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KingHazeel

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  1. Having some problems with smoothness. If I place a pushable object in a larger map, the game will start to become really choppy. Strangely, if I comment out line 367 (which updates falling) then the game runs smoothly again. Is there any potential way to fix this?
  2. Another question. I'm using Sixth's 2nd plugin and I'm trying to use one of the commands: custom_move_route(:stay_in_range,5,$game_map.events[36]) it works fine...until event 36 dies. At this point, the Ally/Enemy should focus on something else. Instead they just run around randomly. Is there a way to fix this?
  3. How do you use it? When I try, there's a script conflict and I can't save...
  4. @Black Mage Can you please show me what you did exactly or share your version of the script? I don't know anything about Ruby and I'm having the same problem right now.
  5. KingHazeel

    Tidloc's Minimap

    How do you get this to work? My map won't show up in the mini map. I've copy/pasted the outside area of the demo into my game and even that will show up, but none of my maps will.
  6. Does anyone have an example of how to use Pikakapi's aggro properly in enemy movement? Which is to say, how could I set an enemy so its focus is neutral and not biased towards the player (as with your typical monster) or biased towards another monster (set aggro). Also how do you use alignment? Every time I set enemies with alignments (i.e. <enemy 9> <alignment: TeamA> and <enemy 9> <alignment: TeamB>) they completely ignore everything that isn't the player. EDIT: OK so I removed Sixth's Bug Patch and Battle Royal Bug Patch...and now alignment works. That's unfortunate. Hopefully someone will find a way to fix that issue. EDIT 2: OK I don't know a single thing about ruby, but when I commented this section out from Sixth's original bug fix: --- unless $imported && $imported["SixthABSBattleRoyale"] def apply_self_effect(target, pop=true) target.battler.item_apply(@user.battler, @item) target.animation_id = animation $game_player.damage_pop.push(DamagePop_Obj.new(target)) @destroy_it = true end def update_damage if @user.battler.is_a?(Game_Actor) apply_damageto_enemy unless @tool_reverse_target if @tool_selfdamage || @tool_reverse_target apply_damageto_player apply_damageto_followers unless @ignore_followers end elsif @user.battler.is_a?(Game_Enemy) if $game_player.normal_walk? && !@tool_reverse_target apply_damageto_player apply_damageto_followers unless @ignore_followers end apply_damageto_enemy if @tool_selfdamage || @tool_reverse_target end end end and this section of the Battle Royale bug patch, enemies could damage allies again: def update_damage if @user.battler.is_a?(Game_Actor) or (@user.battler.is_a?(Game_Enemy) && @user.ally?) apply_damageto_enemy unless @tool_reverse_target if @tool_selfdamage || @tool_reverse_target apply_damageto_player apply_damageto_followers unless @ignore_followers end elsif @user.battler.is_a?(Game_Enemy) && !@user.ally? if $game_player.normal_walk? && !@tool_reverse_target apply_damageto_player apply_damageto_followers unless @ignore_followers end apply_damageto_enemy if @tool_selfdamage || @tool_reverse_target end end Not sure what the consequences of removing this are. The whole thing is likely a misunderstanding on my part, but hopefully this will at least narrow down the problem.
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