This is the old version – Uses Separate Charsets for dash/walk/idle.
The new version – can be found Here (Uses one charset for all poses).
#------------------------------------------------------------------------------#
# Galv's Character Animations
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.7
#------------------------------------------------------------------------------#
# 2013-01-07 - Version 1.7 - Slight tweaks
# 2012-10-06 - Version 1.6 - Updated alias names for compatibility
# 2012-10-06 - Version 1.5 - Added dash speed option. Fixed some code
# 2012-09-21 - Version 1.4 - Optimised the code significantly (to my ability)
# - Some bug fixes
# 2012-09-21 - Version 1.3 - Added ability to repeat common event
# - Added follower animations
# 2012-09-20 - Version 1.2 - fixed compatibility with Galv's Region Effects
# 2012-09-20 - Version 1.1 - added idle common event, removed unnecessary code
# 2012-09-20 - Version 1.0 - release
#------------------------------------------------------------------------------#
# Designed to give actors additional animations such as:
# - Idle
# - Walking
# - Dashing
# - Custom (run a common event if you've been idle for a period of time)
#
# INSTRUCTIONS:
# 1. Copy this script below materials and above main
# 2. Create your charset files with extensions (see setup options)
# by default these are:
# - "Actor1.png" for idle
# - "Actor1_walk.png" for walking
# - "Actor1_dash.png" for dashing
# Make sure the actor's sprites are in the same position in each charset.
# (you can have 8 actors in each spritesheet)
#
#------------------------------------------------------------------------------#
#
# KNOWN ISSUES:
# - Move Route Change graphic commands only work when the switch is on.
# Then if you turn it off again, the graphic changes back to the original.
# Use "Set Actor Graphic" event command to change instead.
#
#------------------------------------------------------------------------------#
# !!!!! WARNING - I am a learning scripter. Use this at your own risk!!!!!!
#------------------------------------------------------------------------------#
($imported ||= {})["Chara_Anims"] = true
module Chara_Anims
#------------------------------------------------------------------------------#
# SETUP OPTIONS
#------------------------------------------------------------------------------#
WALK_EXTENSION = "_walk" # appends to end of file names to determine
# the walking charsets.
DASH_EXTENSION = "_dash" # appends to end of dashing charset filename
# Make it the same as walk extension to disable
DASH_SPEED = 1.2 # 1 is RMVX default dash speed.
PAUSE = 5 # frames before idle animation starts
# (60 frames per second). I was planning something
# with this but you shouldn't change it for now.
ANIM_SWITCH = 1 # ID of a switch to disable this effect.
# Turn switch ON in order to use change graphic
# move route commands. Turn off to restore anims.
STEP_ANIMATION = true # If "Stepping" is on or off by default.
# Can be true or false.
COMMON_EVENT = 1 # Common event ID that plays after a certain time
COMMON_EVENT_TIME = 200 # Frames idle before common event called.
REPEAT_EVENT = false # Repeat this common event if player remains idle?
# (restarts the common event time) true or false.
#------------------------------------------------------------------------------#
# END SETUP OPTIONS
#------------------------------------------------------------------------------#
end # Chara_Anims
class Sprite_Character < Sprite_Base
alias galv_charanim_initialize initialize
def initialize(viewport, character = nil)
@idletime = 0
galv_charanim_initialize(viewport, character)
end
alias galv_charanim_update update
def update
galv_charanim_update
return if $game_switches[Chara_Anims::ANIM_SWITCH]
return move_anim if $game_player.moving?
@idletime += 1
idle_anim if @idletime == Chara_Anims::PAUSE
idle_event if @idletime == Chara_Anims::COMMON_EVENT_TIME
end
def idle_anim
$game_player.step_anime = Chara_Anims::STEP_ANIMATION
$game_party.battle_members.each { |m|
default = m.character_name.chomp(Chara_Anims::DASH_EXTENSION)
m.set_g(default.chomp(Chara_Anims::WALK_EXTENSION))
}
$game_player.refresh
@idletime += 1
end
def move_anim
$game_party.battle_members.each { |m|
if $game_player.dash?
if !m.character_name.include?(Chara_Anims::DASH_EXTENSION)
m.set_g(m.character_name.chomp(Chara_Anims::WALK_EXTENSION) + Chara_Anims::DASH_EXTENSION)
end
else
if !m.character_name.include?(Chara_Anims::WALK_EXTENSION)
m.set_g(m.character_name.chomp(Chara_Anims::DASH_EXTENSION) + Chara_Anims::WALK_EXTENSION)
end
end
}
$game_player.refresh
@idletime = 0
end
def idle_event
$game_temp.reserve_common_event(Chara_Anims::COMMON_EVENT)
@idletime = 0 if Chara_Anims::REPEAT_EVENT
end
end # Sprite_Character < Sprite_Base
class Game_CharacterBase
alias galv_charanim_init_public_members init_public_members
def init_public_members
galv_charanim_init_public_members
@step_anime = Chara_Anims::STEP_ANIMATION
end
alias galv_charanim_real_move_speed real_move_speed
def real_move_speed
galv_charanim_real_move_speed
@move_speed + (dash? ? Chara_Anims::DASH_SPEED : 0)
end
end # Game_CharacterBase
class Game_Actor < Game_Battler
def set_g(character_name)
@character_name = character_name
end
end # Game_Actor < Game_Battler
class Game_Player < Game_Character
attr_accessor :step_anime
end # class Game_Player < Game_Character