TSR

The Northern Frog
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TSR_FootSteps
Author: TSR, The Northern Frog

This Plugin add foot step prints under player, followers and events. It use Map Notetags to assign Map Regions IDs on which the characters will print steps. There is also Actors Notetags and Events Comment Tags to assign specific foot step prints and sounds to some characters.

The Plugin require the sprite sheet 'FootSteps.png' that must be imported in the /img/system folder of your game. You can download it along with the Plugin file, and edit it to your liking.​
FootSteps.png

The sprite sheet is divided into 8 sections, hereafter named Blocks.

Each Block consist of 12 frames of 48x48px. A Block can be either 'Regular' or 'Animated'. All Blocks are 'Regular', but can be turned into 'Animated' Blocks using parameters.​

Regular Blocks
The 12 frames of a Regular Block are arranged in 4 lines corresponding to the 4 directions of the characters. Each time a character prints a step, it alternate between the 3 frames on the line corresponding to its direction.​

Animated Blocks
The 12 frames of an Animated Block are read one after the others, according to parameters settings. You can create various step animation effects using the parameters.​

The Plugin comes with default animations settings for Blocks 4 and 5 (Water) and Block 6 (Bush).

Refer to Plugin instructions for further details.
Code:
 * =======================================================================================
* == About this Plugin ==================================================================
* =======================================================================================
* The Plugin use the sprite sheet 'FootSteps.png' that must be imported in
* the /img/system folder of your game. You can download it on my itch.io
* account, along with the Plugin file.
*
* The sprite sheet is divided into 8 sections, hereafter named Blocks.
* Blocks are indexed as bellow:
*
*      -------------------------------
*      |           |           |            |            |
*      |    0     |     1    |      2    |     3     |
*      |           |           |            |            |
*      |-------|-------|-------|-------|
*      |           |           |            |            |
*      |    4     |     5    |      6    |     7     |
*      |           |           |            |            |
*      -------------------------------
*
* Each Block consist of 12 frames of 48x48px. A Block can be either
* 'Regular' or 'Animated'. All Blocks are 'Regular', but can be turned
* into 'Animated' Blocks using parameters.
*
*   Regular Blocks
*   ==============
*   The 12 frames of a Regular Block are arranged in 4 lines corresponding
*   to the 4 directions of the characters. Each time a character prints a
*   step, it alternate between the 3 frames on the line corresponding to
*   its direction.
*
*   Animated Blocks
*   ===============
*   The 12 frames of an Animated Block are read one after the others,
*   according to parameters settings. You can create various step animation
*   effect using the parameters (see bellow). The Plugin comes with default
*   animations settings for Blocks 4 and 5 (Water) and Block 6 (Bush).
*
*
*   Adding more Blocks
*   ==================
*   The sprite sheet contains 8 Blocks, but more can be added if needed.
*   To do so, expand the sprite sheet height. Each row of 144 px height
*   will add 4 additional Blocks to the sheet.
*
*
*
* NOTETAGS
* =======================================================================================
* The Plugin works with Map Notetags that assign Map Region Id to specific
* Blocks.
*
* Map Notetags
* ============
*
*         <FOOT STEP REGIONS: x, y, z>  
*            When walking on region id x, y or z, the characters will prints
*            steps from the default Block.
*
*
*         <WET STEP REGIONS: x, y, z>
*            When walking on region id x, y or z, the characters will prints
*            steps from the default Block.
*
*  
*         <animation name REGIONS: x, y, z>
*             These are the Notetags to mark Map Region Id that will print
*             animated foot steps according to the 'animation name' set in
*             the parameters (see bellow).
*
*             But to serves as an example and template, the Plugin comes
*             with default settings for 'Water' and 'Bush' step animations.
*             Hence, you can use the following Notetags as Plug & Play.
*        
*                    <WATER REGIONS: x, y, z>
*
*                    <BUSH REGIONS: x, y, z>    
*
*
*    Wet Feet
*    =======
*    The 'Foot Step' and 'Wet Step' Notetags are the same. But when leaving a
*    region marked as 'Wet Step', the characters will keep printing steps on
*    the 3 first tiles outside of the 'wet' area. This may comes useful for
