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[Resolved]HELP WITH MR MOS ABS, WHEN PARTY LEADER DIES...

Hi, as you can tell from my title, my enemies don't respond when the current party leader dies.

I am using Mr. Mo's ABS 5.5, and since my game is centered around character development, I don't want to have to go one character just because of this minor issue.

In the script, you are able to set the BOOLEAN value to true or false if you want the party leader to change after the current one dies. If it is false, the party leader changes to the next one in line, and so does the character graphic, skills, etc. So basically, the next actor in line becomes playable while the knocked out one is given a knocked out state.

So what happens is that when the party leader (the initial playable character) loses all of his hp, the character changes to the next character in my party as I indicated. However, at that point, all of the moving enemies on the map stop moving, don't attack, and just stand there. I can attack them, but they don't even attempt to harm me. Even worse, after they die and respawn, they still have no intention of moving or attacking.

I suspect it has something to do with updating the enemies when the party leader dies. I don't know how clearer to explain it or how much more I can help you help me.

Is there a way I can fix this? Like add something in that he forgot to put? Should i post the script? Anyone? Hello?!? I'm so alone... :lol:
 

poccil

Sponsor

I would guess that the Interpreter is stuck on the script because the script evaluated to false.  In that case, add a semicolon, then the word "true".  Here's an example (I'm not familiar with the ABS, but I believe I know what the problem is):

Code:
xxx=false; true
 
ragnaroa":mqjrhibd said:
Sorry Glitch, I can't post the script. It's actually Mr. Mo's ABS EVE, as in Event vs Event, he opened a thread for ABS EVE and Lite. And I'm sure it's not compatibility Nachito, because I removed all my script and the problem still persists. And I didn't catch it at the demo because there was only one party member at the time...

Link:http://www.rmxp.org/forums/index.php?topic=19796.0

OK, I just made 2 edits to the script to make it work. Here goes.

Insert the following code at line 880, just after the code "def update_enemy_battle(enemy)"

Code:
@enemy = enemy

Then, insert the following code at line 1517, just after the code "move_forward"

Code:
restore_movement(@enemy)

That fixed it for me, at least. (Oh, and you might want to make sure that your actors have different character sprites, the fact that the first two in his demo had the same sprite confused me the first time I ran this fix)

EDIT: Try downloading the newest demo. It appears that he fixed the error himself. I just removed the codes I made, and it worked just fine.
 

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