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So this was an EASY fix back in Ace, but it's being problematic for me in MV.
I will start by showing the code i have in Ace for this.
In Game_CharacterBase
#-------------------------------------------------------------------------- # * Update Walking/Stepping Animation #-------------------------------------------------------------------------- def update_animation update_anime_count if @anime_count > 43 - real_move_speed * 7 update_anime_pattern @anime_count = 2 end end #-------------------------------------------------------------------------- # * Update Animation Count #-------------------------------------------------------------------------- def update_anime_count if moving? && @walk_anime @anime_count += 1.5 elsif @step_anime || @pattern != @original_pattern @anime_count += 1 end end #-------------------------------------------------------------------------- # * Update Animation Pattern #-------------------------------------------------------------------------- def update_anime_pattern if !@step_anime && @stop_count > 0 @pattern = @original_pattern else @pattern = (@pattern + 1) % 4 end endIt's basically set up so when you walk, the frames of animation has more of a wait time between frames than when you dash
But in MV, i did not find much to work with, so i'm having hell changing it.
I found this code in rpg_objects
Game_CharacterBase.prototype.updateAnimation = function() { this.updateAnimationCount(); if (this._animationCount >= this.animationWait()) { this.updatePattern(); this._animationCount = 0; }};Game_CharacterBase.prototype.animationWait = function() { return (9 - this.realMoveSpeed()) * 3;};Game_CharacterBase.prototype.updateAnimationCount = function() { if (this.isMoving() && this.hasWalkAnime()) { this._animationCount += 2.5; } else if (this.hasStepAnime() || !this.isOriginalPattern()) { this._animationCount+= 1; }};I'm having HELL figuring out how i can alter it in a similar fashion to get the same effect.... a lot of hell.
Where is says
"Game_CharacterBase.prototype.animationWait = function() {return (9 - this.realMoveSpeed()) * 3;"
I can change the 2 numbers there, and it will adjust the wait between frames, but it effects it for both walking and dashing.
I just hate how Kadokawa has this set up... most games i have played where you can dash, the player starts animating faster significantly... and you notice a difference.
Now, if there is already a plugin included i over looked, point me to it.. and i apologize now if there is a way to fix this already.
Thanks in advance!
I will start by showing the code i have in Ace for this.
In Game_CharacterBase
#-------------------------------------------------------------------------- # * Update Walking/Stepping Animation #-------------------------------------------------------------------------- def update_animation update_anime_count if @anime_count > 43 - real_move_speed * 7 update_anime_pattern @anime_count = 2 end end #-------------------------------------------------------------------------- # * Update Animation Count #-------------------------------------------------------------------------- def update_anime_count if moving? && @walk_anime @anime_count += 1.5 elsif @step_anime || @pattern != @original_pattern @anime_count += 1 end end #-------------------------------------------------------------------------- # * Update Animation Pattern #-------------------------------------------------------------------------- def update_anime_pattern if !@step_anime && @stop_count > 0 @pattern = @original_pattern else @pattern = (@pattern + 1) % 4 end endIt's basically set up so when you walk, the frames of animation has more of a wait time between frames than when you dash
But in MV, i did not find much to work with, so i'm having hell changing it.
I found this code in rpg_objects
Game_CharacterBase.prototype.updateAnimation = function() { this.updateAnimationCount(); if (this._animationCount >= this.animationWait()) { this.updatePattern(); this._animationCount = 0; }};Game_CharacterBase.prototype.animationWait = function() { return (9 - this.realMoveSpeed()) * 3;};Game_CharacterBase.prototype.updateAnimationCount = function() { if (this.isMoving() && this.hasWalkAnime()) { this._animationCount += 2.5; } else if (this.hasStepAnime() || !this.isOriginalPattern()) { this._animationCount+= 1; }};I'm having HELL figuring out how i can alter it in a similar fashion to get the same effect.... a lot of hell.
Where is says
"Game_CharacterBase.prototype.animationWait = function() {return (9 - this.realMoveSpeed()) * 3;"
I can change the 2 numbers there, and it will adjust the wait between frames, but it effects it for both walking and dashing.
I just hate how Kadokawa has this set up... most games i have played where you can dash, the player starts animating faster significantly... and you notice a difference.
Now, if there is already a plugin included i over looked, point me to it.. and i apologize now if there is a way to fix this already.
Thanks in advance!
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