• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Script: Follower Run Sprites

Name the run sprite the regular name + "_run".
So Follower trainer_POKEMONTRAINER_Leaf has a run sprite of trainer_POKEMONTRAINER_Leaf_run

Ruby:
class Game_Follower
  alias _runfollowers_initialize initialize
  def initialize(event_data)
    _runfollowers_initialize(event_data)
    @default_character_name = event_data.character_name
  end
 
  def update_move
    was_jumping = jumping?
    if !@moved_last_frame || @stopped_last_frame
      faster = $game_player.can_run?
      if faster && pbResolveBitmap("Graphics/Characters/" + @default_character_name + "_run" )
        self.character_name = sprintf("%s_run", @default_character_name)
      else
        self.character_name = @default_character_name
      end
    end
    super
    if was_jumping && !jumping?
      spriteset = $scene.spriteset(map_id)
      spriteset&.addUserAnimation(Settings::DUST_ANIMATION_ID, self.x, self.y, true, 1)
    end
  end
 
  def update_stop
    if @stopped_last_frame
      self.character_name = @default_character_name
    end
    super
  end
end
 
Back
Top