RMMZ Check if enemy is dead - VisuStella Action Sequences

Arctica

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When you use "enemy index x", you need to replace the x with the actual numerical index of the enemy that you want. Unfortunately, there is not a way to use a variable for the index, so you don't really have a good way to calculate a reasonable value to use for the index in this type of situation. You'd have to use a ton of if statements, to test each possible index.

It'd probably be better to use the target action sequences, like ATT_Turan suggested. Unfortunately, I'm responding from mobile right now, so it'd be really hard for me to try to show you how to use it. I'd recommend checking the example in the wiki one more time, and then try to implement it. If it still doesn't work, then show us exactly how you tried to do it, and tell us what happened when you tried to use it.
Can you use array.findIndex ?
JavaScript:
const enemies = $gameTroop.members()
const targetIndex = enemies.findIndex(enemy => enemy === $target)
$gameVariables.setValue(n, targetIndex)
I'm just speculating.
 

mobiusclimber

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@ATT_Turan you sound upset about something. No idea what I've done to upset you. Thank you for the help so far. BTW, figured out what "opponents" refers to: if anyone's curious, you can use "opponents" if you're making an action sequence that can be used by both allies and enemies. So if the enemy is using it, the opponents are player characters, and if a player character is using it, the opponents are the enemy characters. Seems useful in limited situations, but the documentation doesn't explain it, near as I could tell.

As for why I made a label for the random target thing, it's because I tried it without a label and it did nothing. So then I tried it with a label. And it still did nothing. I always TRY to figure this stuff out on my own before posting for helping.

And finally, I didn't post the whole action sequence b/c it's long and has several unrelated conditional branches. But I know it's acknowledging when the enemy is dead bc I put a display message there and I get the message. It's just the rest of the stuff that doesn't work. And really, sometimes it works sort of and some times not at all (except the message). Like, the player character won't move, but they'll attack twice instead of once. Other times they'll just stand there for a second and then go back to the home position.

Here's the whole action sequence (in this case I left the "Untitled" on the jump to label, but I've also cleared that and left it blank and I get the same result):

Code:
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
:              :Display Action = true
:              :Immortal: On = false
:              :Battle Step = true
:              :Wait For Movement = true
:              :Cast Animation = true
:              :Wait For Animation = true
  ◆If:Guy2XAttack is ON
    ◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
    :              :Targets = ["user"]
    ◆Wait:13 frames
    ◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
    :              :Targets = ["current target"]
    :              :Mirror Animation = false
    :              :Wait For Animation? = true
    ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
    :              :Targets = ["current target"]
    ◆If:Script:$target.isDead()
      ◆Text:None, None, Window, Bottom
      :    :huh?
      ◆Plugin Command:VisuMZ_1_BattleCore, TARGET: Random Target
      :              :Force Random? = true
      :              :Jump To Label = Untitled
      ◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
      :              :Targets (Moving) = ["user"]
      :              :Targets (Destination) = ["current target"]
      :              :Target Location = front base
      :              :Melee Distance = 24
      :              :Offset Adjustment = horz
      :              :Offset: X = 0
      :              :Offset: Y = 0
      :              :Duration = 12
      :              :Face Destination? = true
      :              :Movement Easing = Linear
      :              :Movement Motion = walk
      :              :Wait For Movement? = true
      ◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
      :              :Targets = ["user"]
      ◆Wait:13 frames
      ◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
      :              :Targets = ["current target"]
      :              :Mirror Animation = false
      :              :Wait For Animation? = true
      ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
      :              :Targets = ["current target"]
      ◆
    :Else
      ◆Text:None, None, Window, Bottom
      :    :whaaaa???
      ◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
      :              :Targets = ["user"]
      ◆Wait:13 frames
      ◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
      :              :Targets = ["current target"]
      :              :Mirror Animation = false
      :              :Wait For Animation? = true
      ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
      :              :Targets = ["current target"]
      ◆
    :End
    ◆
  :Else
    ◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
    :              :Targets = ["user"]
    ◆Wait:30 frames
    ◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
    :              :Targets = ["current target"]
    :              :Mirror Animation = false
    :              :Wait For Animation? = true
    ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
    :              :Targets = ["current target"]
    ◆
  :End
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
:              :Immortal: Off = true
:              :Wait For New Line = true
:              :Wait For Effects = true
:              :Clear Battle Log = true
:              :Home Reset = true
:              :Wait For Movement = true

@Arctica - what exactly does that do? Do I have to replace "n" with a variable number? How would I use that in an action sequence? Just as a script or in a conditional branch or...?
 

Arctica

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Yes you replace n with the variable number.(and without the 0 infront of it).

