[SCRIPTING] [RMVX ACE] ADVENTURES OF VICTOR: THE CASE OF THE LOOPING ANIMATION
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Maybe I should've written a better title.
So here's my issue, I want a simple animation loop to resemble charging magic or whatever. You could do a parallel process but the animation will flicker, and that's a no no.
So it seems Victor's script is the only one out there that allows a animation to loop without flicker, or at least I hope so.
However, his instructions are very vague. Or maybe I'm stupid idk.
So in a cutscene, I want my actor to have an animation loop. I typed in the comment call exactly how the instructions said it, but I always get this message.
Script: Loop Animation' line 450: NoMethodError occurred
undefined method 'add_loop_animation' for nil:NillClass
The comment call in question is <actor loop animation i: x> (i being the actor ID and x being the animation ID).
(By the way, it's not a script call. It pacifically says to use a comment call).
Also, I tested it on a blank game. Same thing happened.
I also have the latest version of Victor's Module, so it ain't that either.
The script in question is here
EDIT: I found a different script that does practically the same thing, link is here.
So here's my issue, I want a simple animation loop to resemble charging magic or whatever. You could do a parallel process but the animation will flicker, and that's a no no.
So it seems Victor's script is the only one out there that allows a animation to loop without flicker, or at least I hope so.
However, his instructions are very vague. Or maybe I'm stupid idk.
So in a cutscene, I want my actor to have an animation loop. I typed in the comment call exactly how the instructions said it, but I always get this message.
Script: Loop Animation' line 450: NoMethodError occurred
undefined method 'add_loop_animation' for nil:NillClass
The comment call in question is <actor loop animation i: x> (i being the actor ID and x being the animation ID).
(By the way, it's not a script call. It pacifically says to use a comment call).
Also, I tested it on a blank game. Same thing happened.
I also have the latest version of Victor's Module, so it ain't that either.
The script in question is here
EDIT: I found a different script that does practically the same thing, link is here.
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