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