Nah, I don't think that can be used in the action sequence now that I think about it. If a field doesn't say "Can use JS code" then you can't put a script call there.
 

ATT_Turan

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Can you use array.findIndex ?
JavaScript:
const enemies = $gameTroop.members()
const targetIndex = enemies.findIndex(enemy => enemy === $target)
$gameVariables.setValue(n, targetIndex)
I'm just speculating.
You wouldn't need to do that, battlers have an index method you can use (e.g. $target.index() ) - however, Arthran said you can't use a variable in that plugin command, you have to actually type a number. Edit: Sorry, you replied just as I was clicking to post.

ATT_Turan you sound upset about something. No idea what I've done to upset you.
I don't know what you're talking about. What words did I use that would indicate I'm upset? O__o

Here's the whole action sequence
Unfortunately, I don't have any other suggestions. From reading it, it looks like it ought to work to me (except the Jump to Label part, of course). The possible exception would be if there isn't another enemy in the troop to target, but I'm presuming you're always testing with multiple enemies in the troop.

You can insert some error checking things, like right after the Target: Random Target command enter a script command like console.log("Target is " + $target.name()); and see what pops up in the play test console. That can help you see if there's some error with getting the new target.

Other than that, @Arthran or someone else who's actually used the plugin will have to give any more specific ideas.

You could make it more efficient by moving your Conditional Branch. If that first attack is going to happen regardless, why put it twice inside of the If and the Else? Just do
Attack
-If double attack switch is on
-- Do your stuff for the second attack

and that's it.
 
Last edited:

Arthran

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I tried out Random Target, Next Target, and Previous Target... and they didn't work for me either. Either they don't actually work the way that the wiki illustrates (in the outdated version of Battle Core that I'm currently using at least), or I'm misunderstanding their usage. But the good news is that I made a little extension that adds a new string you can use in the Targets field:
Code:
enemy index var x

If you replace x with a variable ID, it will grab an enemy index out of that variable. This allows us to use whatever logic we want in order to determine which target to attack. Here is an example action sequence that seems to work fine in my limited testing:

Code:
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
:              :Display Action = true
:              :Immortal: On = false
:              :Battle Step = true
:              :Wait For Movement = true
:              :Cast Animation = true
:              :Wait For Animation = true
◆Control Variables:#0010 Target = $target.index()
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
:              :Targets (Moving) = ["user"]
:              :Targets (Destination) = ["enemy index var 10"]
:              :Target Location = front base
:              :Melee Distance = 24
:              :Offset Adjustment = horz
:              :Offset: X = 0
:              :Offset: Y = 0
:              :Duration = 12
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
:              :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
:              :Targets = ["enemy index var 10"]
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
:              :Targets = ["enemy index var 10"]
◆If:Script:!$target.isDead()
  ◆Script:console.log('Initial target still alive');
  ◆Jump to Label:Attack Again
  ◆
:End
◆Script:const aliveEnemies = $gameTroop.aliveMembers();
:      :if (aliveEnemies.length > 0) {
:      :    const nextTarget = aliveEnemies[Math.randomInt(aliveEnemies.length)];
:      :    $gameVariables.setValue(10, nextTarget.index());
:      :} else {
:      :    console.log('No other targets to attack.');
:      :    // Jump to Label: End
:      :    this.command119(['End']);
:      :}
◆Script:console.log('Moving to new target.');
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
:              :Targets (Moving) = ["user"]
:              :Targets (Destination) = ["enemy index var 10"]
:              :Target Location = front base
:              :Melee Distance = 24
:              :Offset Adjustment = horz
:              :Offset: X = 0
:              :Offset: Y = 0
:              :Duration = 12
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Label:Attack Again
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
:              :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
:              :Targets = ["enemy index var 10"]
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
:              :Targets = ["enemy index var 10"]
◆Label:End
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
:              :Immortal: Off = true
:              :Wait For New Line = true
:              :Wait For Effects = true
:              :Clear Battle Log = true
:              :Home Reset = true
:              :Wait For Movement = true

In order for it to work, you'll have to add the attached plugin through your plugin manager, and make sure that it's below VisuStella Battle Core. Unfortunately, "enemy index var x" won't actually show up in the dropdown menu in the plugin command, but if you type it into the box, it'll work.
 

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  • Art_BCTargetExtension.js
    1.4 KB · Views: 2
Last edited:

ATT_Turan

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I tried out Random Target, Next Target, and Previous Target... and they didn't work for me either. Either they don't actually work the way that the wiki illustrates (in the outdated version of Battle Core that I'm currently using), or I'm misunderstanding their usage.
Perhaps they are intended to function with skills that have a multi-target scope? If you do, like, All Enemies, will those commands allow you to move around within the group?

