OK. Just done some checking and scroll limb texture seems to work as intended.
Here's the test code I used:
set display mode desktop width(), desktop height(), 32
sync on : sync rate 60 : sync
autocam off
position camera 0, 0, -300
point camera 0, 0, 0
color backdrop 0
make object sphere 1, 100
make object cube 2, 15
make mesh from object 1, 2
hide object 2
add limb 1, 1, 1
add limb 1, 2, 1
add limb 1, 3, 1
add limb 1, 4, 1
add limb 1, 5, 1
offset limb 1, 1, 0, 55, 0 ` the head
offset limb 1, 2, 40, 25, 0 ` right arm
offset limb 1, 3, -40, 25, 0 ` left arm
offset limb 1, 4, 10, -53, 0 ` right leg
offset limb 1, 5, -10, -53, 0 ` left leg
` add an extra set of UV coordinates
convert object fvf 1, 274 + 256 ` i.e. default fvf + an extra texture stage
` give the extra set some values equal to the stage 0 data
for lmb = 0 to 5
lock vertexdata for limb 1, lmb
nv = get vertexdata vertex count() - 1
for v = 0 to nv
set vertexdata UV v, 1, get vertexdata U(v, 0), get vertexdata U(v, 0)
next v
unlock vertexdata
next lmb
` load sample images
load image "spots.png", 1
load image "stripes.png", 2
set blend mapping on 1, 0, 1, 0, 4 ` apply image 1 to stage 0 and use stage 0 UV data and modulate with default lighting
set blend mapping on 1, 1, 2, 0, 4 ` apply image 2 to stage 1 and use stage 1 UV data and modulate with result of previous blend operation
repeat
sync
scroll limb texture 1, 0, 1, upkey()*0.001, upkey()*0.001
until spacekey()
end
Just use your own images and press upkey to scroll the stages on the limb you want (I used stage 1 for limb 0 in the demo above).