Nevermind, i fixed it.
Not sure if this is the correct forum for this.
How do I pass an event's ID to a script inside a movement route? I'm using Galv's Map Projectiles, and I'm trying a get an event to spawn projectiles at itself, so...
So I made this enemy, which is basically a missile with a face. It attacks by exploding, dealing damage and killing it, which should cause it to disappear, but doesn't. This is the only enemy that doesn't disappear properly, and even then, this only happens if it dies to its own attack.
So I have a number of events in game that work by making calls to Common Events, but for some reason their sprites always seem to turn invisible while the Common Event runs.
Every save-point I have works by calling a Common event called "Save" which displays some text and then opens...
I currently have enemies handled through map events, and I want to set it up so that the when the player runs away, the enemy will stop moving or interacting with the player for a time afterwards, allowing the player to run away. Does anyone know a good way to do this?
So I tried your plugin with a backup version of TimedAttackCore, but it seems to give the same glitch I already have.
After looking over the code in your plugin, it seems you made literally the same code change that I did.
I'm trying to set up an active defense system using SRD_TimedAttack, and while I have managed to work for the first enemy attack in a round, each enemy after the first ignores the system entirely.
If anyone has a better understanding of how the plugin is coded, can I get some help?
Does anyone know of a good active defense system plugin that let's the player time a button press to block incoming damage?
BTW: I've looked into this:
which doesn't do what I want at all.
1) you can with plugins:
2) that has nothing to do with the question, as (actor.param(n) + item.params[n]) is still the addition of 2 integers and follows all the relevant math rules, regardless of what the engine says is the minimum value for the parameters.
I'm trying to alter the equipping code so that the player can't equip an item if doing so would reduce a particular stat below 0. I thougt I would add a line to the canEquip function in rpg_objects, so that it would return false if the item would (you get the idea),
anyway that resulted...
So I've got enemy encounters setup as events on the map, and I'm looking for a way to to setup an event that resets them. Does anyone know a good way to implement this? BTW, I don't want them to automatically reset every time the player switches maps.
Right now I'm thinking that I could have...
Some people have too strong of an opinion about what maker is the best, I've seen discussions like:
- I prefer VXAce because I like the style of the RTP better than the older releases
- You're worse than Hitler
My number one take away from this game jam is to make small games that are as polished and bug free as possible. Far less dev time, and if the game flops, it matters less because my time investment is much lower. Also, whatever ambitions I have... aim for about 10% of them. They are clearly too high, and will involve stuff that likely won't matter.