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Help with NeoABS 1.5

Nachos

Sponsor

Hey guys, I'm using NeoABS 1.5 by Mr.Mo.
I copies and psted the script with no problems, I also copied all the images.
But when I play the game, an error comes up:

Script '  o Player Process' Line 457 :NoMethodError Ocurred
undefined method `dash_lenght´for nil:NilClass

Help? :cry:


Code:
#===============================================================================
# ** NeoABS - www.unknowncoders.com
#-------------------------------------------------------------------------------
# Author    Mr.Mo "Muhammet Sivri"
# Version   1.0
# Date      11/25/07 (m/d/y)
#===============================================================================
module UCoders
class NeoABS
  #-----------------------------------------------------------------------------
  # * Player Update
  #-----------------------------------------------------------------------------
  def update_player
    $game_player.update_states
    #Keep the current party leader updated
    actor = $game_party.actors[0]
    #Update click time
    @button_mash -= 1 if @button_mash > 0; return if @button_mash > 0
    # Check Defend key
    if CAN_DEFEND && Input.press?(DEFEND_KEY)
      return player_defend
    else
      actor.guarding = false
    end
    return if $game_temp.message_window_showing
    #Check Ranged attack
    if Input.trigger?(Attack_Key) || Input.press?(Attack_Key)
      #Check State Effect
      $game_party.actors[0].states.each { |id| return if STUN_EFFECT.include?(id) || PARALAYZE_EFFECT.include?(id) }
      return player_range if Range_Weapons.has_key?(actor.weapon_id); return player_melee
    end
    return if @enemies.empty? 
    #Check for Skill attacks
    actor.skill_keys.each_key { |key| next if actor.skill_keys[key].nil? || actor.skill_keys[key] == 0 || !Input.trigger?(key)
      $game_party.actors[0].states.each { |id| return if STUN_EFFECT.include?(id) || PARALAYZE_EFFECT.include?(id) || MUTE_EFFECT.include?(id) }
      id = actor.skill_keys[key]
      return player_explode(id) if Range_Explode.has_key?(id); return player_skill(id)}
    #Check Item
    check_item
  end
  #--------------------------------------------------------------------------
  # * Player Ranged Attack
  #--------------------------------------------------------------------------
  def player_range
    actor = $game_party.actors[0]
    #Get the weapon
    w = Range_Weapons[actor.weapon_id]
    #Return if the ammo isn't there
    return if w[3] != 0 && $game_party.item_number(w[3]) == 0
    $game_player.animation_id = $data_weapons[actor.weapon_id].animation1_id
    #Add mash time
    @button_mash = (w[5].nil? ? Default_Mash*10 : w[5]*10)
    #Delete an ammo
    $game_party.lose_item(w[3], 1) if w[3] != 0
    #Make the attack
    @range.push(Game_Ranged_Weapon.new($game_player, actor, actor.weapon_id))
    #Animate
    return if w[7].nil?
    animate($game_player, w[7].to_s,w[8]) if Player_Animation
  end
  #--------------------------------------------------------------------------
  # * Player Melee Attack
  #--------------------------------------------------------------------------
  def player_melee
    actor = $game_party.actors[0]
    return if $data_weapons[actor.weapon_id].nil?
    #Get all enemies
    @enemies.each_value { |e|
      #Skip NIL values || dead enemies
      next if e.nil? || e.dead?
      #Skip the enemy if its not close by || not facing
      next if !$game_player.in_direction?(e.event) || !$game_player.in_range?(e.event, 1)
      # Skip if the enemy is an ally && can't hurt allies.
      next if !Can_Hurt_Ally && !e.hate_group.include?(0)
      # Show Weapon Aniamtion
      $game_player.animation_id = $data_weapons[actor.weapon_id].animation1_id
      #Add mash time
      m = Melee_Custom[actor.weapon_id]
      if !m.nil? && !m[0].nil?
        @button_mash = m[0]*10
      else
        @button_mash = Default_Mash*10
      end
      #Attack the enemy
      e.effect_attack(actor)
      #Get Animation
      a = $data_weapons[actor.weapon_id].animation2_id
      # Hit enemy if the attack succeeds
      if e.behavior(1).include?(6)
        hit_enemy(e, actor, a) if e.damage != "Miss"
        e.damage = nil 
      else
        hit_enemy(e, actor, a) if e.damage != "Miss"
      end
      #Jump
      jump(e.event, $game_player, Melee_Custom[actor.weapon_id][1]) if Melee_Custom[actor.weapon_id] != nil && e.damage != "Miss"
      #Animate the player
      if Melee_Custom[actor.weapon_id] != nil && Melee_Custom[actor.weapon_id][2].nil?
