Enigma 10 Report post Posted August 26, 2011 I need a script that will show stop animation for a character and when a character moves switches to another sprite set for movement Share this post Link to post Share on other sites
kellessdee 48 Report post Posted August 26, 2011 I done things like this a few times. Do you want this for all characters or just the player? Or if you wanted it could be scripted for a 5 frame animation, switching to only the walking animations for movement, and save you on having 2 sets for every character hmmmm>? Share this post Link to post Share on other sites
Enigma 10 Report post Posted August 26, 2011 Just the player, and the idle animation should have an animation too I already have both the sets anyway so I might as well use this. I only plan to use it for one character anyway Share this post Link to post Share on other sites
kellessdee 48 Report post Posted August 26, 2011 k cool, that should be easy then. I am off to work for 5 hrs though, so it may be a lil bit before it's done. EDIT: Finito, I wasn't sure if you wanted the stop animation all the time, so it is setup so you can turn it on or off. To do this: $game_player.step_anime = true # turn ON $game_player.step_anime = false # turn OFF All you have to do, is name the stopped character set whatever you want, and the walking character set must have the same name as the stopped charset, except with "walk_" in the front. ex. hero_one.png walk_hero_one.png SCRIPT (before main, as per usual; this should work with any other script...although you never know) class Game_Character attr_accessor :step_anime end class Game_Player def initialize super @walk_character_name = '' @stop_character_name = '' end alias :new_ref_stop_anim :refresh unless method_defined?(:new_ref_stop_anim) def refresh actor = $game_party.actors[0] @stop_character_name = actor.character_name if File.exist?('Graphics/Characters/walk_' + actor.character_name + '.png') @walk_character_name = 'walk_' + actor.character_name else @walk_character_name = actor.character_name end new_ref_stop_anim end alias :new_upd_stop_anim :update unless method_defined?(:new_upd_stop_anim) def update new_upd_stop_anim @character_name = Input.dir4 > 0 ? @walk_character_name : @stop_character_name end end 1 Kiriashi reacted to this Share this post Link to post Share on other sites
Enigma 10 Report post Posted August 31, 2011 I got an error I think your missing an argument here def initialize super "in here :o " @walk_character_name = '' @stop_character_name = '' end Script 'Kellessdee's thing' line 22: Argument Error occurred wrong number of arguments(0 of 1) Share this post Link to post Share on other sites
kellessdee 48 Report post Posted August 31, 2011 WHOA: TOTALLY FORGOT: Game_Player should look like this: class Game_Player < Game_Character although that probably isn't the issue Which line is your line 22? that? my line 22 is an end. Either way, you shouldn't get an argument error in this script (none of the default scripts modified require any arguments) so you must be using a script that already modifies game_player or something. Let me know bro, because this script works in a fresh project. hint: Ctrl+shift+f, type in: class Game_Player if more than the default/my script show up, lemme know 1 Kiriashi reacted to this Share this post Link to post Share on other sites
Enigma 10 Report post Posted September 1, 2011 there are a lot blizz abs is one of them, I think we might need to teamview this thing meat me on teh chat Share this post Link to post Share on other sites
kellessdee 48 Report post Posted September 1, 2011 I don't have team view anymore, what line is the line that is giving you the error? (line 22) hmm haa OOHhh i think i know. class Game_Character attr_accessor :step_anime end class Game_Player alias :new_init_stop_anim :initialize unless method_defined(:new_init_stop_anim) def initialize new_init_stop_anim @walk_character_name = '' @stop_character_name = '' end alias :new_ref_stop_anim :refresh unless method_defined?(:new_ref_stop_anim) def refresh actor = $game_party.actors[0] @stop_character_name = actor.character_name if File.exist?('Graphics/Characters/walk_' + actor.character_name + '.png') @walk_character_name = 'walk_' + actor.character_name else @walk_character_name = actor.character_name end new_ref_stop_anim end alias :new_upd_stop_anim :update unless method_defined?(:new_upd_stop_anim) def update new_upd_stop_anim @character_name = Input.dir4 > 0 ? @walk_character_name : @stop_character_name end end if you get the same error, try putting this script DIRECTLY below the Game_Player script mmmkay? EDIT: I am pretty sure this will HAVE to go DIRECTLY after the Game_Player script, that way any "added" arguments to game_player will be ignored during this portion of the code. Share this post Link to post Share on other sites
Enigma 10 Report post Posted September 1, 2011 undefined method error on that first alias line Share this post Link to post Share on other sites
kellessdee 48 Report post Posted September 1, 2011 hmmm ha.... okay try the first script I gave you, except DIRECTLY below the Game_Player I forgot, if it is RIGHT below Game_Player alias won't work as Game_Player doesn't have an initialize method. Share this post Link to post Share on other sites
Enigma 10 Report post Posted September 1, 2011 well no errors this time but I can't observe any animation It should make the hero resemble an event when you turn stop animation on events have this option where it makes it looks like they are walking even though they are standing in the same place Im not getting any results care to upload a demo Share this post Link to post Share on other sites
kellessdee 48 Report post Posted September 1, 2011 Did you remember to set $game_player.step_anime = true? DEMO: http://dl.dropbox.com/u/30100812/Project2.exe Share this post Link to post Share on other sites
Enigma 10 Report post Posted September 1, 2011 i think it might be a compatibility issue, what should we do about this? Share this post Link to post Share on other sites
kellessdee 48 Report post Posted September 1, 2011 Ctrl-shift-f class Game_Player find EVERY non-default class Game_Player script and post them here, so I can see which script is causing incompatibility. If you are too lazy to do that, then just upload your Scripts.rxdata and I WILL look through it. Share this post Link to post Share on other sites
Enigma 10 Report post Posted September 1, 2011 >_> heres the script.rxdata http://www.mediafire.com/file/pqg5e9ddda91d5v/Scripts.rxdata Share this post Link to post Share on other sites
kellessdee 48 Report post Posted September 2, 2011 Well I looked through it, It's definitely because of blizzABS... mainly because of the way it works, he uses various extra classes to control the Player/actors on map... I will see if I can look through this and get it to work, but it may take a bit; essentially I will have to learn how he handles the player control EXACTLY so I can write a working script. I will let you know if I figure it out. Share this post Link to post Share on other sites