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> Vampyr SABS 12 & Verus Tempus Proelium, Modified 24 March 2010
Speed@
post Jun 22 2009, 06:49 AM
Post #81


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Remove jens009's Enemy HP Bar, ABS allready has this addon.
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Paper PokéMaste...
post Jun 22 2009, 06:59 AM
Post #82


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I should also remove Critical Flash?

I've checked the FPS of various maps, and on the first map (all black, the character is invisible) has 60FPS.
In the player's house, the FPS drops to 12, and hovers between 10 and 13.
When you go outside, there's water tiles, and a moving chicken and some other moving characters. It's FPS is between 5 and 7.
On the world map, where I have the areas and stuff for the ABS, the FPS drops to 1.

This post has been edited by Paper PokéMaster: Jun 22 2009, 07:08 AM


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drebenk
post Jun 22 2009, 08:59 AM
Post #83


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@buny so

1. OK I got it the state releases after the amount of frames set in the state's notes regardless of the other release conditions.

2 and 3. I'll wait and see if Vlad will make this to be possible. Animation for the bomb at the place where the bomb sprite is not on the enemies and setting multiple bombs on the map. One more thing about the bomb is that it would be nice if it is possible for the bomb to use animated graphic too. Just like ranged weapons and skills can use animated graphic it would be nice if the same is possible to be done with the bomb. An animated graphich which don't move - since the bomb is stationary.

5. I'll try to find which lines are responsible for that text and edit them.

6. As for the item to show in the right slot I mean this:

In ABS 7 if I assign item with key 4 this will put the item in the first item slot leaving the second and third item slots empty (same goes for skills too). If I assign item with key 5 this will put the item in the second item slot leaving the first and third item slots empty.

In ABS 8 if I assign item with key 5 this will put the item in the first items slot not the second one. So then if I assign another item with key 4 the item will be put in the first item slot and the item assigned with key 5 will be put to the second item slot.

Since I have a custom HUD with numbered slots I don't want to assign items the way ABS 8 does it. This is because if I assign item with key 5 the item goes in the first slot of my HUD which is slot 4. This way the player would think that he must cast that item with key 4.

So Vlad can you leave the assigment of items and skills in the slots the way it was in ABS 7 and ABS6?


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vladislaus
post Jun 22 2009, 12:16 PM
Post #84


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News
* Fixed bug of non-animation when bomb explodes, and added option to player throw more then one bomb;
* added weapons and shields for monsters (I has forgotten xD);
* Fixed bug when ally dies;
* Fixed bug of line 178 "defending for nil";

I'll add more some options, if someone have a idea, send-me an email and i see if is good or no to i add on system ;D

PS: i still not posted this fixes

This post has been edited by vladislaus: Jun 22 2009, 12:16 PM


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drebenk
post Jun 22 2009, 03:32 PM
Post #85


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@vlad so now the bomb item can be assigned a graphic (a graphic with 12 frames as the arrow graphic) before it explodes? What I wanted for the bomb is the option to put such a graphic like the ones you can put for ranged weapons (for example the arrow).

Also is the bomb playing an animation (from the animations tab in the database) when it explodes only in the tiles on which the bomb is or the bomb play the animation on the enemies which are near it when it explodes.


One more request - can you include a slim XP bar under the MP bar?

And one more - can you add 5 slots for skills (keys 1, 2, 3, 4 and 5) and 5 slots for items (keys 6, 7, 8, 9 and 0)? Right now 3 slots for skills and 3 slots for items are way to little for action RPGs.

BTW will you make the key assigment for items and skills the way it was in ABS 7 and ABS 6? This way people with custom HUDs (ones with numerated slots for items and skills) can use them.


