You realise this is 9 years old right? This script is old enough to be sent to the shops round the corner to pick up milk on their own.
I recommend using the demo as your reference. All config is done by making modifications to the config area at the top of the script, which should be clearly...
The version 3 source code has been distributed to a number of scripters who have already contacted me via PM. The problems are as follows:
The Script is not in a stable state
The features and changes introduced have not been documented
The code in all versions is entirely undocumented :aswt2...
If I had the script in my hand then I would be giving it away for free for non-commercial projects and commercial licences would be negotiated on a case by case basic as discussed in the opening post.
However I expect you know that I am not secretly hoarding the plug in on my hard drive...
I have semi-retired from RPGMakering, since I am now both working and studying full time.
Version 3 was finished almost a year ago, and had some very nice features, but unfortunately (if memory serves) there are still a few bugs here and there, and more importantly the...
I can't test it in game, but I am 99% sure you just need
b._actorId === 2 ? (b.gainMp(20),200) : 100I tested that in my JS console, and it runs the commands if the condition returns true, and then returns the correct "damage"
I'd rather deal with having wasted some time with a client than deal with legal trouble if a client decides their not happy with what I have given them post-payment.
That, and i am (perhaps naively) confident he will return
Oh, well, haha! I completely assumed that was what you wanted- my bad!
Well, here is the modified version of the script (Which would have taken much less time to produce! Damn my presumptuousness!)
This one is called RepeatRandom.js
As for the compatibility issue it is vital when...
The bitmap does have a "load listener" array attached to it, but I couldn't figure out a reliable way to tell it either "Has this loaded" nor "Wait for this to load".
Sorry for non-answer, other than try and cache as early as you can
I was running into this problem yesterday, I believe the issue that when you call load_bitmap it begins to load the image, but by the time it gets to the blt call it hasn't actually finished loading the image into the cache.
Try calling the load_bitmap earlier in the script, ideally as...
I think what Draw is asking for is a way of having an actor who can have a weapon or a shield in their offhand, if they have the dual wield feature.
This is not possible without a plug in, although I expect one exists already
Sorry, I am still getting used to the new Plug in method- I forgot i can't just send people code any more!
You'll have to save it into a file with the exact name "KaimonkeyMouseFace.js", then see if it work!
Whoops, looked like there were still some bugs anyway-...
Working on mapping using RPGTools to create parallax maps using PVgames tiles/assets. It's super cool... but mapping is still something I drag my feet on getting done. I hate this but love the math parts of design, which is the opposite of a lot of dev's around, I think. It really do be different strokes for different folks.