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Centro de Suporte => Suporte Geral => Suporte para RPG Maker MV, VX/VX Ace e XP => Tópico iniciado por: Zombie online 22/04/2017 às 23:21

Título: Plugin de frames a mais
Enviado por: Zombie online 22/04/2017 às 23:21
 Estou usando no meu projeto um plugin que permite ter mais frames em animações no MV:
Spoiler
//=============================================================================
//  ExtraMovementFrames.js
//=============================================================================
//  Version: 1.0.3
//  Date: 10 November 2015
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*:
* @author Modern Algebra (rmrk.net)
* @plugindesc Set sprites with more than 3 frames of animation
*
* @param Cycle Time
* @desc The normal number of frames to complete animation cycle for custom sprites
* @default 60
*
* @param Default Idle Frame
* @desc The idle frame for custom sprites unless changed in the filename
* @default 0
*
* @param Default Pattern
* @desc Set patterns for custom sprites unless changed in the filename.
* @default []
*
* @help INSTRUCTIONS:
*
* To create sprites that have more than 3 frames of animation, you need
* to rename the character graphic to something of the form:
*
*      RegularName%(x)
*          x : the number of frames in each character sprite
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* EXAMPLES:
*
*     $001-Fighter01%(4)
*         // This graphic is a single character with four frames of animation.
*
*     022-Actors12%(6)
*         // This graphic would be interpreted as a character sheet of 8
*         // characters each having six frames of animation.
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*
* Additionally, this script also allows you to specify the "idle" frame (the
* frame where the sprite is not moving), and also the pattern if you wish to so
* specify. In essence, all you need to do is add those integers after the
* number of frames:
*
*     Regular_Name%(x y z1 z2 ... zn)
*         x : the number of frames in each character sprite
*         y : the idle frame (the frame shown when sprite is not moving)
*         z1 ... zn : the pattern.
*
* If you choose to specify a pattern, then the idle frame is not automatically
* included in the pattern and should be repeated if you want it to appear
*
* When naming your files, be aware that the first frame in a sprite is index 0,
* the second frame is index 1, etc.
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* EXAMPLES:
*
*     $003-Fighter03%(4 2)
*         // This graphic is a single character with four frames of animation.
*         // The idle frame is 2 (the third one over). The pattern when moving
*         // would be 2 3 0 1, 2 3 0 1, etc. (unless default patterns set -
*         // see below)
*
*     032-People05%(4 0 1 0 3 2)
*         // This graphic would be interpreted as a character sheet of 8
*         // characters, each having four frames of animation. The idle frame is
*         // 0 (the first in the sheet), and the pattern is 1 0 3 2,
*         // 1 0 3 2, etc.
*
*     $003-Fighter03%(6 0 1 2 3 4 5)
*         // This graphic is a single character with six frames of animation.
*         // The idle frame is 0 (the first frame). The pattern when moving
*         // is 1 2 3 4 5, 1 2 3 4 5, etc.
* ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
* PLUGIN SETTINGS:
*
*     Cycle Time = 60
*
* Cycle Time is the number of frames it will take to complete a full
* animation cycle for custom sprites at normal speed. It must be set to an
* integer.
*
*
*     Default Idle Frame = 0
*
* If you do not specify an idle frame for custom sprites in the file name, then it
* will be this frame. You must set this to an integer.
*
*     Default Pattern = []
*
* If you do not specify a pattern, then what happens depends on what you write
* in the plugin setting for "Default Pattern". For this setting, you have the
* option of writing in arrays of numbers in the following format:
*
*     [x y z1 z2 ... zn]
*         x : number of frames in the sprites for which this pattern is default
*         y : idle frame
*         z1 z2 ... zn : the pattern
*
* If you have setup one of those arrays for the number of frames which this
* custom sprite has, then it will use that pattern and idle frame.
*
* If you have not set up a default pattern for this number of frames, then the
* animation will simply cycle through the number of frames, starting with the
* idle frame and moving right. The idle frame will be included in the animation.
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* EXAMPLES
*
*     Default Pattern = [5 1 2 3 4 3 2]
*         // Whenever you set up a custom sprite that has 5 frames of animation
*         // but do not specify a pattern, the idle frame will be 1 and the
*         // pattern will be 2 3 4 3 2, 2 3 4 3 2, etc.
*
*     Default Pattern = [5 1 2 3 4 3 2], [6 0 1 2 5 4 3 0]
*         // Whenever you set up a custom sprite that has 5 frames of animation
*         // but do not specify a pattern, the idle frame will be 1 and the
*         // pattern will be 2 3 4 3 2, 2 3 4 3 2, etc.
*         // Whenever you set up a custom sprite that has 6 frames of animation
*         // but do not specify a pattern, the idle frame will be 0 and the
*         // pattern will be 1 2 5 4 3 0, 1 2 5 4 3 0, etc.
*/
//=============================================================================

var Imported = Imported || {};
Imported.MA_ExtraMovementFrames = true;

var ModernAlgebra = ModernAlgebra || {};
ModernAlgebra.EMF = {};