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Delyv
post Jun 23 2009, 01:30 AM
Post #86



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When I use some spell like fire to enemy it gives error
'Game Range' line 231: LocalJumpError occured
unexpected next

And that line is:
next if self.target == enemy

But this only happens to enemies created by event
For enemies created by that new area function it works.

huh.gif
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reijubv
post Jun 23 2009, 02:19 AM
Post #87


It's been awhile lol
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@Paper PokéMaster
I think Stealth Detection System that makes your game lag,
try turning it off or don't use too many events that uses SDS,
also try to reduce the amount of parallel process events!
Combine parallel process events into 1, if possible

Also, some HUD scripts can create lag if the hud is refreshed every frames.


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vladislaus
post Jun 23 2009, 05:29 AM
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QUOTE (Delyv @ Jun 23 2009, 06:30 AM) *
When I use some spell like fire to enemy it gives error
'Game Range' line 231: LocalJumpError occured
unexpected next

And that line is:
next if self.target == enemy

But this only happens to enemies created by event
For enemies created by that new area function it works.

huh.gif


Bug Fixed!


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vladislaus
post Jun 23 2009, 03:09 PM
Post #89


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I posted the ABS8 with all the fixes an i added EXP Bar as wishes.
Download on my blog

This post has been edited by vladislaus: Jun 23 2009, 03:10 PM


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drebenk
post Jun 23 2009, 03:36 PM
Post #90


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@vlad thanks again mate. I'm downloading it right now. When I try it I'll post my impressions on it.

Edit.

So I've tried the new ABS and it worked great. First of all I wish to thank you that you've added the XP bar and the animation of the exploding bomb to be displaied only at the tile on which the bomb is. Also thanks for the the ability to put multiple bombs on the map.

Now I only wish those three things to be added:

1. To be able to assign a graphic for the bomb item (bomb) before it explodes. What I wanted for the bomb is the option to put 12 frames graphic such as the graphic you can put for ranged weapons (for example the arrow) and for ranged skills. This way we will be able to make our bomb blink before it explodes.

2. Will you make the key assigment for items and skills the way it was in ABS 6? This way people with custom HUDs (ones with numerated slots for items and skills) can use them. Right now if you have the first two item or skill slots empty and if you assign an item to key E or a skill to key 3 the item and skill go in the first item and skill slot. Then if you assign item or skill to key q or 1 the icon which displays in the first slot moves to the second one. This is very annoying when you use a custom HUD since I have numbers on my slots (the image of my HUD has numbers drawn below the slots). So please make item and skill assigment to put the skills and items directly to the slot representing the assigment key. For example you press key 3 and the skill goes in the third skill slot. You press key E and the item goes in the third item slot. This was the way in which the skills and items were assigned in ABS6.

3. Can you add 5 slots for skills (keys 1, 2, 3, 4 and 5) and 5 slots for items (keys 6, 7, 8, 9 and 0)? Right now 3 slots for skills and 3 slots for items are way to little for action RPGs.


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vladislaus
post Jun 23 2009, 04:32 PM
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QUOTE (drebenk @ Jun 23 2009, 08:36 PM) *
3. Can you add 5 slots for skills (keys 1, 2, 3, 4 and 5) and 5 slots for items (keys 6, 7, 8, 9 and 0)? Right now 3 slots for skills and 3 slots for items are way to little for action RPGs.


Edit ABS Config.ini to add more hotkeys, if you don't know how edit it, download on my blog the Configuration Tool


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buny
post Jun 23 2009, 05:28 PM
Post #92


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@Vlad
can i request the Bar like in your cursed blessing?
i mean the base is likely different...
how can you make the other bar...
likely stamina?

can i make the bar with number?
how?


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[Show/Hide] Requiem SABS


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beelzibub
post Jun 23 2009, 06:17 PM
Post #93


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Can anyone tell me how to make a custom death handler with the requiem abs script. Ive tried most of the things i know but it seems the script or the game itself never reads the if statements i have set up and no matter what i put it always takes me to the gameover screen so if anyone could tell me how to do it and actually explain it that would be great. Thanks.
~Beelzibub~


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xaeon
post Jun 23 2009, 11:45 PM
Post #94



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i know this is kinda a irritance of a request, but could somebody please make a small snippet of code that places the HP value on top of the
green bar in the hud? Same for MP. I just seems alot more... professional, then a large green/blue bar.
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drebenk
post Jun 24 2009, 12:30 AM
Post #95


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@vlad so I did it. I added two more keys for the skills and items in the brackets in the ABSConfig.ini file. The thing is that for my items I've made the keys to be 6, 7, 8, 9 and 0. When I assign items to those keys i get the items ordered like so - item 7, item 8, item 9, item 0 and item 6. Why items 6 which should be the first in the line appears on the last place?

