:: STILL POSE ANIMATION :: :: tutorial details :: version :: v1.0 date :: 31.03.2001 author :: rylie thomas :: fan*c boi email :: fan-cboi@mbox.com.au homepages :: http://www.stas.net/6/fancboi [personal] http://www.enos.cjb.com [dev.team] program :: RPG Maker 2000 v1.09 thanks :: see end of file archiving :: this tutorial is allowed to be used on your web site so long as it is not changed in any way. Please email me if you would like to add this to your site so that i can check it out and add your site to the list below: sites :: These sites have my permission to have this tut, check these sites first for the latest version: http://www.enos.cjb.com http://www.rpgmaker.chat.ru :: explanation :: this is something i always wanted to do, but never even bothered to think about... it just popped into my head this morning so i've gotten straight up and tested it... it does work by the way... but what is it?... well this tut teaches you how to run a seperate animation whenever your character stops walking... this could be used to add a nice pose, a blinking animation, a breathing animation... or any combination or other ideas you can come up with... this is a feature used in a lot of the nicer looking rpgs on the snes... particularly action rpgs... think terranigma... :: the important bit :: first I will do a step by step axplanation... if you're confident with events you may want to skip straight to the code below... the next paragraph may even be enough for you... it was enough for me and i'm a NEWBIE... i think... basically what it does is checks the heros XY, waits, and if the XY is still the same changes to the still pose. when the user presses a key it changes straight back... simple... make your chara animation and also make another animation fo when the char is still... you will need to use as many squares as you would normaly use for a walking anim. make a new COMMON EVENT [mines called stillPose] and make it a Parallel Process add a MEMORY PLACE which stores to 3 seperate vars. [mine were hero.MapID, hero.MapX and hero.MapY] put in a WAIT command. this is how long it will wait until it checks to change the animation... [mines set to 0.2s] add another MEMORY PLACE storing to a new set of vars. [mine were hero.MapID2, hero.MapX2 and hero.MapY2] insert a FORK to check if the var hero.MapX [to use my examples] is the SAME as hero.MapX2 no need for an else case... in the fork insert another FORK to do the same for the heros Y value... so these forks check if the hero is in the same place as he/she was 0.4s ago [or how ever long your wait command is] if the vars are the same then... in that fork put a CHANGE HERO'S WALK GRAPHIC and select your still animation... now we need an ENTER PASSWORD which stores to another var [mines moveKey] make sure all of the boxes at check, including WAIT UNTIL KEY HIT place another fork [still in the old ones] which checks if your password var is 4 or less... [the numbers 1,2,3,4 are automatically put in the var when an arrow key is pressed depending on the direction... 1=down, 2=left, 3=right, 4=up] in this fork another CHANGE HERO'S WALK GRAPHIC to set it back to it's original anim... didn't understanding something... heres the code :: event name : stillPose start cond. : parallel process activated on : - var : hero.MapID, hero.MapX, hero.MapY, moveKey hero.MapID2, hero.MapX2, hero.MapY2 switch : - <>Memory Place: [0004],[0005],[0006] <>Wait: 0.2 <>Memory Place: [0007],[0008],[0009] <>FORK Optn:Varble[0005:hero.MapX]-V[0008]Equivl <>FORK Optn:Varble[0005:hero.MapY]-V[0009]Equivl <>Change Hero's Walk Graphic: char_main-4 Set <>Enter Password: [0010:moveKey] <>FORK Optn:Varbl[0010:moveKey]-4less <>Change Hero's Walk Graphic: char_main-1 Set <> :END Case <> :END Case <> :END Case <> :: extending the tut :: here ar esome extra effects you could get with just a teensy bit of tweakage... if the appearance of your characters changes in the game due to something like differnt cloths or weapons then you will need to set a var to indicate what thier current costume is so that you can put the new fork in the code to check which anim to change to and which to change back to... having a function that checks wheather or not a character is moving could be useful for a lot of things... if you have a good idea feel free to email me at fan-cboi@mbox.com.au you may have a section of your game with motion sensors... if the hero is moving when one passes over then he/she would get detected but if the hero is still then it would be ok... :: thanks :: my brain :: _sometimes_ its usefull Don :: once again... love your work...