(function() {
   
    // Get Script Name, in case user unexpectedly altered it
    var path = document.currentScript.src;
    var scriptName = path.substring(path.lastIndexOf('/')+1).match(/^(.+?)(\.[^.]*$|$)/)[1];
   
    // Set Parameters
    ModernAlgebra.EMF.parameters = PluginManager.parameters(scriptName);
    ModernAlgebra.EMF.cycleTime = (+ModernAlgebra.EMF.parameters['Cycle Time']) || 60; // Default = 60
    ModernAlgebra.EMF.idleFrame = (+ModernAlgebra.EMF.parameters['Default Idle Frame']) || 0; // Default = 0
    ModernAlgebra.EMF.defaultPattern = [];
   
    var emfPattMatch = ModernAlgebra.EMF.parameters['Default Pattern'].match(/\[.+?\]/g); // Default []
    if (emfPattMatch) {
        // Get all arrays of numbers
        for (var i = 0; i < emfPattMatch.length; i++) {
            digitMatch = emfPattMatch[i].match(/\d+/g);
            if (digitMatch) { ModernAlgebra.EMF.defaultPattern.push(digitMatch.map(Number)); }
        }
    }
   
    //=========================================================================
    // ImageManager
    //=========================================================================
    // isEmfCharacter - Checks if filename is a customly animated sprite
    ImageManager.isEmfCharacter = function(filename) {
        return !!filename.match(/\%[\(\[][\d\s]+[\)\]]/); // check filename for %() or %[]
    };
   
    //=========================================================================
    // Game_CharacterBase
    //=========================================================================
    // initMembers
    ModernAlgebra.EMF.GameCharacterBase_initMembers =
            Game_CharacterBase.prototype.initMembers;
    Game_CharacterBase.prototype.initMembers = function() {
        this.maClearEmfCharacterState();
        ModernAlgebra.EMF.GameCharacterBase_initMembers.apply(this, arguments); // original method
    };
   
    // maClearEmfCharacterState
    Game_CharacterBase.prototype.maClearEmfCharacterState = function() {
        this._isEmfCharacter = false;
        this._emfCharacterState = { frameNum: 3, idleFrame: ModernAlgebra.EMF.idleFrame, pattern: [2, 1, 0, 1] };
    };
   
    // isEmfCharacter - Check whether a customly animated sprites
    Game_CharacterBase.prototype.isEmfCharacter = function() {
        return this._isEmfCharacter;
    };
   
    // emfCharacterState - makes this._emfCharacterState public
    Game_CharacterBase.prototype.emfCharacterState = function() {
        return this._emfCharacterState;
    };
   
    // setImage - adjusts to call EMF setup method
    ModernAlgebra.EMF.GameCharacterBase_setImage =
            Game_CharacterBase.prototype.setImage;
    Game_CharacterBase.prototype.setImage = function() {
        ModernAlgebra.EMF.GameCharacterBase_setImage.apply(this, arguments); // original method
        this.maemfSetupEmfCharacter();
        this.resetPattern();
    };
   
    // maSetupEmfCharacter - setup custom animation sprite
    Game_CharacterBase.prototype.maemfSetupEmfCharacter = function() {
        this.maClearEmfCharacterState();
        var charName = this.characterName();
        if (ImageManager.isEmfCharacter(charName)) {
            var sign = charName.match(/(?:\%[\(\[])[\d\s]+(?:[\)\]])/);
            var signArgs = sign[0].match(/\d+/g); // array of digit strings
            if (signArgs) {
                this._isEmfCharacter = true;
                // Map arguments in file name to an array of numbers
                signArgs = signArgs.map(Number);
                signArgsLength = signArgs.length;
                this.emfCharacterState().frameNum = signArgs.shift();
                this.emfCharacterState().idleFrame = (signArgsLength > 1) ? signArgs.shift() : ModernAlgebra.EMF.idleFrame;
                if (signArgsLength > 2) {
                    this.emfCharacterState().pattern = signArgs;
                } else {
                    var success = false;
                    // Check for a default match for this number of frames
                    for (var i = 0; i < ModernAlgebra.EMF.defaultPattern.length; i++) {
                        if (ModernAlgebra.EMF.defaultPattern[i][0] === this.emfCharacterState().frameNum) {
                            this.emfCharacterState().idleFrame = ModernAlgebra.EMF.defaultPattern[i][1];
                            this.emfCharacterState().pattern = ModernAlgebra.EMF.defaultPattern[i].slice(2, (ModernAlgebra.EMF.defaultPattern[i].length));
                            success = true;
                            break;
                        }
                    }
                    // If still no pattern specified
                    if (!success) {
                        // Populate pattern with a simple cycle starting after idle
                        this.emfCharacterState().pattern = [];
                        var idleFramePlus = this.emfCharacterState().idleFrame + 1;
                        for (var i = 0; i < this.emfCharacterState().frameNum; i++) {
                            this.emfCharacterState().pattern.push((i + idleFramePlus) % this.emfCharacterState().frameNum);
                        }
                    }
                }
            }
        }
    };
   