        animate($game_player, "_melee") if Player_Animation
      elsif Melee_Custom[actor.weapon_id] != nil
        m = Melee_Custom[actor.weapon_id]
        animate($game_player, m[2].to_s,m[3]) if Player_Animation
      end
      # Increase Combo
      $game_player.combo_hit(1,@button_mash) if UCoders::Allow_Combo_Display && e.damage != "Miss"
      #Return if the enemy is dead
      return if enemy_dead?(e,actor)
      #Set the new target for the enemy
      e.battle_setup(0) 
    }
  end
  #--------------------------------------------------------------------------
  # * Player Defend
  #--------------------------------------------------------------------------
  def player_defend
    actor = $game_party.actors[0]
    actor.guarding = true
    @Default_Mash = DEFEND_MASH
    animate($game_player,DEFEND_ANIMATION.to_s) if Player_Animation
  end
  #--------------------------------------------------------------------------
  # * Player Skill Attack
  #--------------------------------------------------------------------------
  def player_skill(id)
    actor = $game_party.actors[0]
    #Get Skill
    skill = $data_skills[id]
    #Return if the skill doesn't exist
    return if skill.nil? || !actor.skills.include?(skill.id) || !actor.can_use_skill?(skill)
    # Show Animation
    $game_player.animation_id = skill.animation1_id
    #Animate
    if Skill_Custom.has_key?(id)
      l = Skill_Custom[id]
      animate($game_player, l[2].to_s,l[3]) if Player_Animation
    else
      animate($game_player, "_cast") if Player_Animation
    end
    id = skill.id
    #Activate Common Event
    if skill.common_event_id > 0
      # Common event call reservation
      $game_temp.common_event_id = skill.common_event_id
    end
    #Get the skill scope
    case skill.scope
    when 1 # Enemy
      # If the skill is ranged
      if Range_Skills.has_key?(skill.id)
        # Add to range
        @range.push(Game_Ranged_Skill.new($game_player, actor, skill))
        # Take off SP
        actor.sp -= skill.sp_cost
        w = Range_Skills[id]
        # Add mash time
        return @button_mash = (w[3].nil? ? Default_Mash*10 : w[3]*10)
      end
      if !Skill_Custom[id].nil?
        @button_mash = (Skill_Custom[id].nil? ? Default_Mash*10 : Skill_Custom[id] != nil && Skill_Custom[id][0] != nil ? Skill_Custom[id][0]*10 : Default_Mash*10)
      else
        @button_mash = Default_Mash*10
      end
      # If the skill is not ranged
      enemies = []
      # Get all enemies
      @enemies.each_value { |enemy| next if enemy.nil? or enemy.dead? or (!enemy.hate_group.include?(0) && !Can_Hurt_Ally) or !UCoders.in_screen?(enemy.event)
        enemies.push(enemy) }
      e = $game_player
      # Order them from closest to the farthest
      enemies.sort! {|a,b|
      get_range(e.event,a.event) - get_range(e.event,b.event) }
      # Return if enemies = nil
      return if enemies[0].nil?
      # Attack the closest one
      enemies[0].effect_skill(actor, skill)
      # Take off SP
      actor.sp -= skill.sp_cost
      # Show Animetion on enemy
      if enemies[0].behavior(1).include?(6)
        hit_enemy(enemies[0], actor, skill.animation2_id) if enemies[0].damage != "Miss"
        enemies[0].damage = nil 
      else
        hit_enemy(enemies[0], actor, skill.animation2_id) if enemies[0].damage != "Miss"
      end
      e = enemies[0]
      jump(e.event, $game_player, Skill_Custom[id][1]) if Skill_Custom[id] != nil && e.damage != "Miss"
      # Return if enemy is dead 
      return if enemy_dead?(enemies[0],actor)
      # If its alive, put it in battle
      return enemies[0].battle_setup(0)
    when 2 # All Emenies
      # Play the animation on player
      $game_player.animation_id = skill.animation2_id
      # Take off SP
      actor.sp -= skill.sp_cost
      id = skill.id
      # If the skill is ranged
      if Range_Skills.has_key?(skill.id)
        enemies = get_all_range($game_player, Range_Skills[skill.id][0])
        w = Range_Skills[id]
        # Add mash time
        @button_mash = (w[3].nil? ? Default_Mash*10 : w[3]*10)
      else
        if Skill_Custom[id] != nil
          @button_mash = (Skill_Custom[id].nil? ? Default_Mash*10 : Skill_Custom[id] != nil && Skill_Custom[id][0] != nil ? Skill_Custom[id][0]*10 : Default_Mash*10)
        else
          @button_mash = Default_Mash*10
        end
        enemies = @enemies
      end
      return if enemies.nil? || enemies.empty?
      #Get all enemies
      enemies.each_value { |e|  next if e.nil? or e.dead? or (!Can_Hurt_Ally && e.hate_group.include?(0) or !UCoders.in_screen?(enemy.event))