*    damp areas like Snow or Mud.
*
*
*    Default Block
*    =============
*    The Default Block is the Block that will be printed whenever the Player,
*    a Follower or an Event, walk on a map region Id marked as 'Foot Step' or
*    'Wet Step'. The Default Block is index 0, but it can be changed with the
*    corresponding Parameter.
*
*    But if you want an Actor or an Event to print a specific Block, use the
*    following Notetags:
*
*
*
* Actors Notetags
* ===============
*
*        <FOOT STEP: x>
*           An Actor with this Notetag will print steps from Block x when
*           walking on a map region Id marked as 'Foot Step' or 'Wet Step'.
*
*        <animation name STEP: x>
*           An Actor with this Notetag will print steps from Block x when
*           walking on a map region Id marked as 'animation name'.
*
*        The Plug & Play default settings for 'Water' and 'Bush' animations
*        provides the following Actors Notetags:
*
*           <WATER STEP: x>
*              An Actor with this Notetag will print steps from Block x when
*              walking on a map region Id marked as 'Water'.
*          
*           <BUSH STEP: x>
*              An Actor with this Notetag will print steps from Block x when
*              walking on a map region Id marked as 'Bush'.
*
*
*        <NO STEPS>
*           An Actor with this Notetag will never print steps, no matter the
*           region Id. This is useful for flying Actors.
*
*        <4 LEGS STEPS>
*           Use this Notetag if the Actor is 4 legged (Ex: Centaur). It will
*           make the foot steps printed in a more aligned arrangement that
*           fit better a 4 legged creature walking pattern.
*
*        <SMALL STEPS>
*           Foot Steps are printed in their actual size by default. If an
*           Actor have this Notetag, its Foot Steps will be scaled at 0.5
*           ratio. This is in the case the Actor is supposed to be a small
*           creature that prints smaller foot steps.
*
*        <BIG STEPS>
*           Foot Steps are printed in their actual size by default. If an
*           Actor have this Notetag, its Foot Steps will be scaled at 1.5
*           ratio. This is in the case the Actor is supposed to be a big
*           creature that prints bigger foot steps.
*
*        <STEP SOUNDS x: fileName, volume, pitch, pan>
*           This Notetag can be used to assign a specific step sound to
*           an Actor when it walk on a region Id marked for Block x.
*
*              Example:
*                      <STEP SOUND 4: Water3, 50, 100, 0>
*
*              An Actor with this Notetag, will play the SE 'Water3' at
*              volume 50, pitch 100 and pan 0, when it walk on a region
*              Id marked for Block index 4. This Block is assigned to
*              the 'Water' step animation through parameters. Hence, the
*              Actor would play this sound when walking on Water areas,
*              instead of the sound set in the Water step anim parameters.
*
*
*
* Events Comment Tags
* =======================
*
*        <FOOT STEP: x>
*           An Event with this Notetag will print steps from Block x when
*           walking on a map region Id marked as 'Foot Step' or 'Wet Step'.
*
*        <animation name STEP: x>
*           An Event with this Notetag will print steps from Block x when
*           walking on a map region Id marked as 'animation name'.
*
*        The Plug & Play default settings for 'Water' and 'Bush' animations
*        provides the following Events Notetags:
*
*           <WATER STEP: x>
*              An Event with this Notetag will print steps from Block x when
*              walking on a map region Id marked as 'Water'.
*          
*           <BUSH STEP: x>
*              An Event with this Notetag will print steps from Block x when
*              walking on a map region Id marked as 'Bush'.
*
*
*        <NO STEPS>
*           An Event with this Notetag will never print steps, no matter the
*           region Id. This is useful for flying creatures.
*
*        <4 LEGS STEPS>
*           Use this Notetag if the Event is 4 legged (Ex: Cat). It will
*           make the foot steps printed in a more aligned arrangement that
*           fit better a 4 legged creature walking pattern.
*
*        <SMALL STEPS>
*           Foot Steps are printed in their actual size by default. If an
*           Event have this Notetag, its Foot Steps will be scaled at 0.5
*           ratio. This is in the case the Event is supposed to be a small
*           creature that prints smaller foot steps.
*
*        <BIG STEPS>
*           Foot Steps are printed in their actual size by default. If an
*           Event have this Notetag, its Foot Steps will be scaled at 1.5
*           ratio. This is in the case the Event is supposed to be a big
*           creature that prints bigger foot steps.
*
