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Everything posted by darthbirdy3
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It's a really obscure one written in Spanish by AndreMaker called Resident Evil Like Weapons System. The Link is incredibly hard to find and I downloaded it ages ago.
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Is there a way to make it only runs once, so if you catch it then it closes and can't be used again or if it gets away it still closes?
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Thank you so much for the reply! Now I'm assuming you put this in the damage formula for the jump skills. I tried this and the player did not take damage. Any ideas as to why? EDIT: NVM let me try something. EDIT: Okay, so it all works, but is there a way for the enemy to have the spiky state from the start instead of having it be inflicted
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It doesn't work. It just fails over and over
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Theolized Sideview Battle System (Version 1.4 + Patch!)
darthbirdy3 replied to TheoAllen's topic in Completed Scripts/Plugins/etc.
Is it possible to make this battle system compatible with four characters? I made it so there are four there, but the fourth one is far off screen in the upper left corner.- 513 replies
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- theolized
- sideview battle
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(and 3 more)
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Trouble with sound effects and graphics in Conditional Branch button press
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
This issue is solved. Can someone close it? -
Change Graphic with timer issue
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
NVM I fixed it myself. Can someone close this post? -
Change Graphic with timer issue
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
The wait halts all movement. The event is button activated via script and goes with Victor's Free Jump. If I use a wait, the jump stops in midair. I didn't say anything because I didn't think it mattered much to the issue. The same issue happens without the scripts, so I didn't bother mentioning them. Edit: Also, if it is on parallel process the entire event just loops. EDIT: Ok, so the attached picture is what I've came up with, but now the event only works half the time. Other times it doesn't -
Trouble with sound effects and graphics in Conditional Branch button press
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
I got time I guess. I'm on summer vacation, so I got a lot of time. -
Trouble with sound effects and graphics in Conditional Branch button press
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
How would you set this all up exactly? -
Trouble with sound effects and graphics in Conditional Branch button press
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
That solves the sound issue. As for the graphic, it's only there for a split second before it disappears, but thank you so much for the sound fix. -
Trouble with sound effects and graphics in Conditional Branch button press
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
I need it for the platforms. Also, it sucks because there is no compatibility for for followers, but if you could cook something up, that'd be great. -
Trouble with sound effects and graphics in Conditional Branch button press
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
That fixed the looping problem, but now the SE doesn't play every time. It plays randomly instead of each time the button is pressed. The same case goes for the changing graphic. Also, now the graphic is there for such a short time it's not even noticeable. Thank you for fixing my first problem though. I might have a fix, probably not though I'm tired and not thinking to clearly, I was going to suggest using an event exit process method if Akod's way didn't work. Mind me ask what skript if all are you using to queue the jump and SE? Depending on the script you could just queue a SE on a sub side of the effect, it may be unstable with some script but only very poorly written one's. I might pass out before you respond though :/ I'm using Victor's Jump script. The SE is not apart of the script and since it's Mario I feel that it's kind of important to have one. -
Trouble with sound effects and graphics in Conditional Branch button press
darthbirdy3 replied to darthbirdy3's topic in Editor Support and Discussion
That fixed the looping problem, but now the SE doesn't play every time. It plays randomly instead of each time the button is pressed. The same case goes for the changing graphic. Also, now the graphic is there for such a short time it's not even noticeable. Thank you for fixing my first problem though. -
Resident Evil 4 Style Grid Based Inventory
darthbirdy3 replied to darthbirdy3's topic in Programming
I have a crafting script combining within the grid is not necessary -
Resident Evil 4 Style Grid Based Inventory
darthbirdy3 replied to darthbirdy3's topic in Programming
I've got the writers permission to convert it, so let's work out some details. -
Resident Evil 4 Style Grid Based Inventory
darthbirdy3 replied to darthbirdy3's topic in Programming
I'll contact the creator and get back to you with an answer. Thanks so much. I know. I feel the same way. I saw it when I didn't need it, but now that I do it's gone without a trace. If this doesn't fall through other I'll still take other suggestions. Thank You. -
May I ask how you actually got it to work with Battle symphony? It just ignores it for me.
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Hunger/Thirst/Sleep System
darthbirdy3 replied to Bravo2Kilo's topic in Completed Scripts/Plugins/etc.
Anyone? Anyone at all able to help? -
Falcao Pearl ABS Liquid V3 update
darthbirdy3 replied to Falcao's topic in Completed Scripts/Plugins/etc.
Your question is complicatd and most people here aren't scripters with knowledge about this script - Falcao is MIA busy with stuff so its just not likely, sorry. Getting script help is very rare when it requires more than a bit of time. If you PM Falcao he might respond, its about 15% in my experience. Like what Dymdez said, these are scripting issues. However for the second one and the third one you might be able to use eventing instead of scripting. For the blood splatter do you want it to come from the enemy and splatters to the ground or do you want it to look like it hits the computer screen? You could use the animation when = hit note tag. Go in your animation database make a blood splatter animation and position it so it looks like it comes from the enemy. For issue 3, you want human npcs attacking zombie npcs? Set the event to parallel process and event movement and animations so it looks like they are fighting. These are things I came up with of the top of my head and are not tested. For the blood splatter: I'd like it to splatter out of the enemy when you shoot or hit them, like particle effects if that makes sense. It wouldn't have to stay on the ground, just splatter out when you hit them. I've tried it with making blood as a part of the sprites, but it doesn't fly that way. It just sort of floats then disappears. And I'll try the second part. It's just cuz human npc's have the guns and it's op since they just shoot you and hardly miss and I was curious if they could attack the zombies as well as me, so they are less over powered. And thank you for a response. I've been waiting for days.


