Hallo allerseits!Ich möchte ein Charset mit 6 Gehposen je Laufrichtung verwenden. Zum Testen nehme ich folgendes Charset:
http://www10.pic-upload.de/08.11.12/hkx8twrl773s.pngDas Script hab ich hier her: 
viewtopic.php?t=75466Ich hab also den Code im Scripteditor unter Main eingefügt und das Charset namens walking_f[7] importiert. Beim Benutzen des Charsets wird es dennoch in 4 Posen je Richtung geteilt. Ich habs auch mehrere Male in neuen Projekten versucht, es will nicht klappen.
Weiß jemand, was zu tun ist?
Hier nochma der Code:
Code:
#============================================================================
# ** Variable Character Frames Script (v1.0)
#============================================================================
# Idee und Ausführung: Der Drake, KD, Phantom, Ascare, RAMart.
# Niemand verlangt ein extra Credit dafür, ihr könnt es einfach benutzen.
#
# Benutzung: Einfach zum Dateinamen des Charakters ein f[x] einfügen.
# Wobei x für die Anzahl der Frames steht (inkl. Standpose).
#
# Beispiele: Hero_f[8].png, Wachef[12]ani2.png, f[6]frau.png
# Standard ist 4 und brauch nicht extra genannt zu werden (z.B. für RTP-Charas).
#============================================================================
class Game_Character
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 alias_method :init, :initialize
 def initialize
   init
   getCharFrame
 end
 #--------------------------------------------------------------------------
 # * Get Character Frame
 #--------------------------------------------------------------------------
def getCharFrame
 @CharFrame = 4
 self.character_name.sub(/f\[(\d+)\]/) { @CharFrame = $1.to_i }
 return @CharFrame
end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Branch with jumping, moving, and stopping
   if jumping?
     update_jump
   elsif moving?
     update_move
   else
     update_stop
   end
   # If animation count exceeds maximum value
   # * Maximum value is move speed * 1 taken from basic value 18
   if @anime_count > 18 - @move_speed * 2
     # If stop animation is OFF when stopping
     if not @step_anime and @stop_count > 0
       # Return to original pattern
       @pattern = @original_pattern
       # If stop animation is ON when moving
     else
       # Update pattern
      if @CharFrame == 4
        @pattern = (@pattern + 1) % 4
       else
        @pattern = [((@pattern + 1) % @CharFrame), 1].max
      end
     end
     # Clear animation count
     @anime_count = 0
   end
   # If waiting
   if @wait_count > 0
     # Reduce wait count
     @wait_count -= 1
     return
   end
   # If move route is forced
   if @move_route_forcing
     # Custom move
     move_type_custom
     return
   end
   # When waiting for event execution or locked
   if @starting or lock?
     # Not moving by self
     return
   end
   # If stop count exceeds a certain value (computed from move frequency)
   if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
     # Branch by move type
     case @move_type
     when 1  # Random
       move_type_random
     when 2  # Approach
       move_type_toward_player
     when 3  # Custom
       move_type_custom
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Update frame (move)
 #--------------------------------------------------------------------------
 def update_move
   # Convert map coordinates from map move speed into move distance
   distance = 2 ** @move_speed
   # If logical coordinates are further down than real coordinates
   if @y * 128 > @real_y
     # Move down
     @real_y = [@real_y + distance, @y * 128].min
   end
   # If logical coordinates are more to the left than real coordinates
   if @x * 128 < @real_x
     # Move left
     @real_x = [@real_x - distance, @x * 128].max
   end
   # If logical coordinates are more to the right than real coordinates
   if @x * 128 > @real_x
     # Move right
     @real_x = [@real_x + distance, @x * 128].min
   end
   # If logical coordinates are further up than real coordinates
   if @y * 128 < @real_y
     # Move up
     @real_y = [@real_y - distance, @y * 128].max
   end
   # If move animation is ON
   if @walk_anime
     # Increase animation count by 1.5
     @anime_count += 1.5*(@CharFrame/4)
   # If move animation is OFF, and stop animation is ON
   elsif @step_anime
     # Increase animation count by 1
     @anime_count += 1*(@CharFrame/4)
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (stop)
 #--------------------------------------------------------------------------
 def update_stop
   # If stop animation is ON
   if @step_anime
     # Increase animation count by 1
     @anime_count += 1*(@CharFrame/4)
   # If stop animation is OFF, but current pattern is different from original
   elsif @pattern != @original_pattern
     # Increase animation count by 1.5
     @anime_count += 1.5*(@CharFrame/4)
   end
   # When waiting for event execution, or not locked
   # * If lock deals with event execution coming to a halt
   unless @starting or lock?
     # Increase stop count by 1
     @stop_count += 1
   end
 end
end
 
class Sprite_Character < RPG::Sprite
 
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   # If tile ID, file name, or hue are different from current ones
   if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
     # Remember tile ID, file name, and hue
     @tile_id = @character.tile_id
     @character_name = @character.character_name
     @character_hue = @character.character_hue
     # If tile ID value is valid
     if @tile_id >= 384
       self.bitmap = RPG::Cache.tile($game_map.tileset_name,
         @tile_id, @character.character_hue)
       self.src_rect.set(0, 0, 32, 32)
       self.ox = 16
       self.oy = 32
     # If tile ID value is invalid
     else
       self.bitmap = RPG::Cache.character(@character.character_name,
         @character.character_hue)
       @CharFrame = @character.getCharFrame
       @cw = bitmap.width / @CharFrame
       @ch = bitmap.height / 4
       self.ox = @cw / 2
       self.oy = @ch
     end
   end
   # Set visible situation
   self.visible = (not @character.transparent)
   # If graphic is character
   if @tile_id == 0
     # Set rectangular transfer
     sx = @character.pattern * @cw
     sy = (@character.direction - 2) / 2 * @ch
     self.src_rect.set(sx, sy, @cw, @ch)
   end
   # Set sprite coordinates
   self.x = @character.screen_x
   self.y = @character.screen_y
   self.z = @character.screen_z(@ch)
   # Set opacity level, blend method, and bush depth
   self.opacity = @character.opacity
   self.blend_type = @character.blend_type
   self.bush_depth = @character.bush_depth
   # Animation
   if @character.animation_id != 0
     animation = $data_animations[@character.animation_id]
     animation(animation, true)
     @character.animation_id = 0
   end
 end
end