
Hackel":2vjtbw7e said:the hit grafik isn´t animatet
even if you have more frames it will only show the first
Hackel":2vjtbw7e said:use for the death the normal DEF_ANI funktion
Rainbird":1u81cn1e said:Hackel":1u81cn1e said:the hit grafik isn´t animatet
even if you have more frames it will only show the first
but is it possible to animate the hit graphic?
Yeah = ( And that same problem keeps happening. Do you want me to upload my game so you can figure it out? I'm not sure if that's the best plan of action but I'm willing to do anything to make this workHackel":15tkhefo said:have you try to teleport you ally with a call script?
then you have to write $game_map.spawn(map,id,x,y)
map = your ally map
id = the ID of the event from your ally
x = x
y = y
# $game_map.spawn(map_id,id,x,y)
class Spriteset_Map
def refresh
$game_map.need_refresh = true
unless @character_sprites == nil
for sprite in @character_sprites
sprite.dispose
end
end
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
end
end
class Game_Map
def spawn(map_id,id,x,y)
x = 1
([email=1..@events.size]1..@events.size[/email] + 1).each{|x|break unless @events.keys.include?(x)}
map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
ev = map.events[id]
ev.id = x
@events[x] = Game_Event.new(@map_id, ev)
@events[x].moveto(x, y)
return @events[x].id
end
end
class Scene_Map
attr_accessor :spriteset
alias playerspawn transfer_player
def transfer_player
playerspawn
if XAS_ALLY::AUTO_TELE == true
x = $game_player.x
y = $game_player.y
map = XAS_ALLY::ALLY_MAPID
@telemap = load_data(sprintf("Data/Map%03d.rxdata", map))
for i in @telemap.events.keys
id = i
$game_map.spawn(map,id,x,y)
$scene.spriteset.refresh
$game_system.caterpillar.refresh
$game_player.refresh
end
end
end
end
OMG YES IT WORKED :cute: Thank you so much. * hugs *Hackel":2t3rqf99 said:ohh i found a problem
please replace the teleport script with this
PS: the MAX_ACTOR thing is now with no funktion
 def attack_on
  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  Â
   end  Â
    shoot(XAS_ALLY::NORMAL_ATTACK_SKILL)
  @collision_attack = true
  if img_act_exist?  Â
  @character_name = @page.graphic.character_name + "_Act"
  end
 end
 def attack_off
  @collision_attack = false
  @character_name = @page.graphic.character_name
 end
end
 def attack_on
  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  Â
   end  Â
    shoot(XAS_ALLY::NORMAL_ATTACK_SKILL)
  @collision_attack = true
  if img_act_exist?  Â
  @character_name = @page.graphic.character_name + "_Act"
  end
 end
 def attack_off
  @collision_attack = false
  if img_act_exist?
  @character_name = @page.graphic.character_name
 end
end
end
StarGGundam2":3j573t4f said:I just added in the if img_act_exist? on the thing. Cause some of my enemies don't have ACT's
I don't know. It stopped giving me the error after I added that little bit. It might be something else thenHackel":3n4g5sgk said:StarGGundam2":3n4g5sgk said:I just added in the if img_act_exist? on the thing. Cause some of my enemies don't have ACT's
yes but on the attack_off method you dont need the Act graphic
Rainbird":382ybtli said:but is it possible to animate the hit graphic?
StarGGundam2":382ybtli said:A skilled Eventor should be able to accomplish this. I can but I don't feel like drawing Animated hits for my characters.
module XAS
ANI_HIT = true
end
Hackel":34tn9zcx said:it won´t work with my ally system but i will add this in the next version
module XAS
ANI_HIT = true
end
#
#
#A=>B
#A = enemy id
#B = number of frames (for the HIT graphic)
module XAS_BATTLER
HIT_FAMES = {
}
end