*        <STEP SOUNDS x: fileName, volume, pitch, pan>
*           This Notetag can be used to assign a specific step sound to
*           an Event when it walk on a region Id marked for Block x.
*
*              Example:
*                      <STEP SOUND 4: Water3, 50, 100, 0>
*
*              An Event with this Notetag, will play the SE 'Water3' at
*              volume 50, pitch 100 and pan 0, when it walk on a region
*              Id marked for Block index 4. This Block is assigned to
*              the 'Water' step animation through parameters. Hence, the
*              Event would play this sound when walking on Water areas,
*              instead of the sound set in the Water step anim parameters.
*
*
*
* ANIMATED STEPS
* =======================================================================================
* The Plugin provides 8 parameter step animation sections. Each of them
* can assign a Block from the sprite sheet and turn it into an Animated
* Block.
*
* The various parameter settings for Animated Blocks are explained in the
* Parameters section bellow. But the 2 main parameters for the Step Anim
* are the 'Name' and 'Block' params.
*
* The 'Name' is what will be used in the Map, Actors and Events Notetags.
* The 'Block' is the sprite sheet Block assigned for the animation.
*
*
*   WATER
*   =====
*   The Plugin comes with a Plug & Play step animation for watery areas.
*   It use the first and second Step Anim Parameters Section. The 'Name'
*   is 'Water' so it provides the following Notetags as explained above.
*
*             Map Notetags:  <WATER REGIONS: x, y, z>
*
*                         * x, y, and z are Map Region Id
*
*
*      Actors Notetags or
*      Events Comment Tags:  <WATER STEP: x>
*
*                         * x is sprite sheet Block replacing
*                           Water animation when walking on
*                           region Id marked as 'Water'
*
*
*    The Water step animation use 2 Blocks from the sprite sheet. The
*    first one use Block index 4 and is the main animation used for
*    setting Map, Actors and Events Notetags. The second animation use
*    Block index 5 and is automatically played as an overlay animation
*    above the first one. This is defined by the first step animation
*    parameters, as explained bellow.
*
*
*   BUSH
*   =====
*   The Plugin comes with a Plug & Play step animation for bush tiles.
*   It use the third Step Anim Parameters Section. The 'Name' is 'Bush'
*   so it provides the following Notetags as explained above.
*
*             Map Notetags:  <BUSH REGIONS: x, y, z>
*
*                         * x, y, and z are Map Region Id
*
*
*      Actors Notetags or
*      Events Comment Tags:  <BUSH STEP: x>
*
*                         * x is the sprite sheet Block replacing
*                           Bush animation when walking on region
*                           Id marked as 'Bush'
*
*
*   HUE
*   ===
*   Step animations can be played at a defined hue value. This is
*   specific to region Id. Hue values can be assigned to regions
*   Id by adding the hue value between brackets, following the
*   region Id in the Map Notetags.
*
*      Example:
*                  <BUSH REGIONS: x, y(310)>
*
*         The Bush animation will be played at normal hue when
*         in region Id x, and at hue 310 when in regionId y.
*      
*   Try it for yourself. Place a regular (green) Bush tiles area
*   on the map and mark it as region x. Then place another Bush
*   area using the dry (brownish) Bush tiles, and mark it as
*   region y. Then place the above Notetags in the Map note box.
*   The Bush step animation, which is green on the sprite sheet,
*   will take a more yellow-brown color tone (hue 310) when Actors
*   and Events walk on region y; to fit better the dry Bush tiles.
*
*
*
* PARAMETERS
* =======================================================================================
*
* Base Foot Steps
* ===============
*
*   -Base Steps Block
*       This parameter set the sprite sheet default Block index
*       for 'Foot Steps' and 'Wet Steps' regions.
*
*   -Only Last Follower
*       If this parameter is toggled ON, only the last follower
*       of the party will print steps in addition to the player.
*
*   -Base Opacity
*       Opacity of foot steps is decreased by this value each
*       frames, until faded out. Set it to 0 to disable foot
*       steps fading out.
*
*   -Base Duration
*       This is the maximum duration in frames the foot steps
*       can remains on screen.
*
*   -Foot Steps Sound
*       This is the sound to be played along with base foot steps.
*       It will affect all non animated foot steps, so it is more
*       recommanded to set specific sound to actor and event using
*       Notetags.
*
*       Sounds must be imported in /audio/se in both ogg and mp4
*       format. Enter the file name (without extension), the volu-
