MV equivalent of @pattern from Ace

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
So, someone asked this earlier, but the answer was not exactly satisfactory.  In Ace, if you needed to do one step in an animation, you would just do a script call in a move route and type in @pattern = 0/1/2/etc. to be able to get the exact step animation you'd want.  Now, I tried @pattern in MV and it gave me the finger.  I tried doing Game_CharacterBase._pattern and Game_Character.pattern and it didn't error out, but it just didn't work.  No animation.  So, for those that have delved deeper into the code base than I can (at this time), any thoughts on this and what the potential solution would be?
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,450
Members
137,820
Latest member
georg09byron
Top