Ah no worries.
Another question. Is the pulse animation disabled now? I had a few pulse animation for the torches but now it doesn't seem to be working anyore. I saw in the plugin that the
PulseAnimation part was commented as well.
Great update but something seems to be broken with the newest patch. I am using a plugin that draw particles and one for change position for the event and they don't seem to work with this plugin.
For exampel:
particles : 2 : 16 : 1 : 0.1 : 0.4 : 0 : Particles_SparksB
[ambient_pillar]
Then the...
Great! A quick question about light position.
Is it possible to have the same light effect on different events with different x/y position? I know there is a offset command but that change the whole light so all events uses the same x and y position.
Would be great if there was a command for...
Found something else as well when playtesting now:
On my map I have a few events that works as ambient light and I have placed them where you can pull/push objects and walk yourself. These events have "below character" and are "through".
You can walk over those events just fine but when you...
Yep! I even tried it in a new project with only Ocram Core and Events plugin. You can pull and push the object but when you enter menu the error occurs.
Lifting object works just fine. It's only the pull and push.
Seems to be only working when I have the Ocram_Local_Coop.
I have latest MZ...
Not sure if I am doing something wrong but I am getting a weird error when trying out pull/push for event.
Seems to be somethiing wrong with this code:
// Update player
this.extend(Game_Player, "update", function () {
_this["Game_Player_update"].apply(this, arguments)...
New Boss Attacks for Soul Hero Adventure:
1,Aim and shoot
2,Boulders falling frenzy
3,Throwing Fireballs
4,Chasing Magical Traps
5,Lasers attack of 360-degree
Pokemon AI Logic: "Enemy is weak to Fire, I better use Rain Dance to make fire type moves less effective. I should just always cast Rain Dance first no matter what, even though it's a niche move that I'm not set up to exploit."
After a little test with the parallax mapping, found it lags like a cat on a leash. Instead of the original idea to parallax map the entirety of the ship, I guess I'll settle for editing the tilesets. Probably should have done that first.
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