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 Stand/Walk/Run (Disabling Idle)
#4
Errr... not exactly inserting this into a project. Gonna just take a guess. But, I did take a look.

You cannot use the 'Use_idle_sprite' or any other value in the StandWalkRun module. Those are the configurables and are fixed. So, you have to look at it in another way.

Fortunately, he did code a little thing for you. He created the 'set_step_anime' method in Game_Character, which is likely able to be referenced by calling a game event. So try this:

$game_map.events[1].set_step_anime(false) The 1 designates event_ID 1

If it freezes, use 'nil' instead of false in the parenthesis. It's a bug with the Interpreter class... unless you have the easy fix. That's a different topic.
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Messages In This Thread
Stand/Walk/Run (Disabling Idle) - by penguwin - 05-14-2013, 08:50 PM
RE: Stand/Walk/Run (Disabling Idle) - by penguwin - 05-15-2013, 05:45 AM
RE: Stand/Walk/Run (Disabling Idle) - by DerVVulfman - 05-16-2013, 04:49 AM
RE: Stand/Walk/Run (Disabling Idle) - by penguwin - 05-17-2013, 02:24 AM
RE: Stand/Walk/Run (Disabling Idle) - by penguwin - 01-13-2014, 08:54 PM



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