Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Animations
#1
Animations
Version: 2.0


Introduction
This is a fairly simple script that allows you to display an animation at any (x,y) instead of at an event or the player. This means no more blank events just to be used for the show animation event command. If used correctly you can have a smoke effect to chimneys, etc. You may also choose to have the animation loop a certain amount of times or infinite. This Script can be easily implemented into a scene so you can have animations playing in that scene. You may also choose to disable the sounds with the animation. This also allows you to show an animation at an event or the player and specify x and y offset from their coordinate.


Screenshots
Yeah go to the Animations tab in the database and look at the animations there, play them a few times. There is your screenshot.


Script
Families?, what Families?, because I'm not saving them so you might as well say goodbye to them


Demo
Download Here


Instructions
Calling:

Code:
$animations.push(Animation.new(type,x,y,id[,loop,sound,viewport]))

anything within the [] is optional

type is the type of animation use either 1,2,3 or 'screen','tile','map'
1 or 'screen' follows the player it stays on the screen
2 or 'tile' stays at a particular tile (x,y)
3 or 'map' stays at a particular position (x,y) on the map
4 or 'player' follows the player (x,y) defines the offset
5 or 'event' follows an event (use x parameter for id and [x,y] for offset)

id is the animation id to play

Optional
loop is the number of times to play the animation.
Set this to nil an the animation plays forever, otherwise the default value is 1

sound set to true and you will hear the animation's sounds
Set this to false and the sounds will not play, otherwise the default value is true

viewport is the animations viewport the default is the whole screen

If you want animations in your scene just add this to the update method (Note: You can only use type 1 or 'screen' when in a Scene other than Scene_Map)


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatability
Should be compatible with any script.


Credits and Thanks
DarkZero for mentioning the problem of displaying animations at a specific point.

Twilight for providing the latest version that I lost :)


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Reply }
#2
Please Link Refresh
Reply }
#3
Link repaired
Reply }
#4
Thank you very
Reply }
#5
This may coming handy for my battle system. :D
[Image: 4x69rev2.png]
Beware of the Big Bad Wolf!




Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   ATOA Chanting Battle Animations DerVVulfman 9 15,433 01-12-2017, 01:46 PM
Last Post: Noctis
   Quick Animations - Repaired DerVVulfman 8 13,515 01-31-2013, 12:46 AM
Last Post: DerVVulfman
   Victor Engine - Animations Settings Victor Sant 0 4,112 03-16-2012, 05:43 AM
Last Post: Victor Sant
   User Attack Animations DerVVulfman 0 4,264 03-06-2008, 04:31 AM
Last Post: DerVVulfman
   AUDIO FIX - Battle Animations DerVVulfman 0 4,847 03-05-2008, 06:44 AM
Last Post: DerVVulfman



Users browsing this thread: