Shaz

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The "idle" pose is very much a part of the walk cycle in the RTP graphics.

THIS plugin is to allow you to have a spritesheet with more than 3 animation frames, but not change the design/behaviour/purpose of those frames.  It does not give you a separate idle pose, was never intended to do that, and will not be changed to do that.  If you want to modify it to do that, go for it :)
 
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sbloom85

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Excellent plugin, Shaz. Thank you very much for making this.
 

erikmidnatt

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Shaz thanks for the plugin.

Question, has anyone gotten this to work with Yanfly's core engine? This works fine with it off, but not on regardless of order.
 

sbloom85

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I have the Yanfly Core Engine plugin installed and I have both on with no problems. Here's a demo video.
 
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erikmidnatt

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Thanks for sharing. from the video it seemed like you must have the very first core plugin because the description didn't have a version number in it. current version is 1.04 and that is what I have installed.

EDIT: hmm reverted to the old YED core. still doesn't work. Works fine with it off, not with it on. Very confusing.

UPDATE: It reads the sprite sheet correct, but the animation doesn't work right. So I went back to the original version of the MoreCharacterFrames. That one works technically but plays back too slowly. So I guess the updated version either plays way too fast or is missing frames.
 
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Shaz

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I'm told it worked with the previous version of Yanfly's engine, but not with the new one.  I have a task to grab the new core engine and see why this isn't working with it.  Stay tuned :)
 

Shaz

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You would require an 8D movement/sprite plugin, and a mod to make the two compatible. I have no plans to add that to this plugin.
 

MaxLionheart

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Btw Shaz, Yanfly's updated Core Engine might now be compatible with the newer version of your plugin I tested some time ago. I was tweaking with Modern Algebra's similar plugin, and YEP Core Engin 1.06 solved the little conflict these two had.
 

Shaz

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Thank you for letting me know. I still have it on my list to check compatibility with Yanfly's engine and a couple of my scripts. At least I won't think I'm going crazy if I grab the latest and find it works okay :D
 

Skywad

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Is there a way to add in an idle frame for animations?

I'm not very java literate and I'm trying to fiddle with the code to make it work, but I can seem to figure it out.

All I want to accomplish is:

1 -> 2 -> 3 -> 4 -> 2 -> 3 -> 4 ad infinity, where 1 is obviously the idle frame.

I've looked into other plugins that feature an idle state, but they don't work with the added frames your plugin adds.
 

Shaz

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A few people have requested that, but it isn't what this plugin is all about, and I have no intentions of implementing something like that.


You would need to post in Plugin Requests or Plugin Support to ask someone to add in that functionality.
 

Gyldstrand

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Wondering if there was a way to change the wait time between the animation frames. Some animations look really well by changing image every 2 frames but I cannot achieve that with maximum Move Frequency.
 

doranikofu

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so it looks like it is redefining the way to read character sprites by dividing the image into the # of frames?

Would it be possible to add frame within the 4*2 splice?

I mean for a 8 frame character, the actual image will have 8*4=32 columns (instead of 3*4=12), keeping the RTP default framework, so the plugin might become more compatible with other plugins?

I like your plugin but I'm also hoping I can use the other plugins at the same time: the idle action(GALV_CharacterAnimations  http://mvplugins.com/plugin/Galv/Galvs%20Character%20Animations) and a 8direction(i got it from a Chinese forum)

The two plugins both rely on the default RTP image style so they are in conflict with this one :(
 
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Cephalophane

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Is there a reason that this shouldn't be compatible with events using walking animations, or is that an accident?

I've been using this plugin for a while to quite happily put idling NPCs on the map, but if I try to make the event move, I get 'ReferenceError: bitmap is not defined' and the game crashes.

Even with 'stepping' checked on the event page it works flawlessly until the event actually tries to move.
 
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Shaz

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It should work. I used it with both the player and events when creating the plugin.


What other plugins do you have? If you disable all others, does it work? If you use just this plugin in a brand new project, does it work? If you could give me the full console output when the error happens (if you still have the issue in a brand new project), that'd help track it down. To get this, hit F8 while playing (or F12 if playing in a browser) to get the developer tools window up. When the game crashes, it should give you much more useful error messages and a list of scripts, functions and line numbers that led up to it.
 

atfield

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Great Shaz is better, just an hint.

In an animation, for example a walking cycle, the IDLE pose dont'work in a cycle...

i'm not a developer but i know what i'm sayng as a designer.

A walking cycle is incompatible with the standing IDLE pose.

sample.jpg


In My drawing for example the cycle walk from the second frame to the last, and the first frame is good only for IDLE.

Is not only of my design, in any walking cyce with more than 3/4 frames the IDLE pose is incompatible.
just find

 var _Game_CharacterBase_pattern = Game_CharacterBase.prototype.pattern;

  Game_CharacterBase.prototype.pattern = function() {

    if (!this._isMultiFrame) {

      return _Game_CharacterBase_pattern.call(this);

    } else {

 

 

      return this._pattern < this._frames[this._direction / 2 - 1] ? this._pattern : 0;

    }

  };

 

and add after else(7 is your max frame)

 

if(this._pattern == 7){

this.setPattern(1);

}

 
 

AlexanderWii

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Great Shaz is better, just an hint.

In an animation, for example a walking cycle, the IDLE pose dont'work in a cycle...

i'm not a developer but i know what i'm sayng as a designer.

A walking cycle is incompatible with the standing IDLE pose.

sample.jpg


In My drawing for example the cycle walk from the second frame to the last, and the first frame is good only for IDLE.

Is not only of my design, in any walking cyce with more than 3/4 frames the IDLE pose is incompatible.
Ryuuuuuuuuuuuuuuuuuuuuuuuuuuuu from Breath of Fire :D

Question for Shaz, for enemies? I use con AnimatedSVEnemies of Yanfly
 
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Shaz

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That is not really a question related to this plugin at all, as you're asking about battles and enemies, and this only affects characters on the map. Please start a new thread if you need help with SV enemies.


Also, the above won't work, as then it will never go to frame 0 when idle either - it will always show the first of the walking frames.
 

Ronivan

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This is a very nice Plugin, but may I suggest something more dynamic? Instead of naming the .png file with the specific frames, why not input these values inside the plugin itself? I was studying your Plugin and it would be interesting defining the current .png file there, instead changing its name. I've faced the same problem on multi-frame scripts on XP, because the battle system that I was using need the images to have the same name, the problem was that the imagens had different frames for animations, like attack animation had 12 frames while the defend animation had just 2. When I changed the value for each animations, the battle system no longer recognized the imagens, because they don't have the same name anymore. I solved the problem rewriting some of the script so it no longer needed the image file with the frames definition, it need me to write the image frame name directly on the script, like this for sample (RUBY SYNTAX):

    when 'Hero 01' then return 8

    when 'Hero 01_Def' then return 2

    when 'Hero 01_Atk' then return 12

 

If I input the frame definiton after the name like this Hero 01_Atk [8], the battle system would not recognize it, because it only recognize the specific command name after the _ like _Def, _Atk, _Cst. 

If I input before the battle system command, like this Hero 01 [8]_Atk, or the frame script would not recognize it, because its not at the end of the image name, or it would conflict later with Hero 01 [2]_Def because it no

longer has the same name.

Its too early to think about it, but future battle systems would have the same process.

 

With some little effort I could do the same with your script, for my own needs of course. But I strongly recommend this kind of update for you, so you can add it directly on the plugin config in a more dynamic way.

With all respect, your work was great, hope my suggestion helps you.
 
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