Plug in for animated interactions with events?

SergioV7

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I think the title pretty much says it all, i´m searching for a way to have more animations for certain events, example, pick up item,
open door, sit down, something along those lines, just so the games looks a bit more polished and inmersive, it doesn´t has to necessarily be a plug in, any way that i can achieve this is good, but i want it to work with all playable characters, so plug in should be the best option? maybe
im posting this here because

1.- I thought there might be a plug in for this
2.- i dont know where to post this kind of threads
 

bgillisp

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Actually, a plug-in can't do this, as you need someone to create the animations for each and every character you have, and you have to change to them when you need them. And there is no program or algorithm in history that can make an animation up for you from a .png (which sprites are).

Best thing to do is to make all of those different animations for the characters.
 

SergioV7

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And there is no program or algorithm in history that can make an animation up for you from a .png (which sprites are).

Never asked for that nor said that.

Best thing to do is to make all of those different animations for the characters.
I know, now what i was asking is how do it do that?
Not the animations, the interactions, how do i "Code" an event so each character will display the animation then return to normal?

Say there is a chest, i want that when the character opens the chest it shows a particular animation of the character perfiming the action

Same with picking up items, etc.

and then make it work with other characters?

YES I WOULD HAVE TO DO AN INDIVIDUAL ANIMATION FOR EACH, thats not really a problem for me.
 

bgillisp

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Ah, see you posted this in plug-in requests, which is for requesting code to do something. How do ? are under engine support.

As for how to do it, usually what you do is you select change graphic (under the move route command) to change them to the new animation, then let it do it's thing. I can't say much more as I haven't tried to do what you have short of a silly cheering animation which was set up for me by my artist.

Moved to MV Engine Support

 

Andar

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Use the quick event option (right-click) to create a door and a chest, then open the resulting events to see how they coded the animations for door opening and chest opening.
 

SergioV7

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Ah, see you posted this in plug-in requests, which is for requesting code to do something. How do ? are under engine support.

Yeah, sorry that was my bad, i didn´t really knew where to post something like this, but i do, now, thanks

Ah, see you posted this in plug-in requests, which is for requesting code to do something. How do ? are under engine support.

As for how to do it, usually what you do is you select change graphic (under the move route command) to change them to the new animation, then let it do it's thing.

Im not really familiar with the move route event, but if i change the grafic it would a specific grafic to a specific character, so it doesnt allow flexibility for other characters, since i want to have multiple playable characters, and i want all of them to use the animations, if i just change the grafic i would have to set an event specifically for each character, don´t i?

perhaps it woukld worj using variables? but i dont have knowlege on how to use them in this engine

i´m sorry if im not able to get my thoughts through, i´m not that good expressing myself in english, either way your help is apreciated

Use the quick event option (right-click) to create a door and a chest, then open the resulting events to see how they coded the animations for door opening and chest opening.
but i dont want the events to be animated i want the characters to have different animations, since i will be having multiple playable characters.

but i want is say, an animation of the character opening the chest, or picking up the item, stuff like that.
 

bgillisp

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Characters are events. So you have to animate the event for it to work.

And yes, you will have to change the graphic to a specific graphic for that character, and yes you will have to make that animation individually for each and every character. That's how every single game that does what you describe does it. So for RPGMaker you will have to program it into the move route more than likely. You might be able to do some of it by getting cute with switches, as in, when they finish this part of the route, turn on a switch which goes to a new page of an event and on that page use the new animation graphic.
 

SergioV7

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Characters are events. So you have to animate the event for it to work.

And yes, you will have to change the graphic to a specific graphic for that character, and yes you will have to make that animation individually for each and every character. That's how every single game that does what you describe does it. So for RPGMaker you will have to program it into the move route more than likely. You might be able to do some of it by getting cute with switches, as in, when they finish this part of the route, turn on a switch which goes to a new page of an event and on that page use the new animation graphic.

I was thinking of this, i´m not sure if it is posible in RPG Maker, so im going to need your opinion since im not that familiar with the engine yet.

Again with the chest example.

Is it posible that when you interact with the chest event , you activate a switch (or something like that), that sets the character grafic value to a specific variable Example. "CharacterChestInteraction"

To simplify it A LOT.
It would look something like this

Change character graphic to "CharacterChestInteraction"

Of course the code wouldn´t look like that, replace the underlined part with actual code that does the thing i specified there.
Since im not sure this is posible using set graphic, since you have to manually pick the image with said function.
but im sure that maybe if there is a way to manually call said action witth code.

So that way you can set the variable in the character notes

"CharacterChestInteraction" = Character1ChestInteraction.png

So that way you´ll only have to set the animations for each in the character notes

"CharacterChestInteraction" = Character1ChestInteraction.png
"CharacterItemPickUp" = Character1ItemPickUp.png
 

Andar

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Notetags in themselves have absolutely no functions, so setting a notetag does nothing unless there is something else checking for the content of that notetag and then doing the change manually from there.

Basically, no matter if event or player, whenever you want a sprite to change you'll need to change the entire sprite sheet with the event commands and then use the turn and animation commands to get to the specific frame you want to display.
And that always has to be done, no matter if by event command or by script code.

So in the case of the chest opening, the event pretending to be a chest needs to take control of both the actor sprite and its own sprite as soon as it's triggered for opening and change them in the way that it looks like the actor is opening the chest.

How to identify which sprite to change the actor to might be stored in a notetag or in one of several other ways, that depends on details. Alternatively you could for example use string operations to construct the required filename without any specific name stored somewhere.
 

SergioV7

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Basically, no matter if event or player, whenever you want a sprite to change you'll need to change the entire sprite sheet with the event commands and then use the turn and animation commands to get to the specific frame you want to display.
And that always has to be done, no matter if by event command or by script code.

Yes i am aware of that, that was completely beyond my point, as i said:
To simplify it A LOT.


So in the case of the chest opening, the event pretending to be a chest needs to take control of both the actor sprite and its own sprite as soon as it's triggered for opening and change them in the way that it looks like the actor is opening the chest.

Also aware of that

How to identify which sprite to change the actor to might be stored in a notetag or in one of several other ways, that depends on details. Alternatively you could for example use string operations to construct the required filename without any specific name stored somewhere.

This is what i was asking, remember i said the post above was just a concept, so i wasn´t saying it would completely work that way.

But to make it simple, THIS is what i want to know how to do:
How to identify which sprite to change the actor
 

Andar

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The best way in my opinion would be to go the other way around - do not identify, but set with string operations.

Have every sprite for an actor use that actors name as the first part of its filename, and the selected action as the second part of its filename.
When a different action is to be displayed, create a string for the filename by adding the actor name and the action name together, and then use that string as the filename with the script equivalent of the change actor graphics command.

This will split all sprites into single files instead of the usual group of sprites, but it will make managing them easier and will not require any form of extra data stored anywhere.
 

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