Hello. I have two scripts that need to modify the spriteset's ends: Blizz abs and a script for a custom number of frames (enter at the end number of spriteset's frames). And here my problem: How do I do to these two scripts work together? Because the ending is rather only one, so it will run 1 or 2 but not together. when I wrote something after the blizz's sprite ending it doesn't work ,because blizz abs don't finding his end of sprite. When I wrote first ending of the frame script, and the second ending of blizz abs, abs don't working too, because name of sprite isn't the same.I hope you understood. whether can something to do with this?
I'm sorry for my English. I'm not too good.
@DOWN
Ok, here's the script for custom frames:
Sprite_Character
Game_Character
This is sample charset:
http://www.speedyshare.com/files/222023 ... _8_8_0.png
here is blizz abs:
http://forum.chaos-project.com/index.ph ... n.html#new
I'm sorry for my English. I'm not too good.
@DOWN
Ok, here's the script for custom frames:
Sprite_Character
Code:
class Sprite_Character < RPG::Sprite
attr_accessor :character
def initialize(viewport, character = nil)
super(viewport)
@character = character
@filename = @character.character_name.to_s
@x_frame = @y_frame = 4
@x_frame = @filename.split(/@/)[1].to_i if @filename.split(/@/)[1].to_i != 0
@y_frame = @filename.split(/@/)[2].to_i if @filename.split(/@/)[2].to_i != 0
update
end
def update
super
if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
self.bitmap = RPG::Cache.character(@character.character_name,0) rescue self.bitmap = RPG::Cache.character("",0)
@cw = bitmap.width / @x_frame
@ch = bitmap.height / @y_frame
self.ox = @cw / 2
self.oy = @ch
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
case @character.direction
when 2
sy = 0 * @ch
when 4
sy = 1 * @ch
when 6
sy = 2 * @ch
when 8
sy = 3 * @ch
when 1
if @y_frame == 8
sy = 4 * @ch
else
sy = 1 * @ch
end
when 3
if @y_frame == 8
sy = 5 * @ch
else
sy = 0 * @ch
end
when 7
if @y_frame == 8
sy = 6 * @ch
else
sy = 3 * @ch
end
when 9
if @y_frame == 8
sy = 7 * @ch
else
sy = 2 * @ch
end
when 5
if @y_frame == 8
sy = 0 * @ch
else
sy = 0 * @ch
end
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end
Code:
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
def update
if moving?
update_move
else
update_stop
end
# If animation count exceeds maximum value
# * Maximum value is move speed * 1 taken from basic value 18
if @anime_count > 18 - @move_speed * 2
# If stop animation is OFF when stopping
if not @step_anime and @stop_count > 0
# Return to original pattern
@pattern = @original_pattern
# If stop animation is ON when moving
else
stand = 1
x_frame = 4
x_frame = @character_name.split(/@/)[1].to_i if @character_name.split(/@/)[1].to_i != 0
stand = @character_name.split(/@/)[3].to_i if @character_name.split(/@/)[3].to_i != 0
if stand != 0
@pattern = @pattern % (x_frame - 1) + 1
else
@pattern = (@pattern +1) % x_frame
end
end
# Clear animation count
@anime_count = 0
end
# If waiting
if @wait_count > 0
# Reduce wait count
@wait_count -= 1
return
end
# If move route is forced
if @move_route_forcing
# Custom move
move_type_custom
return
end
# When waiting for event execution or locked
if @starting or lock?
# Not moving by self
return
end
# If stop count exceeds a certain value (computed from move frequency)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# Branch by move type
case @move_type
when 1 # Random
move_type_random
when 2 # Approach
move_type_toward_player
when 3 # Custom
move_type_custom
end
end
end
end
This is sample charset:
http://www.speedyshare.com/files/222023 ... _8_8_0.png
here is blizz abs:
http://forum.chaos-project.com/index.ph ... n.html#new