Making a single member of the party display "stepping" animations?

Veerdin

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Title says it all, really. I'm creating a game right now wherein one of the characters is a fire elemental. Now, in VX Ace, when a character joins your party they follow the protagonist around by default, which I like. But as this character's sprite is designed in such a way as to show off the whole "fire" part of her design, I need to make it so that she displays the "stepping" animation all the time.

I originally thought I could do this with a common event but this doesn't seem to be the case. Help?
 

MisterTorgue

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so even when standing still (on player follow) she still steps?

I couldn't see anything that could do this built into rpg-maker, possible there is a script for it, but not sure!
 

Veerdin

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so even when standing still (on player follow) she still steps?

I couldn't see anything that could do this built into rpg-maker, possible there is a script for it, but not sure!
Yes, something exactly like this.

It's possible to make it so that the protagonist displays the stepping animation, but there's no option for a specific actor. 

At the moment I'm just having it so that followers aren't displayed. But if anybody knows how to script this/knows a script that already exists for this, please let me know.
 

Dalamar

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If you are ok with all the followers doing it, you can use set move route in events tab 2 and set walking animation to on.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


Yes, you will need a script. If nobody provides one before I get home, I will write one for you. It's pretty simple.


Are you using a custom battle script (do you have your actor sprites visible on the battle screen)? If so, provide a link to the script.
 

Veerdin

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

Yes, you will need a script. If nobody provides one before I get home, I will write one for you. It's pretty simple.

Are you using a custom battle script (do you have your actor sprites visible on the battle screen)? If so, provide a link to the script.
Heya, sorry, wasn't aware that I needed a script for this so I didn't post it in the script section. And no, I don't use any scripts that affect sprites at current. Thanks.
 

Shaz

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Okay, this is almost, but not quite, there.

class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :step_anime # stepping animation #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- alias step_anime_setup setup def setup(actor_id) step_anime_setup(actor_id) @step_anime = $data_actors[actor_id].note =~ /<stepanim>/i endendclass Game_Player < Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias step_anime_update update def update @step_anime = actor.step_anime step_anime_update endend class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @move_speed = $game_player.real_move_speed @transparent = $game_player.transparent @walk_anime = $game_player.walk_anime @step_anime = actor.step_anime @direction_fix = $game_player.direction_fix @opacity = $game_player.opacity @blend_type = $game_player.blend_type super endend
Just put it into a new slot below others. On your actors who you want to have stepping animation, add

<stepanim>to a new line in the note box.This will also let you change formation and move the animating character to a different position in the lineup (including the leader) and it will work correctly.

The flaw in this script is that you won't be able to use Set Move Route to turn stepping animation on/off for the player, because it always takes the value from the database actor. If you don't have any points where you want to DO that, then it's not a problem. If you DO need to do that, let me know and I'll tinker a little more.
 

Veerdin

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Okay, this is almost, but not quite, there.

class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :step_anime # stepping animation #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- alias step_anime_setup setup def setup(actor_id) step_anime_setup(actor_id) @step_anime = $data_actors[actor_id].note =~ /<stepanim>/i endendclass Game_Player < Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias step_anime_update update def update @step_anime = actor.step_anime step_anime_update endend class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @move_speed = $game_player.real_move_speed @transparent = $game_player.transparent @walk_anime = $game_player.walk_anime @step_anime = actor.step_anime @direction_fix = $game_player.direction_fix @opacity = $game_player.opacity @blend_type = $game_player.blend_type super endend
Just put it into a new slot below others. On your actors who you want to have stepping animation, add

<stepanim>to a new line in the note box.This will also let you change formation and move the animating character to a different position in the lineup (including the leader) and it will work correctly.

The flaw in this script is that you won't be able to use Set Move Route to turn stepping animation on/off for the player, because it always takes the value from the database actor. If you don't have any points where you want to DO that, then it's not a problem. If you DO need to do that, let me know and I'll tinker a little more.
Nope, that should more than suffice! Thank you! very much!
 

Benja

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Sorry for the necropost, but, could you repost the script? the formatting got all screwed up by the forums.
 

Shaz

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Code:
class Game_Actor < Game_Battler 
    #-------------------------------------------------------------------------- 
    # * Public Instance Variables 
    #-------------------------------------------------------------------------- 
    attr_reader :step_anime # stepping animation 
    #-------------------------------------------------------------------------- 
    # * Setup 
    #-------------------------------------------------------------------------- 
    alias step_anime_setup setup 
    def setup(actor_id) 
        step_anime_setup(actor_id) 
        @step_anime = $data_actors[actor_id].note =~ /<stepanim>/i 
    end
end

class Game_Player < Game_Character 
    #-------------------------------------------------------------------------- 
    # * Frame Update 
    #-------------------------------------------------------------------------- 
    alias step_anime_update update 
    def update 
        @step_anime = actor.step_anime 
        step_anime_update 
    end
end 
   
class Game_Follower < Game_Character 
    #-------------------------------------------------------------------------- 
    # * Frame Update 
    #--------------------------------------------------------------------------
    def update
        @move_speed = $game_player.real_move_speed
        @transparent = $game_player.transparent
        @walk_anime = $game_player.walk_anime
        @step_anime = actor.step_anime
        @direction_fix = $game_player.direction_fix
        @opacity = $game_player.opacity
        @blend_type = $game_player.blend_type
        super
    end
end
 

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