        #Attack enemy
        e.effect_skill(actor, skill)
        #Show Animetion on enemy
        if er.behavior(1).include?(6)
          hit_enemy(e, actor, 0) if e.damage != "Miss"
          jump(e.event, $game_player, Skill_Custom[id][1]) if Skill_Custom[id] != nil && e.damage != "Miss" 
          e.damage = nil 
        else
          hit_enemy(e, actor, 0) if e.damage != "Miss"
          jump(e.event, $game_player, Skill_Custom[id][1]) if Skill_Custom[id] != nil && e.damage != "Miss" 
        end
        #Skip this enemy if its dead 
        next if enemy_dead?(e,actor)
        return e.battle_setup(0) }
    when 3..4, 7 #User
      if Skill_Custom[id] != nil
        @button_mash = (Skill_Custom[id].nil? ? Default_Mash*10 : Skill_Custom[id] != nil && Skill_Custom[id][0] != nil ? Skill_Custom[id][0]*10 : Default_Mash*10)
      else
        @button_mash = Default_Mash*10
      end
      #Use the skill on the player
      actor.effect_skill(actor, skill)
      #Take off SP
      actor.sp -= skill.sp_cost
      #Play animation
      return $game_player.animation_id = skill.animation2_id
    end
  end
  #--------------------------------------------------------------------------
  # * Player Explode Attack
  #--------------------------------------------------------------------------
  def player_explode(id)
    actor = $game_party.actors[0]
    #Get Skill
    skill = $data_skills[id]
    #Return if the skill doesn't exist
    return if skill.nil? || !actor.skills.include?(skill.id) || !actor.can_use_skill?(skill)
    w = Range_Explode[skill.id]
    # Show Animation
    $game_player.animation_id = skill.animation1_id
    #Add mash time
    @button_mash = (w[4] == nil ? MASH_TIME*10 : w[4]*10)
    #Animate
    if Skill_Custom.has_key?(id)
      l = Skill_Custom[id]
      animate($game_player,l[2].to_s,l[3]) if Player_Animation
    else
      animate($game_player,"_cast") if Player_Animation
    end
    #Add to range
    @range.push(Game_Ranged_Explode.new($game_player, actor, skill))
    #Take off SP
    return actor.sp -= skill.sp_cost
  end
  #--------------------------------------------------------------------------
  # * Check Item
  #--------------------------------------------------------------------------
  def check_item
    actor = $game_party.actors[0]
    #Check for item usage
    $game_player.item_keys.each_key { |key|
      next if $game_player.item_keys[key].nil? || $game_player.item_keys[key] == 0 || !Input.trigger?(key)
      $game_party.actors[0].states.each { |i| return if STUN_EFFECT.include?(i) }
      item = $data_items[$game_player.item_keys[key]]
      return $game_system.se_play($data_system.buzzer_se) if !$game_party.item_can_use?(item.id) && (!item.is_a?(RPG::Weapon) || !item.is_a?(RPG::Armor))
      # If items are used up; Play buzzer SE
      return $game_system.se_play($data_system.buzzer_se) if $game_party.item_number(item.id) == 0
      # Case Typ
      case item
      when RPG::Item
        # If effect scope is an ally
        if item.scope >= 3
          # Apply item use effects to target actor
          target = $game_party.actors[0]
          used = target.item_effect(item)
          # If an item was used
          if used
            #Show animation on player
            $game_player.animation_id = item.animation1_id 
            # Play item use SE
            $game_system.se_play(item.menu_se)
            # If consumable; Decrease used items by 1
            $game_party.lose_item(item.id, 1) if item.consumable
            $game_player.item_keys[key] = 0 if $game_party.item_number(item.id) == 0
            # If all party members are dead; Switch to game over screen
            return game_over(true) if $game_party.all_dead?
            # If common event ID is valid; Common event call reservation
            return $game_temp.common_event_id = item.common_event_id if item.common_event_id > 0
            # If effect scope is other than an ally
          end
        else
          # If command event ID is valid
          if item.common_event_id > 0
            # Command event call reservation
            $game_temp.common_event_id = item.common_event_id
            # Play item use SE
            $game_system.se_play(item.menu_se)
            # If consumable; Decrease used items by 1
            $game_party.lose_item(item.id, 1) if item.consumable
            $game_player.item_keys[key] = 0 if $game_party.item_number(item.id) == 0
          end
        end
      when RPG::Weapon
        # Save old equipment
        
        #actor.equip(0, item.nil? ? 0 : item.id)
      when RPG::Armor
        #actor.equip(, item == nil ? 0 : item.id)
      end
    }
  end
  #--------------------------------------------------------------------------
  # * Revive Actor
  #--------------------------------------------------------------------------
  def revive_actor
    items = []
    # Get the item that revives
    $game_party.items.each_key { |i| 
      next if $game_party.items[i] == 0 || $game_party.items[i].nil?
      item = $data_items[i]
      next if !item.minus_state_set.include?(Death_State_ID) || item.scope < 3
      items.push(i)
    }
    # If list is empty
    if items.empty? or !Revive
      game_over(false)
    else
      i = rand(items.size)
      item = $data_items[items[i]]   
      # If effect scope is an ally
      if item.scope >= 3
        # Apply item use effects to target actor
        target = $game_party.actors[0]
        used = target.item_effect(item)
        # If an item was used
        if used
          #Show animation on player
          @animation_id = item.animation1_id 
          # Play item use SE
          $game_system.se_play(item.menu_se)
          # If consumable; Decrease used items by 1
          $game_party.lose_item(item.id, 1) if item.consumable
          # If all party members are dead; Switch to game over screen
          return game_over(true) if $game_party.all_dead?
          # If common event ID is valid; Common event call reservation
          return $game_temp.common_event_id = item.common_event_id if item.common_event_id > 0
          # If effect scope is other than an ally
        end
      else
        # If command event ID is valid
        if item.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = item.common_event_id
          # Play item use SE
          $game_system.se_play(item.menu_se)
          # If consumable; Decrease used items by 1
          $game_party.lose_item(item.id, 1) if item.consumable
        end
      end
    end
  end
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) && refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor
  attr_accessor :attacking_id, :skill_keys, :guarding, :enemy_id
  #-----------------------------------------------------------------------------
  # * Setup
  #-----------------------------------------------------------------------------
  alias mrmo_abs_game_actor_setup setup
  def setup(actor_id)
    mrmo_abs_game_actor_setup(actor_id)
    @attacking_id = -UCoders::Max_Actors
    @skill_keys = UCoders::Skill_Keys
    @guarding = false
    @enemy_id = 0
  end
  #-----------------------------------------------------------------------------
  # * Get Range
  #-----------------------------------------------------------------------------
  def get_range(object)
    x = (event.x - object.x) * (event.x - object.x)
    y = (event.y - object.y) * (event.y - object.y)
    r = x + y
    r = Math.sqrt(r)
    return r.to_i
  end
  #-----------------------------------------------------------------------------
  # * Behavior
  #-----------------------------------------------------------------------------
  def behavior(r=0)
    return []
  end
  #--------------------------------------------------------------------------
  # * Get its current enemy
  #--------------------------------------------------------------------------
  def my_enemy
    id = @attacking_id; return (id <= 0 ? $game_party.actors[id.abs] : $NeoABS.enemies[id])
  end
  #-----------------------------------------------------------------------------
  # * Event
  #-----------------------------------------------------------------------------
  def event; return $game_player; end
  #--------------------------------------------------------------------------
  # * Setup(e_id) - Sets up against new enemy
  #--------------------------------------------------------------------------
  def battle_setup(e_id)
    # Set Up Enemy
