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BltPlayer Sprite


BoDu
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>! _**Old.**_
_Besides _**Public Sub BltPlayer(ByVal Index As Long)**_, where should I look for everything that keep for character and sprite grafic._

_***Edited**_

  For more frames at each action, should i do different sub ? For exemple Moving_Frames, Running_Frames, Attacking_Frames, Standing_Frames. And then modific the rec to select the right frames for each animation?
  And about been hited by an npc/player, do you think its possible to call an animation BeenHit_Frames?

  An advice whould be welcomed, btw i'm just an beginer and trying to fiind out how the engine handle everything.

Thanks
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You'd just set the Player.Anim to whatever frame you need it to be. Starting at 0 with the default rmxp format it goes from 0 to 3\. 0 being the first frame on the left, 3 being the last frame on the right. And these are separated into rows by the Player.Dir. So just adjust the algorithm that splits the character file into 4 rows and frames to load the new frames and then put them into action wherever you want them to come into play.
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@Rose:

> You'd just set the Player.Anim to whatever frame you need it to be. Starting at 0 with the default rmxp format it goes from 0 to 3\. 0 being the first frame on the left, 3 being the last frame on the right. And these are separated into rows by the Player.Dir. So just adjust the algorithm that splits the character file into 4 rows and frames to load the new frames and then put them into action wherever you want them to come into play.

Wow, thanks i will try that. I was playing with the actual Player Animation, and bring the walking, runing, standing and attacing in the line for each side. I saw that they divided each side by /4 and there are 4 frames and i want to see if i can get what i'm looking for with the actual sprite sistem. If not i will try your way.

P.S. Btw your exemple req 1 line with all side and all action frames right ?
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