Link to the Script itself: Animation Fix
Last Updated: 2009.05.30
Not much different about this script than its prototype version. It’s a slightly shorter and much cleaner. Plus, it got rid of all those other useless things I put in there back when I was scripting like a noob. This fixes the problem with RPG Maker VX overlaying things way too much and way more than it should. Pretty much what happens if you don’t have the script is that it plays an animation that’d normally be full screen multiple times depending on how many enemies are on there. This means that with more enemies, more layers of the animation get planted on. That means that in the screenshot you see up there? Yeah, the top one shows the Firestorm animation 8 times planted over itself. Good job, Enterbrain.
Also, this script allows you to let enemies play animations. If your enemies use a skill, they will play the animation of that skill (on themselves). If your enemies use a regular attack, they will play back a preset animation ID, which you can adjust in the module. However, if you want different enemies to use different animations for their normal attacks, just adjust the module’s ENEMY_ATTACK_CUSTOM hash.
YE::FIX::ENEMY_ANI
- If set true, enemies will play animations when using skills and attacks.
YE::FIX::ENEMY_ATTACK_ANI
- This value determines which animation will play if the enemy uses a normal attack.
<attack animation x>
- If you want to enemies to have different attack animations, add this into your enemy’s notebox. x will be the animation ID used.
2009.05.20 Update
You can now set skills and items to show different animations depending on whether the user is an actor or an enemy. Use the tags below.
<actor animation x>
This will change the skill’s animation ID to x if the user is an actor.
<enemy animation x>
This will change the skill’s animation ID to x if the user is an enemy.
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IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!




2009, June 16 at 12:40 am |
When trying to use a consumable item in combat
Script ‘Animation Fix’ line 321: NameError occured
undefined local variable or method ’skill’ for #
I remember being able to with your scripts, I have no idea why this would change
2009, June 16 at 2:48 am |
That was a typo. Switch skill to item. I’ll also reupdate the script. Thanks for the catch.