    @attacking_id = e_id
  end
  #--------------------------------------------------------------------------
  # * Restore the Movement Type(Enemy)
  #--------------------------------------------------------------------------
  def restore_setup
    @attacking_id = -UCoders::Max_Actors
  end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants && map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================
class Game_Player
  #-----------------------------------------------------------------------------
  # * Instance Variables
  #-----------------------------------------------------------------------------
  attr_reader :dashing, :sneaking, :sneak_min, :dash_min
  attr_accessor :movable, :attacking_id, :fade, :item_keys
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super
    @dashing = @sneaking = false
    @movable = true
    @mold_speed = 0
    @dash_min = $NeoABS.dash_lenght*10
    @sneak_min = $NeoABS.sneak_lenght*10
    @attacking_id = -UCoders::Max_Actors
    @fade = false
    @item_keys = UCoders::Item_Keys # Hotkeys for items
  end
  #--------------------------------------------------------------------------
  # * ID
  #--------------------------------------------------------------------------
  def id; return 0; end
  def actor; return $game_party.actors[0]; end
  def event; return self; end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias mrmo_game_player_update update
  def update
    update_dash if $NeoABS.allow_dash
    update_sneak if $NeoABS.allow_sneak
    mrmo_game_player_update
  end
  #--------------------------------------------------------------------------
  # * Update States(Frame)
  #--------------------------------------------------------------------------
  def update_states
    # For Player
    actor.states.each { |id| next if !UCoders::States.has_key?(id); state = UCoders::States[id]; next if state == 0
      add_state_effect(state,id) if actor.state_time == 0
      actor.state_time += 1
      if actor.state_time >= state
        $game_party.actors[0].remove_state(id)
        actor.state_time = 0
        return remove_state_effects(id)
      end
      update_states_effects(id)
    }
   if actor.hp > 0 && actor.slip_damage? && (Graphics.frame_count % 40) == 0 && !moving?
      actor.hp -= [actor.maxhp / 100, 1].max
      if actor.hp == 0
        $game_system.se_play($data_system.actor_collapse_se)
        if UCoders::Next_Leader && !$game_party.all_dead?
          $NeoABS.move_forward
        else
          $NeoABS.revive_actor
        end
      end
      $game_screen.start_flash(Color.new(255,0,0,128), 4)
    end
  end
  #--------------------------------------------------------------------------
  # * Add State Effect(State, ID)
  #--------------------------------------------------------------------------
  def add_state_effect(state,id)
    if UCoders::DAZZLE_EFFECT.include?(id)
      $game_screen.start_tone_change(Tone.new(200, 200, 130, 0), 20)
    elsif UCoders::BLIND_EFFECT.include?(id)
      $game_screen.start_tone_change(Tone.new(-200,-200,-200, 0), 50)
    elsif UCoders::STUN_EFFECT.include?(id)
      @movable = false
    elsif UCoders::SLEEP_EFFECT.include?(id)
      @movable = false
    elsif UCoders::PARALAYZE_EFFECT.include?(id)
      if @sneaking || @dashing
        @move_speed = @mold_speed
        @sneaking = @dashing = false
      end
      @mold_speed = @move_speed
    elsif UCoders::DELAY_EFFECT.include?(id)
      if @sneaking || @dashing
        @move_speed = @mold_speed
        @sneaking = @dashing = false
      end
      @mold_speed = @move_speed
    end
  end
  #--------------------------------------------------------------------------
  # * Update State Effect(State, ID)
  #--------------------------------------------------------------------------
  def update_states_effects(id)
    if UCoders::PARALAYZE_EFFECT.include?(id)
      @move_speed = 1
    elsif UCoders::DELAY_EFFECT.include?(id)