*       me, the pitch and the pan values, separated by commas.
*
*          Example: Attack2, 75, 100, 0
*
*            *only the SE file name is required. Other arguments
*             can be omitted as they will receive a default value.
*
*
*
* Animated Steps
* ==============
* The animated steps parameters are separated in 8 sections. Each
* section allow to turn a Block from the sprite sheet into a step
* animation. The 3 first sections have default plugin parameters
* to provide 'Water' and 'Bush' animations as Plug & Play.
*
* You can change the default animation settings or create your own
* custom step animation by filling the parameters of a step anim
* section, as described bellow.
*
*
*   -Name
*      This is the name of the animation. The Name define the note-
*      tags that can be used.
*
*         Example:
*                   Map Notetags:  <'name' regions: x, y, z>                          
*
*                    * x, y, and z are Map Region Id assigned
*                      to the 'name' animation
*
*
*                   Actor Notetags     <'name' step: x>
*                   & Events comment
*                   Tags
*
*                    * x is sprite sheet Block replacing
*                      'name' animation when walking on
*                      region Id marked as 'Name'
*
*
*   -Block
*      This is the sprite sheet Block index that will be used by the
*      animation.
*
*
*   -Duration
*      This is the maximum duration of the step animation in frames.
*
*
*   -Straight Steps
*      When set to true, the step animation will be printed in a straight
*      manner, similar to the effect of the <4 legs steps> notetag. This
*      works well for the Bush animation, for instance.
*
*
*   -Step Under
*      This make the step animation appears directly under the character,
*      rather than a little bit behind. Again, this works well for the
*      Bush animation.
*
*
*   -Start Index
*      Normally, the step animation start at index 0 (top left frame in
*      a Block), but it can be changed to accomodate specific needs.*
*
*
*   -End Index
*      Normally, the step animation end at index 11 (bottom right frame
*      in a Block), but it can be changed to accomodate specific needs.*
*
*         *This means you can theorically makes 2 step animations out
*          of the same Block by assigning 2 step animations parameter
*          sections to the same Block, but with different Start and
*          End Index.
*
*            Example:
*                     anim 1: startIndex = 0, EndIndex = 5
*                     anim 2: startIndex = 6, EndIndex = 11
*
*
*   -Frame Rate
*      This is the frame rate of the step animation. Must be correlated
*      with the step animation duration, otherwise part of the animation
*      might be cut off.
*
*
*   -Opacity Rate
*      This is the rate at which the foot steps opacity fade out.
*
*
*   -Loop Type
*      You can choose between 3 loop type for your step animations:
*
*       1) no loop:        Step animation terminate when it reach the
*                          last frame, no matter the duration left.
*
*       2) loop:           Step animation will keep looping until
*                          duration is over.
*
*       3) stay on last:   Step animation will stay on the last frame
*                          until the duration is over.
*
*
*   -Rotate
*      When this parameter is toggled ON, the step animation will
*      rotate according to the character direction. The sprites of
*      your step animation Block must be drawn facing up on the
*      sprite sheet, so the rotation fits the character direction.
*      Good example of this is the default Bush animation.
*
*
*   -Second Block
*      This is to assign a second step animation Block to be played
*      as an overlay animation. The second step anim will play over
*      the current one, according to its own settings defined in the
*      corresponding step animation parameters section. Good example
*      of this is the default Water animation.  
*
*
*   -Wet feet
*      This is to set if the characters will leaves wet foot steps
*      on 3 tiles after leaving the area that prints the animation.
*      Good example of this is the default Water animation.
*
*
*   -Over Anim
*      This parameter is only valid when the step animation is used
*      as a second animation. In that case, you can decide if the
*      second animation is played under OR above the characters.
*
*
*   -Sound
*      This is to set the sound effect that will be played along with
*      the animation. Enter the file name without extension, and if
*      needed, the volume, the pitch and the pan separated by commas.
*  
*         Example: Move1, 30, 130, 0
*              
*            *only the SE file name is required. Other arguments
*             can be omitted as they will receive a default value.
*
*


