:: 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 tutorial 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 explanation... 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 for 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...
 

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