      @move_speed = 2
    elsif UCoders::SPEED_UP.include?(id)
      @dash_min = $NeoABS.dash_lenght*10
    elsif UCoders::LIGHT_FEET.include?(id)
      @sneak_min = $NeoABS.sneak_lenght*10
    end
  end
  #--------------------------------------------------------------------------
  # * Removve State Effect(State, ID)
  #--------------------------------------------------------------------------
  def remove_state_effects(id)
    if UCoders::STUN_EFFECT.include?(id)
      @movable = true
    elsif UCoders::DAZZLE_EFFECT.include?(id)
      $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 50)
    elsif UCoders::BLIND_EFFECT.include?(id)
      $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 50)
    elsif UCoders::SLEEP_EFFECT.include?(id)
      @movable = true
    elsif UCoders::PARALAYZE_EFFECT.include?(id)
      @move_speed = @mold_speed
    elsif UCoders::DELAY_EFFECT.include?(id)
      @move_speed = @mold_speed
    end
  end
  #--------------------------------------------------------------------------
  # * Update Dash
  #--------------------------------------------------------------------------
  def update_dash
    if Input.press?(UCoders::Dash_Key) && @dash_min > 0 && !@sneaking && @movable
      $game_party.actors[0].states.each { |id|
        return if UCoders::CLUMSY_EFFECT.include?(id) || UCoders::PARALAYZE_EFFECT.include?(id) || UCoders::DELAY_EFFECT.include?(id) }
      if moving?
        @mold_speed = @move_speed if !@dashing
        @character_name = "#{@character_name}#{_dashing}" if !@dashing && UCoders::Dash_Animation_Show
        @dashing = true
        @move_speed = $NeoABS.dash_speed
        @dash_min -= 1
      else
        @dash_min += 1 if @dash_min < $NeoABS.dash_lenght*10
      end
    elsif @dashing || (@dash_min <= 0 && @dashing)
      @dashing = false
      @move_speed = @mold_speed if !@sneaking
      @character_name = @character_name.sub(/#{_dashing}/){} if UCoders::Dash_Animation_Show
    else
      @dash_min += 1 if @dash_min < $NeoABS.dash_lenght*10
    end
  end
  #--------------------------------------------------------------------------
  # * Update Sneak
  #--------------------------------------------------------------------------
  def update_sneak
    if !@dashing && Input.press?(UCoders::Sneak_Key) &;;& @sneak_min > 0 && @movable
      #Check State Effect
      $game_party.actors[0].states.each { |id|
        return if UCoders::CLUMSY_EFFECT.include?(id) || UCoders::PARALAYZE_EFFECT.include?(id) || UCoders::DELAY_EFFECT.include?(id)}
      if moving?
        @mold_speed = @move_speed if !@sneaking
        self.character_name = "#{@character_name}#{SNEAK_ANIMATION}" if !@sneaking && UCoders::Sneak_Animation_Show
        @sneaking = true
        @move_speed = $NeoABS.sneak_speed
        @sneak_min -= 1
      else
        @sneak_min += 1 if @sneak_min < $NeoABS.sneak_lenght*10
      end
    elsif @sneaking || (@sneak_min <= 0 && @sneaking)
      @sneaking = false
      @move_speed = @mold_speed if !@dashing
      self.character_name = @character_name.sub(/#{SNEAK_ANIMATION}/){} if UCoders::Sneak_Animation_Show
    else
      @sneak_min += 1 if @sneak_min < $NeoABS.sneak_lenght*10
    end
  end
  #--------------------------------------------------------------------------
  # * Player Movement Update
  #--------------------------------------------------------------------------
  alias mrmo_abs_game_player_moving? moving?
  def moving?
    return true if !@movable
    super
    mrmo_abs_game_player_moving?
  end
end


GAME SCRIPT

http://www.savefile.com/files/1364462
 

Nachos

Sponsor

I was becouse another script,
FIXED!

:cry:ANOTHER ERROR

When I'm trying to load, i get this: :dead:

_____________________________________________
Script " o Class Adition" Line 1227 :EOFError ocurred

End of file reached.
_____________________________________________
 

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