Starter Guide
The Plugin offer many possibilities, but is mainly Plug & Play. Here's a short guide to show how to set things up and start playing with it.

1. Setup the Map region Ids that will print the differents foot prints.

Example map.pngMap Region example.png

Foot Step Regions and Wet Step Regions both prints the base foot step. The only difference is when the characters pass from a region that print Wet Steps to an area that isn't supposed to print steps, they will keep printing steps on the 3 first tiles after leaving the 'Wet' area.

Water and Bush regions are step animations provides as Plug & Play animations. That means you can use their respectives Notetags as soon as you installed the Plugin. They also serves as template and example for making your own step animations.

2. Setup the Map Notetags
Use Map Notetags to assign region Ids to Foot Step, Wet Step or one of the 2 default Step Animations.


MAP TAG.png
*you can change the hue of Step Animation regions by adding the hue value between brackets following the region Id. This way I can use the Bush Animation on the green Bush Tiles and the brownish dry Bush Tiles.​

3. Run a play test
You can test it now, and see how it looks. Whenever the characters (Player, Followers, Events) walk on a Map Region Id
marked as 'Foot Step' or 'Wet Step', they will print steps from the Base Block (the top left Block on the sprite sheet). Now if you want some Actors or Events to print from a different Block, you can use some other tags.​

4. Setup Actors Notetags and Event Comment Tags
While everythings is explained in the instructions, here's some examples of settings for animals, to get you start up.

Bat.png
Flying stuff never prints steps.

chicken.png
A chicken. Assigned Block index 1 on the sprite sheet. The Tag <small steps> scale the step sprite by ratio 0.5

Dog.png
Dog. Hard to explained, but they kind of need the <4 legs steps> Comment Tag...

horse.png
Horse. They're supposed to be bigger than humans, so <big steps> Comment Tag scale the step sprite by ratio 1.5

5. Play with the Step Animation parameters and try to make your own.

Parmaters Example.png
Get in touch with the Step Animation params by playing with the 2 default animations, or start from scratch in an empty Step Anim Section.

Code:
 * =======================================================================================
* == Terms of usage =====================================================================
* =======================================================================================
* Use in any independant RPG Maker MZ or MV projects, including commercials.
*
* Credit is required for using this Plugin.
* For crediting, use 'TSR' along with one of
* the following terms:
*      'The Northern Frog' or 'A frog from the north'
*
* Do not change the main Object name nor the Terms of usage.
*
* SPRITE SHEET
* The FootSteps.png sprite sheet is free to download on my itchi.io
* account. Editing it to your liking is permited and no credit is asked
* for using it. But it shouldn't be used in games that don't use this
* plugin, nor in a game not made with RPG Maker MV.
*
* DO NOT REDISTRIBUTE!
* If you want to share it, share the link to my itchi.io account:
* https://the-northern-frog.itch.io/
*
* SPECIAL THANKS
* Thanks to ShadowDragon for testing and bugs report.
*
*

Enjoy! B) :rock-right:
 

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41728280

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Too detailed, wet footprints will be delayed for a while!:o
 
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ShadowDragon

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@Lionheart_84 click his spoiler: MV Plugins, than there is all his plugins,
or download from itch.io, he moved mostly to a main thread :)
 
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TSR

The Northern Frog
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@Lionheart_84 This plugin is now behind pay wall, so I removed direct links.
Easy to find on my itch.io, though...
 

TSR

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Small update.

Based on users requests, I added the following:
  • Now you can choose between terrain Tag or region Id to identify the foot steps areas
  • The foot step Anim blocks can now be used as normal step blocks by leaving the frame rate to 0.
The version has been updated on my itch.io.

Regards,
TSR
 

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