    // animationWait
    ModernAlgebra.EMF.GameCharacterBase_animationWait =
            Game_CharacterBase.prototype.animationWait;
    Game_CharacterBase.prototype.animationWait = function() {
        // If EMF Character
        if (this.isEmfCharacter()) {
            var realSpeed = this.realMoveSpeed();
            var frameNum = this.maxPattern();
            return Math.floor((8 - realSpeed)*(ModernAlgebra.EMF.cycleTime / (4*frameNum))); // CycleTime divided by number of frames in animation
        } else {
            // Run Default Method - approx. 60 frames at normal speed
            return ModernAlgebra.EMF.GameCharacterBase_animationWait.apply(this, arguments) // original method
        }
    };
   
    // maxPattern
    ModernAlgebra.EMF.GameCharacterBase_maxPattern =
                Game_CharacterBase.prototype.maxPattern;
    Game_CharacterBase.prototype.maxPattern = function() {
        if (this.isEmfCharacter()) {
            return this.emfCharacterState().pattern.length; // Length of pattern array
        } else {
            return ModernAlgebra.EMF.GameCharacterBase_maxPattern.apply(this, arguments); // original method
        }
    };
   
    // pattern
    ModernAlgebra.EMF.GameCharacterBase_pattern =
            Game_CharacterBase.prototype.pattern;
    Game_CharacterBase.prototype.pattern = function() {
        if (this.isEmfCharacter()) {
            if (this._pattern < 0) {
                return this.emfCharacterState().idleFrame; // Idle Frame if _pattern < 0
            } else {
                var patternIndex = (this._pattern % this.emfCharacterState().pattern.length);
                return this.emfCharacterState().pattern[patternIndex]; // index of pattern array
            }
        } else {
            return ModernAlgebra.EMF.GameCharacterBase_pattern.apply(this, arguments); // original method
        }
    };
   
    // isOriginalPattern - Original pattern is -1 for custom sprites
    ModernAlgebra.EMF.GameCharacterBase_isOriginalpattern =
            Game_CharacterBase.prototype.isOriginalPattern;
    Game_CharacterBase.prototype.isOriginalPattern = function() {
        if (this.isEmfCharacter()) {
            return this.pattern() === -1;
        } else {
            return ModernAlgebra.EMF.GameCharacterBase_isOriginalpattern.apply(this, arguments); // original method
        }
    };
   
    // straighten - Straighten to original pattern
    ModernAlgebra.EMF.GameCharacterBase_straighten =
            Game_CharacterBase.prototype.straighten;
    Game_CharacterBase.prototype.straighten = function() {
        if (this.isEmfCharacter()) {
            if (this.hasWalkAnime() || this.hasStepAnime()) {
                this._pattern = -1;
            }
            this._animationCount = 0;
        } else {
            ModernAlgebra.EMF.GameCharacterBase_straighten.apply(this, arguments)
        }
    };
       
    // resetPattern - Idle is -1 for custom sprites
    ModernAlgebra.EMF.GameCharacterBase_resetPattern =
            Game_CharacterBase.prototype.resetPattern;
    Game_CharacterBase.prototype.resetPattern = function() {
        if (this.isEmfCharacter()) {
            this.setPattern(-1);
        } else {
            ModernAlgebra.EMF.GameCharacterBase_resetPattern.apply(this, arguments); // original method
        }
    };
   
    //=========================================================================
    // Game_Event
    //=========================================================================
    // setupPageSettings - adjust original pattern
    ModernAlgebra.EMF.GameEvent_setupPageSettings =
            Game_Event.prototype.setupPageSettings;
    Game_Event.prototype.setupPageSettings = function() {
        ModernAlgebra.EMF.GameEvent_setupPageSettings.apply(this, arguments);
        // Original pattern is always idle for custom sprites
        if (this.isEmfCharacter()) { this._originalPattern = -1; }
        this.resetPattern();
    };
       
    //=========================================================================
    // Sprite_Character
    //=========================================================================
    // patternWidth - afjust based on number of frames
    ModernAlgebra.EMF.SpriteCharacter_patternWidth =
            Sprite_Character.prototype.patternWidth;
    Sprite_Character.prototype.patternWidth = function() {
        var pw = ModernAlgebra.EMF.SpriteCharacter_patternWidth.apply(this, arguments)
        if (this._character.isEmfCharacter()) {
            var frameNum = this._character.emfCharacterState().frameNum;
            return ((pw*3) / frameNum);
        } else {
            return pw;
        }
    };
   
})();
[close]
Só que quando coloco o template com frames a mais usando o que é pedido no plugin:
Spoiler
(http://i.imgur.com/hQFbPK2.png)
[close]
Acontece isso:
(http://i.imgur.com/H2n8egK.png)
Título: Plugin de frames a mais
Enviado por: Geraldo de Rívia online 30/04/2017 às 11:23
Verifica se o arquivo com o gráfico do personagem:
- Possui 96 espaços para sprites e não possui $ no nome;
OU
- Possui 12 espaços para sprites e possui $ no nome;

Se estiver respeitando uma das condições, muito provavelmente há um erro, ou na configuração do plugin, ou no plugin.