I'm just guessing...again, that poor VisuStella documentation (or an entire set of commands that just doesn't work :guffaw:).
 

Arthran

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Perhaps they are intended to function with skills that have a multi-target scope? If you do, like, All Enemies, will those commands allow you to move around within the group?

I'm just guessing...again, that poor VisuStella documentation (or an entire set of commands that just doesn't work :guffaw:).
Yeah, it could be that a multi-target scope is required, but then I'm not even sure what the initial "current target" index would be in that case. It would definitely help if they would document the action sequence stuff better, or at least include a few more examples in the demo project.
 

mobiusclimber

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Wow, thanks @Arthran you're always coming through in a pinch with some amazing work! Really surprised the switching targets thing doesn't actually work for this, but I tried it every way I could think of and couldn't get it to happen, as well.
 

Arthran

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Wow, thanks @Arthran you're always coming through in a pinch with some amazing work! Really surprised the switching targets thing doesn't actually work for this, but I tried it every way I could think of and couldn't get it to happen, as well.
No problem. Let me know whether or not you manage to get my solution working.
 

caethyril

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By default an action has:
  • Candidates - for selection (sets action's target index);
  • Targets - for application (action effects apply to all targets).
Action sequences apply when the action is being performed, so I would expect stuff like Next Target to step through the action's current target list, not its selection candidates. No idea if that's really how it works, though. :kaoslp:
 

Trihan

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By default an action has:
  • Candidates - for selection (sets action's target index);
  • Targets - for application (action effects apply to all targets).
Action sequences apply when the action is being performed, so I would expect stuff like Next Target to step through the action's current target list, not its selection candidates. No idea if that's really how it works, though. :kaoslp:
I believe that's exactly right, caethyril. At this point the targets have already been selected from the available candidates, so those commands just loop through whatever targets it's been determined to have hit.
 

mobiusclimber

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Unfortunately, it still isn't working. Am I doing something wrong?

Code:
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
:              :Display Action = true
:              :Immortal: On = false
:              :Battle Step = true
:              :Wait For Movement = true
:              :Cast Animation = true
:              :Wait For Animation = true
◆Control Variables:#0044 Target = $target.index()
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
:              :Targets (Moving) = ["user"]
:              :Targets (Destination) = ["enemy index var 44"]
:              :Target Location = front base
:              :Melee Distance = 24
:              :Offset Adjustment = horz
:              :Offset: X = 0
:              :Offset: Y = 0
:              :Duration = 30
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
:              :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
:              :Targets = ["enemy index var 44"]
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
:              :Targets = ["enemy index var 44"]
◆If:Script:!$target.isDead()
  ◆Script:console.log('Initial target still alive');
  ◆Jump to Label:Attack Again
  ◆
:End
◆Script:const aliveEnemies = $gameTroop.aliveMembers();
:      ::      :if (aliveEnemies.length > 0) {
:      ::      :    const nextTarget = aliveEnemies[Math.randomInt(aliveEnemies.length)];
:      ::      :    $gameVariables.setValue(44, nextTarget.index());
:      ::      :} else {
:      ::      :    console.log('No other targets to attack.');
:      ::      :    // Jump to Label: End
:      ::      :    this.command119(['End']);
:      ::      :}
◆Script:console.log('Moving to new target.');
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
:              :Targets (Moving) = ["user"]
:              :Targets (Destination) = ["enemy index var 44"]
:              :Target Location = front base
:              :Melee Distance = 24
:              :Offset Adjustment = horz
:              :Offset: X = 0
:              :Offset: Y = 0
:              :Duration = 30
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Label:Attack Again
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
:              :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
:              :Targets = ["enemy index var 44"]
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
:              :Targets = ["enemy index var 44"]
◆Label:End
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
:              :Immortal: Off = true
:              :Wait For New Line = true
:              :Wait For Effects = true
:              :Clear Battle Log = true
:              :Home Reset = true
:              :Wait For Movement = true
 

Arthran

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Unfortunately, it still isn't working. Am I doing something wrong?

