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Sprite Call area?

I was interested as to where the sprite call is. So I could perhaps use a  7 frame gif instead of 3 frames, I know how, just not where >_>.
 

khmp

Sponsor

What do you mean by "sprite call"? GIF's in RMXP? You're blowing my mind shiroun.

Do you have some sort of script that loads a 3 frame GIF? Why would 7 frames break it? By sprite call do you mean Sprite.initialize? If that is the case the Sprite class is hidden from the end user. There are class instance methods supposedly to get the method but I'm unsure as to what they are.
 
Doesn't VX use 3 frames instead of the 'redundant' 4 that XP uses?

For XP, the Sprite_Character class inherits from RPG::Sprite, and the
module is published in the help doc.
You could rewrite both class & module to support 7 frame character animations,
if you're ambitious enough...  :scruff:

Be Well
 

e

Sponsor

Actually, I think you'd have to re-write the RPG::Animation class, which handles animations.

Definition given by the help doc.

Code:
module RPG
  class Animation
    def initialize
      @id = 0
      @name = ""
      @animation_name = ""
      @animation_hue = 0
      @position = 1
      @frame_max = 1
      @frames = [RPG::Animation::Frame.new]
      @timings = []
    end
    attr_accessor :id
    attr_accessor :name
    attr_accessor :animation_name
    attr_accessor :animation_hue
    attr_accessor :position
    attr_accessor :frame_max
    attr_accessor :frames
    attr_accessor :timings
  end
end

I haven't really looked too hard though. Maybe you would still have to rewrite portions of the RPG::Sprite class, but I doubt there'd be much more to do.
 

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