
A Forgotten Legend":2w938rz8 said:I have a problem. I used you demo to begin creating my game. Everything was working fine. The only scripts I have added are the advanced title screen script by Dargor, the On-Screen Shop script by Woratana, and Map name pop-up script by Dargor.
I get this error message:
Script 'Sideview1'line 1200: NoMethodError occurred.
undefined method `skill learn?' for #<Game_Enemy:0x1ce44d8>
after an enemy uses Skill Sword.
I am in Test play.
I also have the enemy gauge, bow , dual attack, double attack, triple attack, and epic battle add-ons.
mudducky":uvfurmfx said:I am very amazed and pleased with this script, thank you for editing and translating it. It should help make games even more fun. xP.
Though, I heard somehow the large party script worked with this, I can't seem to get it working. If anyone could tell me what I need to do or doing wrong that would be really helpful, thanks.
I am using Dargor's Large Party script, along with the party changer and custom commands. I have tried removing 2 scripts and mixing them all around but nothing seem to work right.
Apparently some people have managed to successfully get a large party member with this script, so like I said any suggestions or support would be really helpful, thanks. xP
ricesteam":1dhktayt said:For the animated enemies battlers, is there a way to "equip" them with something? Right now, the enemies only attack with unarmed.
def weapon
case @enemy_id
when 1
return 0
end
# 上記ã
Gabriot":145d9sjr said:EDIT: And also which animations are used w/ each weapon? I'm guessing it has something to do with the type (I have new types aside from melee and slashing) but I still can't find where to edit this?
EDIT: Also how to you properly have back attacks occur at random?
BACK_ATTACK = true
Kylock":29rlcwnd said:Weapon animations are determined by the Animation setting on the Weapons tab in the game database.
Gabriot":251kx58m said:Kylock":251kx58m said:Weapon animations are determined by the Animation setting on the Weapons tab in the game database.
I'm talking about like whether or not the character dashes after the enemy or not? For instance, I made a rapier element which is seperate from the "slashing" element. All the new items I make that are "slashing" dash after the enemy and hit them, but the "rapier element weapons only take a step foward and slash them.
What I want to know is how do I make the "rapier" element weapons dash at the enemy like the "slashing" ones do?
That probably uses the cut-in commands. It can be done, but it will take some playing around with the animation segments.Marco":251kx58m said:
theroseliesdead":2b4eznhj said:I have a question I love your 2-man and 4-man skills but when I tried to use them they don't work but they work in the demo.thx
No. I suppose it could be made to work that way, but since the script is already written to work one way, it would be silly to rewrite those functions to do it another way. In the end, it all amounts to the same effect.wsensor":2b4eznhj said:Kylock... instead of a hash is there a way to make it read an attack animation/weapon or whatever through the enemies note section?
theroseliesdead":1hkg66ub said:sorry for the nubishness and if you don't mind me asking what's a unique skill
?