Note: I say quick script as it's only really one method that needs to be done. I don't know how easy or difficult this is, hopefully not too difficult.
I tried scripting a battle animations script for an ABS, that would use icons. I couldn't do it myself. Don't let the "battle animations" bit fool you, it doesn't even need the battle system or anything.
All I need is a method that will do this:
If player is facing right:
Show weapon icon - BELOW the player sprite (i.e. a lower layer) (is this possible?)
While changing the player's frame to the second one on row 3
Wait 4 frames
Then show the weapon icon with _slash on the end (i.e... 001-Weapon01_slash)
While changing the player's frame to the fourth one on row 3.
Wait 4 frames
Then show the weapon icon as normal, but with mirror = true
While changing the player's frame to the first one on row 3.
If player is facing left:
Show weapon icon - BELOW the player sprite, with mirror = true
While changing the player's frame to the second one on row 2
Wait 4 frames
Then show the weapon icon with _slash on the end (i.e... 001-Weapon01_slash) WITH MIRROR = true
While changing the player's frame to the fourth one on row 2.
Wait 4 frames
Then show the weapon icon as normal (no mirror)
While changing the player's frame to the first one on row 2.
If player is facing up or down:
Do nothing.
What I hope to create with this is something like this:
http://img.photobucket.com/albums/v108/ ... ordgif.gif[/img]
Notes:
Why can't you do this with events?
I am using visual equipment amongst other scripts. (They shouldn't conflict with this though)
How will this be called?
Just by a normal method call, I'll add it into the right place in the ABS. Like... do_battle_animation or something.
Please let me know if there's anything I've missed / that you're confused about.
Cya, ~Wyatt
I tried scripting a battle animations script for an ABS, that would use icons. I couldn't do it myself. Don't let the "battle animations" bit fool you, it doesn't even need the battle system or anything.
All I need is a method that will do this:
If player is facing right:
Show weapon icon - BELOW the player sprite (i.e. a lower layer) (is this possible?)
While changing the player's frame to the second one on row 3
Wait 4 frames
Then show the weapon icon with _slash on the end (i.e... 001-Weapon01_slash)
While changing the player's frame to the fourth one on row 3.
Wait 4 frames
Then show the weapon icon as normal, but with mirror = true
While changing the player's frame to the first one on row 3.
If player is facing left:
Show weapon icon - BELOW the player sprite, with mirror = true
While changing the player's frame to the second one on row 2
Wait 4 frames
Then show the weapon icon with _slash on the end (i.e... 001-Weapon01_slash) WITH MIRROR = true
While changing the player's frame to the fourth one on row 2.
Wait 4 frames
Then show the weapon icon as normal (no mirror)
While changing the player's frame to the first one on row 2.
If player is facing up or down:
Do nothing.
What I hope to create with this is something like this:
http://img.photobucket.com/albums/v108/ ... ordgif.gif[/img]
Code:
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display the character.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def weapon_sprite_init
@weapon_sprite = Sprite.new
@weapon_sprite.x = $game_player.screen_x
@weapon_sprite.y = $game_player.screen_y
@weapon_sprite.z = 9999
@stage = 0
end
def battle_anim
loop do
@stage += 1
if @stage == 1
spr = $game_party.actors[0].weapon_id
$game_player.pattern = 2
@weapon_sprite.bitmap = RPG::Cache.icon($data_weapons[spr].icon_name)
if $game_player.direction == 4
@weapon_sprite.x = $game_player.screen_x + 8
@weapon_sprite.y = $game_player.screen_y + 39
@weapon_sprite.mirror = true
end
if $game_player.direction == 6
@weapon_sprite.x = $game_player.screen_x - 3
@weapon_sprite.y = $game_player.screen_y - 40
@weapon_sprite.mirror = false
end
@weapon_sprite.update
end
if @stage == 5
@weapon_sprite.mirror = true if $game_player.direction == 6
@weapon_sprite.mirror = false if $game_player.direction == 4
$game_player.pattern = 3
@weapon_sprite.update
end
if @stage == 9
@weapon_sprite.bitmap = nil
@weapon_sprite.update
@stage = 0
break
end
Graphics.update
$game_player.update
end
end
def weapon_sprite_dispose
@weapon_sprite.dispose
end
end
Notes:
Why can't you do this with events?
I am using visual equipment amongst other scripts. (They shouldn't conflict with this though)
How will this be called?
Just by a normal method call, I'll add it into the right place in the ABS. Like... do_battle_animation or something.
Please let me know if there's anything I've missed / that you're confused about.
Cya, ~Wyatt