Also for my other two request will you help me with them (they are both very important, please):

1. To be able to assign a graphic for the bomb item (bomb) before it explodes. What I wanted for the bomb is the option to put 12 frames graphic such as the graphic you can put for ranged weapons (for example the arrow) and for ranged skills. This way we will be able to make our bomb blink before it explodes.

2. Will you make the key assigment for items and skills the way it was in ABS 6? This way people with custom HUDs (ones with numerated slots for items and skills) can use them. Right now if you have the first two item or skill slots empty and if you assign an item to key E or a skill to key 3 the item and skill go in the first item and skill slot. Then if you assign item or skill to key q or 1 the icon which displays in the first slot moves to the second one. This is very annoying when you use a custom HUD since I have numbers on my slots (the image of my HUD has numbers drawn below the slots). So please make item and skill assigment to put the skills and items directly to the slot representing the assigment key. For example you press key 3 and the skill goes in the third skill slot. You press key E and the item goes in the third item slot. This was the way in which the skills and items were assigned in ABS6.


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buny
post Jun 24 2009, 12:51 AM
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What kind of game do you making at drebenk??
it's all script request...
i think it's super game..
good luck...~


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Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!!
[Show/Hide] LASSSSTTTTT ONE
clever you are the 99999999 visitors who open this get outta here!!!!!
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drebenk
post Jun 24 2009, 03:10 AM
Post #97


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@buny I'm creating a survival action RPG game (the first game of this genre). The thing is that my request for the key assigment to be as in ABS6 is due to the fact that in ABS6 and versions before it you can use custom HUD graphics (I have numbers with a specific font drawn on the slots in the HUD). The way the items and skills are assigned in ABS 8 doesn't allow you to use custom HUD graphics.

As for the bomb graphic think of it. The arrow uses a graphic, the ranged weapons and magic also can use a graphic why can't the bomb items use a graphic? If this is possible you'll be able to make your bomb blink before it explodes - this means that the player knows the bomb is active and not just an icon.


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erthia
post Jun 24 2009, 04:29 AM
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Hey, I just wanted to report an error. In game range you are still missing @destroy = true at the beginning of the hurt definitions. WHen an enemy attacks it will hit an ally or character sevreal times more than it should. In addition the mosters can deal damage to each other when a ranged attack is used. I fixed that as well. Just copy this version of Game Range over the old one.

NOTE: The explosion skill does not work properly. WHen an enemy uses it it only attacks 1 person as if it were a single ranged skill.

Here is the fix:

QUOTE
#------------------------------------------------------------------------------
# Game Range
#------------------------------------------------------------------------------
class Game_Range < Game_Character

attr_accessor :draw
attr_accessor :destroy

def initialize(parent, chara_name="", chara_index=0, speed=4, range=5, type=3)
super()
@parent = parent
@character_name = chara_name
@character_index = chara_index
@move_speed = speed
@range = range
@type = type
@step = 0
@destroy = false
@draw = false
@moving = false
@direction = @parent.direction
moveto(@parent.x, @parent.y)
case @type
when 1
@item = @parent.actor.equips[0]
when 2
if @parent.actor.two_hands_legal?
@item = @parent.actor.equips[0]
else
@item = @parent.actor.equips[1]
end
when 3...5
@item = @parent.assigned_skill
when 5...7
@item = @parent.assigned_item
end
end

