A LITTLE HELP WITH VICTOR SANT'S SCRIPTS.
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Hi, I'm trying to make the Character Control script and Multi Frames script of his work for my game to give me more animation frames per sprite and the ability to swap graphics for different animation poses (i.e. idle, walking, dashing, ect...).
My problem is in how to get the different animations to activate. Right now I've been activating them with events. Does anyone know if there is a better way to activate the switching graphics with this script? I read Victor's instructions but I'm still kind of confused as to how to properly use this script.
One of the things I want to do is after a certain period of time being idle the sprite would blink or move slightly (something like that).
Any help would be greatly appreciated. :)
My problem is in how to get the different animations to activate. Right now I've been activating them with events. Does anyone know if there is a better way to activate the switching graphics with this script? I read Victor's instructions but I'm still kind of confused as to how to properly use this script.
One of the things I want to do is after a certain period of time being idle the sprite would blink or move slightly (something like that).
Any help would be greatly appreciated. :)
I had the same problem recently. It took me awhile, but I eventually figured it out. What's supposed to happen is that the walking animation is supposed to trigger automatically when the hero/event is walking, and the dashing animation is supposed to occur when it's dashing, and so on and so forth.
If you're using Multiframes, then what could happen is that your idle pose might only actually have a single frame of animation, walking might have six, and dashing might have three. The thing is, Character Control only checks the Idle Pose's name, and looks for the suffix.
So, if you have:
Nothing will work. What you need to do is change it so that the names are the same, except for the pose tags. This is going to mean making all of the animations use the same number of frames. It might be possible to find a workaround for that, but this is the only way I've been able to get it to work.
Anyway, if you want an animation to trigger if the player is just standing around, you could probably just have a parallel process common event that checks to see if the Player's X and Y map coordinates haven't changed in a certain amount of time, and use a comment call to play the animation.
Hope that helps.
If you're using Multiframes, then what could happen is that your idle pose might only actually have a single frame of animation, walking might have six, and dashing might have three. The thing is, Character Control only checks the Idle Pose's name, and looks for the suffix.
So, if you have:
$CharacterPersonIdle[f3]
$CharacterPersonWalking[f7][wlk]
$CharacterPersonDashing[f4][dsh]
Nothing will work. What you need to do is change it so that the names are the same, except for the pose tags. This is going to mean making all of the animations use the same number of frames. It might be possible to find a workaround for that, but this is the only way I've been able to get it to work.
$CharacterPersonIdle[f4]
$CharacterPersonWalking[f4][wlk]
$CharacterPersonDashing[f4][dsh]
Anyway, if you want an animation to trigger if the player is just standing around, you could probably just have a parallel process common event that checks to see if the Player's X and Y map coordinates haven't changed in a certain amount of time, and use a comment call to play the animation.
Hope that helps.
Thanks this is exactly the kind of answer I'm looking for! But, how do I go about checking to see if Player's X and Y map coordinates haven't changed. I'm looking online for some hint as to how to do this. So far I've found out about the control variables, and conditional branches. I am missing something though.
Well, the easiest way to do it would probably be to just do something like this:
It'll wait for six seconds, and check to see if the player hasn't moved. It's not perfect, but it should work.

It'll wait for six seconds, and check to see if the player hasn't moved. It's not perfect, but it should work.
Ok, I have couple more questions. Firstly how do I make it so that the common event switch trigger is always set to ON? And secondly, do I have this comment call correct:
<actor change pose>
id: 1
name: ""
loop
</actor change pose>
I read that you don't have to name the idle animation as it is the default graphic. So have I specified the empty name correctly or do I even need that line? The ID I'm assuming based on Victor's instructions is the actor's id?
<actor change pose>
id: 1
name: ""
loop
</actor change pose>
I read that you don't have to name the idle animation as it is the default graphic. So have I specified the empty name correctly or do I even need that line? The ID I'm assuming based on Victor's instructions is the actor's id?
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