Code:
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
:              :Display Action = true
:              :Immortal: On = false
:              :Battle Step = true
:              :Wait For Movement = true
:              :Cast Animation = true
:              :Wait For Animation = true
◆Control Variables:#0044 Target = $target.index()
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
:              :Targets (Moving) = ["user"]
:              :Targets (Destination) = ["enemy index var 44"]
:              :Target Location = front base
:              :Melee Distance = 24
:              :Offset Adjustment = horz
:              :Offset: X = 0
:              :Offset: Y = 0
:              :Duration = 30
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
:              :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
:              :Targets = ["enemy index var 44"]
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
:              :Targets = ["enemy index var 44"]
◆If:Script:!$target.isDead()
  ◆Script:console.log('Initial target still alive');
  ◆Jump to Label:Attack Again
  ◆
:End
◆Script:const aliveEnemies = $gameTroop.aliveMembers();
:      ::      :if (aliveEnemies.length > 0) {
:      ::      :    const nextTarget = aliveEnemies[Math.randomInt(aliveEnemies.length)];
:      ::      :    $gameVariables.setValue(44, nextTarget.index());
:      ::      :} else {
:      ::      :    console.log('No other targets to attack.');
:      ::      :    // Jump to Label: End
:      ::      :    this.command119(['End']);
:      ::      :}
◆Script:console.log('Moving to new target.');
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
:              :Targets (Moving) = ["user"]
:              :Targets (Destination) = ["enemy index var 44"]
:              :Target Location = front base
:              :Melee Distance = 24
:              :Offset Adjustment = horz
:              :Offset: X = 0
:              :Offset: Y = 0
:              :Duration = 30
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Label:Attack Again
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
:              :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
:              :Targets = ["enemy index var 44"]
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
:              :Targets = ["enemy index var 44"]
◆Label:End
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
:              :Immortal: Off = true
:              :Wait For New Line = true
:              :Wait For Effects = true
:              :Clear Battle Log = true
:              :Home Reset = true
:              :Wait For Movement = true
I don't see any problems, but my brain has already clocked out for the night, so I could definitely be overlooking something. Can you please describe exactly what's happening?
 

mobiusclimber

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The player character is standing in place and attacking the same spot twice - once to kill the enemy and again that doesn't do anything. I don't think it even does a new damage popup, but it DOES make the sound like something's being hit.
 

Arthran

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The player character is standing in place and attacking the same spot twice - once to kill the enemy and again that doesn't do anything. I don't think it even does a new damage popup, but it DOES make the sound like something's being hit.
Weird. It's working fine for me, as far as I can tell. This is basically what you're trying to achieve, right?



Do you for sure have my extension plugin activated and underneath Battle Core?
 

mobiusclimber

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We~eird! Yes, and yes! That's exactly what I'm going for. And I do have your plugin activated and underneath the Battle Core plugin. I wonder why it isn't working for me. There's no other plugins that are required or anything, right? (Besides Core Engine, of course.)
 

Arthran

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We~eird! Yes, and yes! That's exactly what I'm going for. And I do have your plugin activated and underneath the Battle Core plugin. I wonder why it isn't working for me. There's no other plugins that are required or anything, right? (Besides Core Engine, of course.)
Just Battle Core and Core Engine are required. I don't know what the issue is. If you wanna zip up your project, upload it somewhere, and send me the link, I can try to figure out the problem. If you'd rather not send your actual project, you can send me a new project that replicates the issue. Otherwise, maybe something will dawn on me after I get a good night's sleep.
 

mobiusclimber

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So I put it in a new project I just started working on so there was no plugins except the default ones, and it still doesn't work. I changed the variable to 5 and changed it everywhere. I also tried changing whether the character has attack +1 in actor traits, but that made no difference. I am using it as a skill that I have replaced my normal attack with, using the Battle Commands function from Battle Core.

I'm not sure how I would send the project to you. I don't have a github account or anything, but if you know a good way to upload it and can't think of anything else, I could do something like that. LMK
 

Arthran

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So I put it in a new project I just started working on so there was no plugins except the default ones, and it still doesn't work. I changed the variable to 5 and changed it everywhere. I also tried changing whether the character has attack +1 in actor traits, but that made no difference. I am using it as a skill that I have replaced my normal attack with, using the Battle Commands function from Battle Core.

I'm not sure how I would send the project to you. I don't have a github account or anything, but if you know a good way to upload it and can't think of anything else, I could do something like that. LMK
If you zip it up, you can upload it to a file upload service, like Mega, workupload, MediaFire, etc. I think you can use the latter two without having to sign up for an account. Then you'll get a link to share it, and you can just PM the link to me.

Or if you have a Google account (like for gmail, or for an android phone), you should have access to Google Drive, and you could use that instead.
 

mobiusclimber

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Thanks again for all your help! It works perfectly now!
 

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Going live soon on Twitch, and will continue Fortunastreet's game "Verloren". For those who are curious, you are welcome to join ;)

-> Franz' Twitch channel
still cursed with having an issue then solving it myself as soon as someone else explains it to me/is trying to help.

sure hope nobody thinks im weird not responding to them after they're only trying to help.
Erecting a giant stone monolith and inscribing the words "keep it simple stupid" upon it.

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