Event Animation Frame Cycle Control#3602
Open
LizardKing777 wants to merge 1 commit into
Open
Conversation
This adds three comment commands: @easyrpg_get_event_frame E, V (stores current frame in a variable); @easyrpg_set_event_frame E, # (forces an event to a specific animation frame); and @easyrpg_event_anim_reset E (resets an event to the vanilla Frame Cycle) — E = Event, V = Variable, # = Numerical parameter (or variable pointer.) This gives the user more control over how an Event Sprite appears at runtime - in the case of the player the user can lock the sprite in the 0 or 2 frame (left or right step) if using a special pose (say nodding your head, blinking, surprise, etc). This was already possible with an Event using extra pages and switches or variables - but now you can do the same without all that. With this, it is also easy to shuffle between charset sprites and have more than 3 frame walking animations by manually advancing the animation and changing the charset once the sprite has reached frame "3" (which is reset to the middle/rest frame.) There may be other uses for this.
Author
|
There's probably a whitespace issue with this one too, so I'm planning to do a re-do of the code and see if I can get rid of that. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This adds three comment commands: @easyrpg_get_event_frame E, V (stores current frame in a variable); @easyrpg_set_event_frame E, # (forces an event to a specific animation frame); and @easyrpg_event_anim_reset E (resets an event to the vanilla Frame Cycle) — E = Event, V = Variable, # = Numerical parameter (or variable pointer.)
This gives the user more control over how an Event Sprite appears at runtime - in the case of the player the user can lock the sprite in the 0 or 2 frame (left or right step) if using a special pose (say nodding your head, blinking, surprise, etc). This was already possible with an Event using extra pages and switches or variables - but now you can do the same without all that.
With this, it is also easy to shuffle between charset sprites and have more than 3 frame walking animations by manually advancing the animation and changing the charset once the sprite has reached frame "3" (which is reset to the middle/rest frame.) There may be other uses for this.