Lipsync (animation during message display)

GaryTheGreat

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Looking for a way to turn off Step Animation of an event after text is done appearing in the text box, but before text box goes away. Right now it's done normally through commands before and after text command, but that leaves character smacking lips at nothing after text is already fully done and waiting for button input.
Is there an easy way to accomplish that?
 

Andar

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Modern Algebra's ATS series contains a script for Face animations. It is originally meant for blinking (eye) animation, but you might be able to reconfigure it.
as for the sprites, another of the ATS text codes is an eval-type code that allows you to execute script commands during message boxes, and that could change the event setting if you know the correct script code
http://rmrk.net/index.php/topic,44525.0.html
 

GaryTheGreat

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If you're talking about this one
upload_2018-7-23_16-54-35.png
I'm pretty sure it just draws values that you get from the script, it doesn't execute it. Or I'm just using it wrong.
 

Andar

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@GaryTheGreat "Eval" means executing - it can not process any code (not even 1+1) without executing it.

Yes, the result of that codeline will be drawn - exactly the same way the result of a damaged formula is used as a number after executing whatever else is in the formula. This means you need to make sure that the code returns nothing or an empty string similiar to that a damage formula code needs to return a number. But that doesn't stop the code to do anything else.
 

GaryTheGreat

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Well I tried looking for a script call to turn step animation on/off, but the one I found looks complicated, I don't know how to write it all there and also fit it in the message. An example would've been nice. Single action within a move route, no repeat no skip, turn step animation off.
upload_2018-7-23_21-35-56.png
from here:
https://forums.rpgmakerweb.com/index.php?threads/script-call-collection-for-vxace.25759/#entry247427

I also tried to execute a common event during the message, but ATS gives this error before the message even starts if it has an "\#" in it.
upload_2018-7-23_21-39-17.png
 

Andar

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"Undefined" errors usually are when you try to continue a saved game after installing a new script.
If that is not the case, then you'll need the backtracer.

Check "how to use a script" in my signature for that.
 

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