Excellent work so far, guys. I'm not sure if this was already addressed, but I'm trying to wrap my head around a mechanic I'd like to add called Attack of Opportunity that triggers when a unit moves away from an adjacent enemy that allows the enemy 1 free hit on the moving unit.
On that note...
@dopan Minor bug, when a summoned unit kills an enemy, I noticed they don't produce a grave. There were no console errors that I could detect.
EDIT: I've tried replicating the bug and for some reason, they're producing graves now. I did notice however that when the bug first happened, the...
I actually didn't test out the group revive script call, since I don't plan to use it. I tried it just now but it didn't work. This common event is what I use for single target revive (it revives 1 ally in order of event id on the map, as soon as it revives someone, it exits the code. You can...
You madman, I think you've done it! Graves appear 100% now! Revive works! Revived unit's produce graves on their new cell when they move and get killed again! Spawned reinforcements make graves too! Graves for everyone! Yay!
Alright, revive works, yay! I noticed if I kill the unit again after reviving him, his 2nd grave spawns at his previous grave location and not his current location.
Line 517 still had an extra parenthesis. After fixing that, I still get this error when trying to revive an actor:
this.unitRaise(eventID) uses actor's eventID, not the grave event ID, right? Just making sure.
I replaced my line 517 with your github edits and removed the extra parenthesis from " Game_Interpreter.prototype.unitRaise = function(eventID))" and graves return back to normal but revive still doesn't work. Can you show me what your revive skill looks like? Mine just targets a cell next to...
Alright I got good news and slightly bad news. :D
Graves now all function properly! this.addBattleEnemy and this.addBattleActor units all produce graves so far! Yay!
Slightly bad news is the revive functions in your plugin don't seem to work :p. When
this.unitRaise(8);
is called, for...
I wasn't actively testing summons from Shoukang's plugin, but after a quick test just now, it looks like they suffer from the same invisible grave problem too.
I do appreciate you adding the addBattler feature! I hope I don't sound nitpicky about it :)
EDIT: @dopan I did a quick test of...
Alright I think I finally figured it out after turning off all my plugins. Enemies spawned with
"this.addBattleEnemy(EventID, EnemyID, UnitID)" have like a 50-50 chance of spawning a grave. Certain enemy ID's just dont spawn a grave ever if they are spawned in battle using the...
Still getting blank/no graves after Turn 1 ends :(
Any enemies killed during turn 1 produce graves for sure. Any enemies that die after turn 1 don't produce graves.
I wonder if there would be a way to store/update all event X's and Y's in an array during the <type:afterAction> event box and use that to decide where graves will spawn? I have no idea what I'm talking about most of the time but, just throwing that out there.
Alright, new error time :D
Enemies will produce graves for a while...then after a few kills, they don't leave anything behind for some reason. Also, sometimes after an enemy dies, I get this console error message:
TypeError: Cannot read property '_erased' of undefined
at...
The trouble map is still giving me the same issue, but I've since then made a new map and things seem to be running smoothly. I'm just going to abandon that cursed map lol it's driving me crazy. Anyways...looks like everything works as intended so far! New enemy spawns now produce graves when...
There is certainly something odd happening...I copy pasted the map that had no errors and everything *seemed* okay. I killed some actors and enemies to see if they spawned graves, and most of them did. Some enemies for some reason would give me that error, though. They have a unit ID and a valid...
So I've made another map for battle, and now I get this error when any unit (enemy or actor) dies. Event note tags are correct and include <unit:x>, every actor and enemy has a designated grave on the correct map ID...blah blah blah...I can't figure out what's happening. I tried something odd...
Yay, it works! There was a minor error I had to fix on line 577
var actorID = battleUnit[1]._actorId;
I had to make the U in battleUnit uncapitalized, and now it works.
Minor request: Do you plan to add a plugin command or scriptcall to update grave data mid battle? I noticed when I add enemy...
All the artists on here always share their art, and I wanted to partake in the sharing. I wanted to show off the album art for my game's soundtrack while also showing off this song. I wanted to take a break from all the pianos/strings/jazz. I experimented with some side-chaining techniques to modulate the dub-step like synth.
Crazy idea to help people be more productive. We all upload a photo of someone who is good at nagging, cajoling, guilting, etc. you into doing what you should be doing. Then, after you have posted X amount of times in a defined period, that photo pops up with the text of "Shouldn't you be working on your game?" Just for fun.
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