def update
super
return if @destroy
@destroy = (@step > @range)
return unless stopping?
case @item.path
when "Line"
unless @moving
@move_route = RPG::MoveRoute.new
for i in 0...@range
@move_route.list.insert(0, RPG::MoveCommand.new(12))
end
@moving = true
end
when "Boom"
unless @moving
@move_route = RPG::MoveRoute.new
@move_route.list = [
RPG::MoveCommand.new(12),
RPG::MoveCommand.new(12),
RPG::MoveCommand.new(12),
RPG::MoveCommand.new(12),
RPG::MoveCommand.new(12),
RPG::MoveCommand.new(13),
RPG::MoveCommand.new(13),
RPG::MoveCommand.new(13),
RPG::MoveCommand.new(13),
RPG::MoveCommand.new(13),
RPG::MoveCommand.new()]
@range = @move_route.list.size-1
@moving = true
end
when "Circle"
unless @moving
$game_player.anime_attack = 70
@move_route = RPG::MoveRoute.new
@move_route.list = [
RPG::MoveCommand.new(37),
RPG::MoveCommand.new(4),
RPG::MoveCommand.new(2),
RPG::MoveCommand.new(1),
RPG::MoveCommand.new(1),
RPG::MoveCommand.new(3),
RPG::MoveCommand.new(3),
RPG::MoveCommand.new(4),
RPG::MoveCommand.new(4),
RPG::MoveCommand.new(2),
RPG::MoveCommand.new()]
@range = @move_route.list.size-1
@moving = true
end
when "Jump"
unless @moving
@move_route = RPG::MoveRoute.new
case @parent.direction
when 2
dir = 0, 3
when 4
dir = -3, 0
when 6
dir = 3, 0
when 8
dir = 0, -3
end
@move_route.list = [
RPG::MoveCommand.new(14, [dir[0], dir[1]]),
RPG::MoveCommand.new()]
@moving = true
end
when "Random"
unless @moving
@move_route = RPG::MoveRoute.new
for i in 0...@range
@move_route.list.insert(0, RPG::MoveCommand.new(9))
end
@moving = true
end
end
@move_route.skippable = true
move_type_custom
check_event_trigger_touch(@x, @y) unless jumping?
@step += 1
end

def check_event_trigger_touch(x, y)
return if @destroy
if @parent.is_a?(Game_Event) or @parent.is_a?(Game_Monster)
hurt_hero if $game_player.pos?(x, y) and @type == 3
end
for ally in $game_allies
next if ally.nil?
if @parent.is_a?(Game_Event) or @parent.is_a?(Game_Monster)
hurt_ally(ally) if ally.pos?(x, y) and @type == 3
end
end
for monster in $game_monsters
next if monster.nil?
next unless monster.pos?(x, y)
case @type
when 1
hurt_monster_weapon_right(monster)
when 2
hurt_monster_weapon_left(monster)
when 3
hurt_monster_skill(monster)
when 4
hurt_enemy_skill_explode
when 5
hurt_monster_item(monster)
when 6
hurt_enemy_item_explode
end
end
for event in $game_map.events.values
next if @parent.is_a?(Game_Event)
next unless event.in_battle and event.pos?(x, y)
case @type
when 1
hurt_enemy_weapon_right(event)
when 2
hurt_enemy_weapon_left(event)
when 3
hurt_enemy_skill(event)
when 4
hurt_enemy_skill_explode
when 5
hurt_enemy_item(event)
when 6
hurt_enemy_item_explode
end
end
end

def hurt_hero
@destroy = true
return if self.target == $game_player
return if $game_player.actor.dead?
self.target = $game_player
$game_player.animation_id = @parent.assigned_skill.animation_id
$game_player.actor.skill_effect(@parent.actor, @parent.assigned_skill)
$game_player.jump(0,0)
end

def hurt_ally(ally)
@destroy = true
return if self.target == ally
return if ally.actor.dead?
self.target = ally
ally.animation_id = @parent.assigned_skill.animation_id
ally.actor.skill_effect(@parent.actor, @parent.assigned_skill)
ally.jump(0,0)
end

