[Solved!]How to animate an object in place using all 12 frames?

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Argentdragon

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Hello all!

I've been tinkering around with MV for a while, and have finally gotten to the character sheets and animation, and while I mostly understand how it works, I can't figure out a way to do what I've asked in the title. Specifically I'm trying to animate Avery's magical books (link to this thread: https://forums.rpgmakerweb.com/index.php?threads/avys-mv-stuff.53317/ - please let me know if I'm not allowed to post this link and I'll remove it.)

I've attached a sample character sheet picture below which is what I'm working with. I'm doing it individually (so I have the $ in front of the filename as well). I can get it to use all 12 frames if the object is moving, but not while staying in one place. (I also don't know if the frames in the sample are labelled right, but that's how its formatted.)

I know I need to turn the image to get it work and it goes through 1 - 4 just fine, but I can't figure out how to go from 4 to 5. I've tried using the "Change Image..." option, but it's showing up as index(0) and not each frame separately, so I can't select the next column. I just want to figure out where I'm going wrong. Thanks for any help in advance!
 

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MushroomCake28

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To use the animations that are on the same row (so same direction), you character needs to be stepping. If you want an event to keep stepping in a loop, simply check the box "stepping" on that event in the bottom left corner.
 

Argentdragon

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To use the animations that are on the same row (so same direction), you character needs to be stepping. If you want an event to keep stepping in a loop, simply check the box "stepping" on that event in the bottom left corner.
Oh yes, I tried that, but then it only loops frames 1 5 and 9 and skips all the rest? I know I have to use the stepping function, but how do I get it to run through all of the 12 frames in numerical order?
 

Bex

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1.
There is a Scriptcommand to directly access the single Animation patterns. Sorry i cant remember, what or where it was.
2.
You could use 12 Eventpages all with direction Fix On, but every Page got another Letter as Graphic.
The Page Condition would be a Variable.
With Scriptline and Wait Command you could count that Variable up in the autonomous Moveroute of the Eventpages, but than the Event cant Move.
If it needs to move, let another Paralell Event count up the Variable. Control Variables + 4?Frames Wait.ah and a condition that if its 12 or 13 to resett to 0 or 1.
3.
Or another Solution if this is some kind of Swordslash Action, you create database animation with the numbers and play that animation on a Event.
4.
You split your 1 Spriteset into 3 Spritesets. So you only have to deal with turning up down left right to get the right picture and than the change graphic command to switch to the next spriteset.
Tip: Eventcommand Set Movementroute includes a command to Change Event Graphics/Sprites.

If you choose an approach, we could help you if problems are arising.
 
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Argentdragon

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Hmm okay, yes I wasn't sure if there was a better way to do it. I think I'll try 4 first, but is there a reason why I can't use the change image option for a single character sheet and try to change the index from the first column to the second column?

Thanks so much for the suggestions, I may post with more questions later if I'm stuck again.
 

Engr. Adiktuzmiko

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but is there a reason why I can't use the change image option for a single character sheet and try to change the index from the first column to the second column?
Because somehow, they still dont allow us to do it via the event commands.

You can change indexes via controlling the Sprite object itself though, but that is only doable via script calls.
 

caethyril

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Script in a move route:
Code:
this._originalPattern = 0;
...or in a Script event command:
Code:
$gameMap.event(5)._originalPattern = 0;
Replace 5 with the event ID, and 0 with the pattern: 0, 1, or 2 for the first, second, or third column respectively.

Edit: if you use this approach, then with the numbering system in the image you provided, you may want to go 1, 2, 3, 4, 8, 7, 6, 5, 9, 10, 11, 12 for your full animation sequence.
 

Argentdragon

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Hi! There are this plugin from @Archeia that do perfectly what you want. I try to make it work but without success.
Maybe if you can...
Here is the link
https://forums.rpgmakerweb.com/index.php?threads/using-patterns-for-animating-events.71011/
Oh thanks so much! I definitely will check this out if it makes my life easier.

Because somehow, they still dont allow us to do it via the event commands.

You can change indexes via controlling the Sprite object itself though, but that is only doable via script calls.
I don't mind doing things with script calls, I just didn't know if I was missing something and it was actually doable some other way without me knowing. I wish they did allow this via eventing, but thanks! I'll try out the script command method too.

Script in a move route:
Code:
this._originalPattern = 0;
...or in a Script event command:
Code:
$gameMap.event(5)._originalPattern = 0;
Replace 5 with the event ID, and 0 with the pattern: 0, 1, or 2 for the first, second, or third column respectively.

Edit: if you use this approach, then with the numbering system in the image you provided, you may want to go 1, 2, 3, 4, 8, 7, 6, 5, 9, 10, 11, 12 for your full animation sequence.
Ohh thank you so much! I was trying to figure out the script command from the call list, but thank you for explaining how it works! I'll try this method out right now too.

Thanks everyone for the reply! These should work so I'll go ahead and edit the title to solved.
 

Argentdragon

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@caethyril Very sorry for the ping, but really quickly on the code. I finally got it to play through all 12 frames, however, I am getting repeats of the "down" for each previous column, and I tried a few different things but I can't seem to fix it properly. I was wondering if I could get some help with the code?

Edit: Okay, I got it to work with some waits, but the movement is still pretty choppy and not smooth, do I just have to tinker with the duration of the wait and frequency and such to get it right?
 
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caethyril

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@Argentdragon I'd suggest setting the frequency to "5: Highest", that way it'll update every frame. Lower frequencies introduce a delay between pattern updates (30 frames for frequency 4, 60 for frequency 3, 90 for 2, etc), but in this case it's probably more helpful to add the delays manually with Wait commands. :)
 
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Argentdragon

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@Argentdragon I'd suggest setting the frequency to "5: Highest", that way it'll update every frame. Lower frequencies introduce a delay between pattern updates (30 frames for frequency 4, 60 for frequency 3, 90 for 2, etc), but in this case it's probably more helpful to add the delays manually with Wait commands. :)
Thank you very much! That helped a lot, it's working great now.
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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