Runnyyy

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Hello again! I'm making this post to request how I would go about using a specific spritesheet with several frames for an event
(specifically, for this sprite: LINK )

I understand how to use simple animated sprites such as walking sprites and door opening sprites, but since
this spritesheet has more than 4 frames, I'm not sure how to make it animate in full?

What I'm asking is: How do I make the Mimic animation play out when in game? My goal is to have the Player
interact with a fixed/static image, then, for the animation to play out in full before starting a battle.

I've already tried using it with a 'stepping' and 'walking' animation in a common event, however this doesn't work.

I'm using the latest version of RPG Maker MV (steam vers.)!
 

Ebanyle

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You need to use a plugin that allows single cell selection.
Galv's Move Route Extras has this feature:
JavaScript:
 * this.set_frame("name",index,pattern,direction)   // set graphic to a frame
 *
 * // "name"    - is the characterset file name
 * // index     - the number of the character in the characterset (1-8)
 * // pattern   - the stepping frame (1-3)
 * // direction - the direction the event is facing (2,4,6,8)
 

Runnyyy

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You need to use a plugin that allows single cell selection.
Galv's Move Route Extras has this feature:
JavaScript:
 * this.set_frame("name",index,pattern,direction)   // set graphic to a frame
*
* // "name"    - is the characterset file name
* // index     - the number of the character in the characterset (1-8)
* // pattern   - the stepping frame (1-3)
* // direction - the direction the event is facing (2,4,6,8)

Ah, ok! I'll check this out, thank you! :>
 

Andar

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additionally keep in mind that the resource given is really two regular sprites for different purposes, and the gif-animation is an example created outside the engine.

so you can use the plugin above where needed to override the regular animation pattern, but you can also make it manually animate in the same way a door event is animated.
 

Runnyyy

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additionally keep in mind that the resource given is really two regular sprites for different purposes, and the gif-animation is an example created outside the engine.

so you can use the plugin above where needed to override the regular animation pattern, but you can also make it manually animate in the same way a door event is animated.

Do you know how I would go about manually animating it though? I've tried a bit by referencing the gates/door animations and even looked through this particular example: LINK but I keep ending up with the sprite file being grouped like so (instead of individual sprites):
rpgscreen.png

So i'm not sure if I'm meant to create two different spritesheets to animate or maybe something else? I'm probably making this more complicated than it needs to be haha;;
 

glaphen

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Do you know how I would go about manually animating it though? I've tried a bit by referencing the gates/door animations and even looked through this particular example: LINK but I keep ending up with the sprite file being grouped like so (instead of individual sprites):
rpgscreen.png

So i'm not sure if I'm meant to create two different spritesheets to animate or maybe something else? I'm probably making this more complicated than it needs to be haha;;

Remove the $ from the file name, it turns it into a single character sheet, that is 2 parts of 8 character sheets.
 

Runnyyy

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Remove the $ from the file name, it turns it into a single character sheet, that is 2 parts of 8 character sheets.

ah i tried that but when using the stepping/walking animation, the full animation doesn't play out/it doesnt use all sprites
 

glaphen

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ah i tried that but when using the stepping/walking animation, the full animation doesn't play out/it doesnt use all sprites

To play it you need to make a movement route with one of the index plugins manually. As said here
You need to use a plugin that allows single cell selection.
Galv's Move Route Extras has this feature:
JavaScript:
 * this.set_frame("name",index,pattern,direction)   // set graphic to a frame
*
* // "name"    - is the characterset file name
* // index     - the number of the character in the characterset (1-8)
* // pattern   - the stepping frame (1-3)
* // direction - the direction the event is facing (2,4,6,8)

You would need to play it with that code or whatever other plugin that lets you do that, In Galvs case I'm pretty sure it would be something like calling this in movement route script call when you activate the event.
this.set_frame("!Mimic",1,1,2)
wait a few frames
this.set_frame("!Mimic",1,1,4)
wait a few frames
this.set_frame("!Mimic",1,1,6)
wait a few frames
this.set_frame("!Mimic",1,1,8)
wait a few frames
this.set_frame("!Mimic",1,2,2) and continue until end of sheet top to bottom, left to right for that. Might be wrong about second number I think 1 is left 2 is middle 3 is right.

Oh and to play the stepping part at end you probably would be better off copying the last 3 frames and putting them side by side in a new part of that sheet and turning on stepping once at the end.
 
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Runnyyy

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To play it you need to make a movement route with one of the index plugins manually. As said here


You would need to play it with that code or whatever other plugin that lets you do that, In Galvs case I'm pretty sure it would be something like calling this in movement route script call when you activate the event.
this.set_frame("!Mimic",1,1,2)
wait a few frames
this.set_frame("!Mimic",1,1,4)
wait a few frames
this.set_frame("!Mimic",1,1,6)
wait a few frames
this.set_frame("!Mimic",1,1,8)
wait a few frames
this.set_frame("!Mimic",1,2,2) and continue until end of sheet top to bottom, left to right for that. Might be wrong about second number I think 1 is left 2 is middle 3 is right.

Oh and to play the stepping part at end you probably would be better off copying the last 3 frames and putting them side by side in a new part of that sheet and turning on stepping once at the end.

Ohh I misunderstood what you meant by 'manually' hahaa, I actually just got done doing exactly what you've listed here! :> I believe I've got it figured out, thank you!
 

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