORY", "POSE"
@index_value = 5
@character.set_direction(2)
play_character_pose
when "EVADE", "DODGE"
@index_value = 5
@character.set_direction(4)
play_character_pose
when "DEAD", "DEAD1"
@index_value = 5
@character.set_direction(6)
@character.anti_straighten = true
@character.walk_anime = false
@character.pattern = 0
when "DEAD2"
@index_value = 5
@character.set_direction(6)
@character.anti_straighten = true
@character.walk_anime = false
@character.pattern = 1
when "DEAD3"
@index_value = 5
@character.set_direction(6)
@character.anti_straighten = true
@character.walk_anime = false
@character.pattern = 2
when "DOWN", "DOWNED", "FALLEN"
@index_value = 5
@character.set_direction(8)
#---
when "2H", "2H SWING"
@index_value = 6
@character.set_direction(2)
play_character_pose
when "1H", "1H SWING"
@index_value = 6
@character.set_direction(4)
play_character_pose
when "CAST", "INVOKE", "ITEM", "MAGIC"
@index_value = 6
@character.set_direction(6)
play_character_pose
when "CHANT", "CHANNEL", "CHARGE"
@index_value = 6
@character.set_direction(8)
@character.step_anime = true
#---
else
@index_value = @character.character_index
@character.set_direction(2)
end
end
#--------------------------------------------------------------------------
# new method: play_character_pose
#--------------------------------------------------------------------------
def play_character_pose
update_amount = (18 - @character.move_frequency * 2)
@character.anti_straighten = true
@character.walk_anime = false
@pose_duration += 1
if @pose_pattern == nil
@character.pattern = 0
@pose_pattern = 0
end
if @pose_pattern < 2 and @pose_duration > update_amount
@pose_duration = 0
@pose_pattern += 1
@character.pattern = @pose_pattern
end
end
end # Sprite_Character
#===============================================================================
# Scene_Map
#===============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias start_map_em start unless $@
def start
start_map_em
$game_player.update_dash_speed
end
end # Scene_Map
#===============================================================================
#
# END OF FILE
#
#===============================================================================
[/spoiler]
Modern Algera once again you have come through for us!
Thanks alot man!
Um... I just tested it and It works but when I walk diagonally the following characters don't switch sprites to diagonal sprites....
I set everything and added the 8D tag to all of the characters i'm using and nothing. Could you take a look at it?