Okay, I'm still having trouble with advancing the frame. It advances at the correct rate while dialog choices are displayed, while the player character is speaking, and after a dialog ends. But it advances much faster when the room first loads and while the NPC is speaking. (Like I said before, the NPC's speech view is set to the same view I'm working with. I don't know if that has anything to do with it.)
In repeatedly_execute_always:
Code: ags
In repeatedly_execute_always:
Delay++;
if (Delay == 5)
{
if (cTree.Frame == Game.GetFrameCountForLoop(cTree.View, cTree.Loop) - 1) cTree.Frame = 0;
else cTree.Frame++;
Delay = 0;
}