STATUS

I just discovered the limit on Animations in VX Ace is 999

  • unity
  • 07/05/2015 01:52 AM

Posts

Pages: 1
unity
You're magical to me.
12540
Given that I'm using animated battlers that rely on animations, I gotta be careful not to run out XD
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
I would hope that you'd be allowed to used several animation slots for each character. XD
NeverSilent
Got any Dexreth amulets?
6280
There's a limit on animations?!

Well shoot!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Yanfly's Adjust Limits script is handy, but animation limits are not included. Well, I guess you can't make a whole bunch of poses for each enemy. Work with your limitations and make something great!

Good to know!

EDIT: If you discovered this by accident, does that mean you're running close to the limit? Uh oh...
unity
You're magical to me.
12540
author=Red_Nova
Yanfly's Adjust Limits script is handy, but animation limits are not included. Well, I guess you can't make a whole bunch of poses for each enemy. Work with your limitations and make something great!

Good to know!

EDIT: If you discovered this by accident, does that mean you're running close to the limit? Uh oh...


Yep! I had my max set at 800, and I tried to increase it to 1000, which is when I discovered the limit. I have some wiggle-room, but I need to be careful. I currently have 130 monsters, and each requires at least 4 animations, 8 at most. Even recolored monsters need their own animations.

I'm pretty close to the end of the game, though, so I should be okay. I've just been really liberal with my animation usage because I didn't know I had a hard limit on the horizon.
I remember working around this for the original Japanese Ace trial release. The Japanese trial was a version that you could save but not load and each database group had a maximum of 10 rows or so in it. What I would do is plan out the items in excel, open Ace in a new project, create the data (ie gear or enemies), and save the project. This would create a new Data/Enemies.rvdata2 or w/e file. I'd rename and c/p it into my project as Data/Enemies_20.rvdata2 . A script would read this (it was possible to inject scripts into the Japanese Ace trial via the VX editor) and copy the data from it into the in-memory database instance with adjusted IDs. So Item #1 in my Enemies_20.rvdata2 would become Enemy #21 when migrated to another project. It needed some other workarounds so I could access Enemy #21 but I'd assume your animated thingy script is just notebox garbage and easily enough to just say "use animation #1000" or so.

If you need it I can dig it up and make it work with animations (and not be hastily made shit). Since you can load projects it should be simple enough to just change the Animations.rvdata2 file in your project when you want to edit a specific file of animations.
unity
You're magical to me.
12540
author=GreatRedSpirit
I remember working around this for the original Japanese Ace trial release. The Japanese trial was a version that you could save but not load and each database group had a maximum of 10 rows or so in it. What I would do is plan out the items in excel, open Ace in a new project, create the data (ie gear or enemies), and save the project. This would create a new Data/Enemies.rvdata2 or w/e file. I'd rename and c/p it into my project as Data/Enemies_20.rvdata2 . A script would read this (it was possible to inject scripts into the Japanese Ace trial via the VX editor) and copy the data from it into the in-memory database instance with adjusted IDs. So Item #1 in my Enemies_20.rvdata2 would become Enemy #21 when migrated to another project. It needed some other workarounds so I could access Enemy #21 but I'd assume your animated thingy script is just notebox garbage and easily enough to just say "use animation #1000" or so.

If you need it I can dig it up and make it work with animations (and not be hastily made shit). Since you can load projects it should be simple enough to just change the Animations.rvdata2 file in your project when you want to edit a specific file of animations.


THAT'S AMAZING :DDDDDD

I had no idea there could be a way around it like that!

Since I haven't quite hit the limit yet and might make it through the game okay, I don't want to have you set it up in vain, so is it alright if I ask you if I need that in the future?

BTW, GRS, you've saved my bacon when it comes to scripting stuff on several occasions. I just want you to know that I'm super grateful and that I appreciate it a whole lot! :DDDDD
Sure, shoot me a PM when you think you'll need it and I'll whip something together
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