Can someone modify this to work for XAS please?
http://www.fileden.com/files/2007/5/2/1 ... oject3.zip
http://www.fileden.com/files/2007/5/2/1 ... oject3.zip
def attack2_on(x)
if self.battler.is_a?(Game_Enemy) and
(self.battler.states.include?(XAS::MUTE_ID) or
self.battler.states.include?(XAS::SEALATTACK_ID))
@collision_attack = false
self.battler.damage = XAS::SEALED_TEXT
self.battler.damage_pop = true
return false
end
@collision_attack = true
if img_act_exist?
x = g.to_s
@character_name = @page.graphic.character_name + "_[" + x + "]Act
end
end
def attack_on
def img2_act_exist?(y)
begin
x = y.to_s
RPG::Cache.character("[" + x + "]_" + @page.graphic.character_name + "_Act" , @page.graphic.character_hue)
rescue
return false
end
return true
end
def attack2_on(y)
if self.battler.is_a?(Game_Enemy) and
(self.battler.states.include?(XAS::MUTE_ID) or
self.battler.states.include?(XAS::SEALATTACK_ID))
@collision_attack = false
self.battler.damage = XAS::SEALED_TEXT
self.battler.damage_pop = true
return false
end
@collision_attack = true
x = y.to_s
if img2_act_exist?(y)
@character_name = "[" + x + "]_" + @page.graphic.character_name + "_Act"
end
end
Hackel":emg7wrci said:now you can use attack2_on(x) for attacks (x = the number of frames)