Code:
#==============================================================================
# Extra Movement Frames v. 1.0
# Author: modern algebra (rmrk.net)
# Date: January 20, 2008
#------------------------------------------------------------------------------
# Instructions:
# Insert this script above main in the database. To add a character with
# extra movement frames, simply rename the character graphic to something
# of the form:
# !$%[<number of movement frames>]<Regular name>
#
# Example: !$%[4]001-Fighter01
# That would make the graphic 001-Fighter01 be interpreted as having 4 frames
#------------------------------------------------------------------------------
# ** Game_Character
#------------------------------------------------------------------------------
# Summary of changes:
# aliased methods - update_animation
# new class variables - height divisor, width divisor
# new methods - calculate_divisors
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :height_divisor    # The height of a single frame
  attr_reader :width_divisor     # number of frames in the x direction
  #--------------------------------------------------------------------------
  # * Calculate Divisors
  #--------------------------------------------------------------------------
  # Sets up the instance variables required
  #--------------------------------------------------------------------------
  def calculate_divisors
    return unless @previous_character.nil? || @previous_character != @character_name
    bitmap = Cache.character (@character_name)
    sign = @character_name[/^[\!\$].[\%]\[\d*\]/]
    if !sign.nil? && sign.size > 5
      @original_pattern = 0
      @width_divisor = sign[4, sign.size - 5].to_i
      @height_divisor = 4
    elsif !sign.nil? && sign.include? ('$')
      @width_divisor = 3
      @height_divisor = 4
    else
      @width_divisor = 12
      @height_divisor = 8
    end
    @previous_character = @character_name
  end
  #--------------------------------------------------------------------------
  # * Update Animation
  #--------------------------------------------------------------------------
  # Change the hard coded values to ones dependent on character graphic format
  #--------------------------------------------------------------------------
  alias ma_extra_movement_frames_anim_upd update_animation
  def update_animation
    saved_anime_count = @anime_count
    pattern_original = @pattern
    speed = @move_speed + (dash? ? 1 : 0)
    ma_extra_movement_frames_anim_upd
    if (saved_anime_count > (18 - speed * 2)) && (@step_anime || (@stop_count <= 0))
      @pattern = (pattern_original + 1) % @width_divisor
    end
  end
end
#==============================================================================
# * Sprite Character
#------------------------------------------------------------------------------
# Summary of changes:
# aliased methods - update_src_rect, update_bitmap
#==============================================================================
class Sprite_Character
  #--------------------------------------------------------------------------
  # * Update Src Rect
  #--------------------------------------------------------------------------
  # Interpret multiple movement frames: Changed pattern
  #--------------------------------------------------------------------------
  alias ma_extra_movement_frames_src_rect_upd update_src_rect
  def update_src_rect
    if @tile_id == 0
      ma_extra_movement_frames_src_rect_upd
      index = @character.character_index
      pattern = @character.pattern < @character.width_divisor ? @character.pattern : 1
      sx = (index % 4 * 3 + pattern) * @cw
      sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Bitmap
  #--------------------------------------------------------------------------
  # Change hard coded values to ones dependent on character graphic
  #--------------------------------------------------------------------------
  alias ma_extra_movement_frames_bmp_upd update_bitmap
  def update_bitmap
    @character.calculate_divisors
    saved_tile_id = @tile_id
    saved_character_name = @character_name
    saved_character_index = @character_index
    ma_extra_movement_frames_bmp_upd
    if saved_tile_id != @character.tile_id or
      saved_character_name != @character.character_name or
      saved_character_index != @character.character_index
      unless @tile_id > 0
        @cw = bitmap.width / @character.width_divisor
        @ch = bitmap.height / @character.height_divisor
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
  end
end
#==============================================================================
# ** Window Base
#------------------------------------------------------------------------------
# Summary of changes:
# overwritten methods - draw_character
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # * Draw Charater (overwritten for extra movement frames)
  # character_name : the name of the character file
  # character_index : the index of the character in the file
  # x : the x position to draw
  # y : the y position to draw
  #--------------------------------------------------------------------------
  def draw_character(character_name, character_index, x, y)
    return if character_name == nil
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$].[\%]\[\d*\]/]
    if !sign.nil? && sign.size > 5
      cw = bitmap.width / sign[4, sign.size - 5].to_i
      ch = bitmap.height / 4
    elsif sign != nil and sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end