This Plugin add foot step prints under player, followers and events. It use Map Notetags to assign Map Regions IDs on which the characters will print steps. There is also Actors Notetags and Events Comment Tags to assign specific foot step prints and sounds to some characters.
The Plugin require the sprite sheet 'FootSteps.png' that must be imported in the /img/system folder of your game. You can download it along with the Plugin file, and edit it to your liking.
The sprite sheet is divided into 8 sections, hereafter named Blocks.
Each Block consist of 12 frames of 48x48px. A Block can be either 'Regular' or 'Animated'. All Blocks are 'Regular', but can be turned into 'Animated' Blocks using parameters.
Regular Blocks
The 12 frames of a Regular Block are arranged in 4 lines corresponding to the 4 directions of the characters. Each time a character prints a step, it alternate between the 3 frames on the line corresponding to its direction.
Animated Blocks
The 12 frames of an Animated Block are read one after the others, according to parameters settings. You can create various step animation effects using the parameters.
The Plugin comes with default animations settings for Blocks 4 and 5 (Water) and Block 6 (Bush).
Refer to Plugin instructions for further details.
Spoiler: Plugin instructions
* This parameter set the sprite sheet default Block index
* for 'Foot Steps' and 'Wet Steps' regions.
*
* -Only Last Follower
* If this parameter is toggled ON, only the last follower
* of the party will print steps in addition to the player.
*
* -Base Opacity
* Opacity of foot steps is decreased by this value each
* frames, until faded out. Set it to 0 to disable foot
* steps fading out.
*
* -Base Duration
* This is the maximum duration in frames the foot steps
* can remains on screen.
*
* -Foot Steps Sound
* This is the sound to be played along with base foot steps.
* It will affect all non animated foot steps, so it is more
* recommanded to set specific sound to actor and event using
* Notetags.
*
* Sounds must be imported in /audio/se in both ogg and mp4
* format. Enter the file name (without extension), the volu-
* me, the pitch and the pan values, separated by commas.
*
* Example: Attack2, 75, 100, 0
*
* *only the SE file name is required. Other arguments
* can be omitted as they will receive a default value.
*
*
*
* Animated Steps
* ==============
* The animated steps parameters are separated in 8 sections. Each
* section allow to turn a Block from the sprite sheet into a step
* animation. The 3 first sections have default plugin parameters
* to provide 'Water' and 'Bush' animations as Plug & Play.
*
* You can change the default animation settings or create your own
* custom step animation by filling the parameters of a step anim
* section, as described bellow.
*
*
* -Name
* This is the name of the animation. The Name define the note-
* tags that can be used.
*
* Example:
* Map Notetags: <'name' regions: x, y, z>
*
* * x, y, and z are Map Region Id assigned
* to the 'name' animation
*
*
* Actor Notetags <'name' step: x>
* & Events comment
* Tags
*
* * x is sprite sheet Block replacing
* 'name' animation when walking on
* region Id marked as 'Name'
*
*
* -Block
* This is the sprite sheet Block index that will be used by the
* animation.
*
*
* -Duration
* This is the maximum duration of the step animation in frames.
*
*
* -Straight Steps
* When set to true, the step animation will be printed in a straight
* manner, similar to the effect of the <4 legs steps> notetag. This
* works well for the Bush animation, for instance.
*
*
* -Step Under
* This make the step animation appears directly under the character,
* rather than a little bit behind. Again, this works well for the
* Bush animation.
*
*
* -Start Index
* Normally, the step animation start at index 0 (top left frame in
* a Block), but it can be changed to accomodate specific needs.*
*
*
* -End Index
* Normally, the step animation end at index 11 (bottom right frame
* in a Block), but it can be changed to accomodate specific needs.*
*
* *This means you can theorically makes 2 step animations out
* of the same Block by assigning 2 step animations parameter
* sections to the same Block, but with different Start and
* End Index.
*
* Example:
* anim 1: startIndex = 0, EndIndex = 5
* anim 2: startIndex = 6, EndIndex = 11
*
*
* -Frame Rate
* This is the frame rate of the step animation. Must be correlated
* with the step animation duration, otherwise part of the animation
* might be cut off.
*
*
* -Opacity Rate
* This is the rate at which the foot steps opacity fade out.
*
*
* -Loop Type
* You can choose between 3 loop type for your step animations:
*
* 1) no loop: Step animation terminate when it reach the
* last frame, no matter the duration left.
*
* 2) loop: Step animation will keep looping until
* duration is over.
*
* 3) stay on last: Step animation will stay on the last frame
* until the duration is over.
*
*
* -Rotate
* When this parameter is toggled ON, the step animation will
* rotate according to the character direction. The sprites of
* your step animation Block must be drawn facing up on the
* sprite sheet, so the rotation fits the character direction.
* Good example of this is the default Bush animation.
*
*
* -Second Block
* This is to assign a second step animation Block to be played
* as an overlay animation. The second step anim will play over
* the current one, according to its own settings defined in the
* corresponding step animation parameters section. Good example
* of this is the default Water animation.
*
*
* -Wet feet
* This is to set if the characters will leaves wet foot steps
* on 3 tiles after leaving the area that prints the animation.
* Good example of this is the default Water animation.
*
*
* -Over Anim
* This parameter is only valid when the step animation is used
* as a second animation. In that case, you can decide if the
* second animation is played under OR above the characters.
*
*
* -Sound
* This is to set the sound effect that will be played along with
* the animation. Enter the file name without extension, and if
* needed, the volume, the pitch and the pan separated by commas.
*
* Example: Move1, 30, 130, 0
*
* *only the SE file name is required. Other arguments
* can be omitted as they will receive a default value.
*
*
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Starter Guide
The Plugin offer many possibilities, but is mainly Plug & Play. Here's a short guide to show how to set things up and start playing with it.
1. Setup the Map region Ids that will print the differents foot prints.
Foot Step Regions and Wet Step Regions both prints the base foot step. The only difference is when the characters pass from a region that print Wet Steps to an area that isn't supposed to print steps, they will keep printing steps on the 3 first tiles after leaving the 'Wet' area.
Water and Bush regions are step animations provides as Plug & Play animations. That means you can use their respectives Notetags as soon as you installed the Plugin. They also serves as template and example for making your own step animations.
2. Setup the Map Notetags
Use Map Notetags to assign region Ids to Foot Step, Wet Step or one of the 2 default Step Animations.
*you can change the hue of Step Animation regions by adding the hue value between brackets following the region Id. This way I can use the Bush Animation on the green Bush Tiles and the brownish dry Bush Tiles.
3. Run a play test
You can test it now, and see how it looks. Whenever the characters (Player, Followers, Events) walk on a Map Region Id
marked as 'Foot Step' or 'Wet Step', they will print steps from the Base Block (the top left Block on the sprite sheet). Now if you want some Actors or Events to print from a different Block, you can use some other tags.
4. Setup Actors Notetags and Event Comment Tags
While everythings is explained in the instructions, here's some examples of settings for animals, to get you start up.
Flying stuff never prints steps.
A chicken. Assigned Block index 1 on the sprite sheet. The Tag <small steps> scale the step sprite by ratio 0.5
Dog. Hard to explained, but they kind of need the <4 legs steps> Comment Tag...
Horse. They're supposed to be bigger than humans, so <big steps> Comment Tag scale the step sprite by ratio 1.5
5. Play with the Step Animation parameters and try to make your own.
Get in touch with the Step Animation params by playing with the 2 default animations, or start from scratch in an empty Step Anim Section.