def hurt_enemy_weapon_right(enemy)
@destroy = true
return if self.target == enemy
return if enemy.actor.dead? or enemy.object
if @parent.actor.weapons[0].ammo1 != nil
enemy.animation_id = @parent.actor.equips[0].ammo1.animation_id
else
enemy.animation_id = @parent.actor.atk_animation_id
end
return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @parent.actor.weapon_id or
enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
self.target = enemy
enemy.actor.attack_effect(@parent.actor)
enemy.jump(0,0) unless enemy.puzzle
enemy.target = @parent
end

def hurt_enemy_weapon_left(enemy)
@destroy = true
return if self.target == enemy
return if enemy.actor.dead? or enemy.object
if @parent.actor.two_swords_style
@weapon = @parent.actor.weapons[1]
else
@weapon = @parent.actor.weapons[0]
end
if @weapon.ammo2 != nil
enemy.animation_id = @weapon.ammo2.animation_id
else
enemy.animation_id = @parent.actor.atk_animation_id2
end
return if enemy.kill_with_weapon > 0 and enemy.kill_with_weapon != @weapon.id or
enemy.kill_with_skill > 0 or enemy.kill_with_item > 0
self.target = enemy
enemy.actor.attack_effect(@parent.actor)
enemy.jump(0,0) unless enemy.puzzle
enemy.target = @parent
end

def hurt_enemy_skill(enemy)
@destroy = true
return if self.target == enemy
return if enemy.actor.dead? or enemy.object
enemy.animation_id = @parent.assigned_skill.animation_id
return if enemy.kill_with_weapon > 0 or enemy.kill_with_item > 0 or
enemy.kill_with_skill > 0 and enemy.kill_with_skill != @parent.assigned_skill.id
self.target = enemy
enemy.actor.skill_effect(@parent.actor, @parent.assigned_skill)
enemy.jump(0,0) unless enemy.puzzle
enemy.target = @parent
end

def hurt_enemy_item(enemy)
@destroy = true
return if self.target == enemy
return if enemy.actor.dead? or enemy.object
enemy.animation_id = @parent.assigned_item.animation_id
return if enemy.kill_with_weapon > 0 or enemy.kill_with_skill > 0 or
enemy.kill_with_item > 0 and enemy.kill_with_item != @parent.assigned_item.id
self.target = enemy
enemy.actor.item_effect(@parent.actor, @parent.assigned_item)
enemy.jump(0,0) unless enemy.puzzle
enemy.target = @parent
end

def hurt_enemy_skill_explode
@destroy = true
for monster in $game_monsters
next if monster.nil?
next if self.target == monster
next if monster.actor.dead?
next unless in_range?(self, monster, @parent.assigned_skill.area)
self.target = monster
monster.animation_id = @parent.assigned_skill.animation_id
monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
monster.jump(0,0)
monster.target = @parent
end
for event in $game_map.events.values
@destroy = true
next unless event.in_battle
next if self.target == event
next if event.actor.dead? or event.object
next unless in_range?(self, event, @parent.assigned_skill.area)
self.target = event
event.animation_id = @parent.assigned_skill.animation_id
next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_skill.id
event.actor.skill_effect(@parent.actor, @parent.assigned_skill)
event.jump(0,0) unless event.puzzle
event.target = @parent
end
end

def hurt_enemy_item_explode
@destroy = true
for monster in $game_monsters
next if monster.nil?
next if self.target == monster
next if monster.actor.dead?
next unless in_range?(self, monster, @parent.assigned_item.area)
self.target = monster
monster.animation_id = @parent.assigned_item.animation_id
monster.actor.item_effect(@parent.actor, @parent.assigned_item)
monster.jump(0,0)
monster.target = @parent
end
for event in $game_map.events.values
@destroy = true
next unless event.in_battle
next if self.target == event
next if event.actor.dead? or event.object
next unless in_range?(self, event, @parent.assigned_item.area)
self.target = event
event.animation_id = @parent.assigned_item.animation_id
next if event.kill_with_weapon > 0 or event.kill_with_item > 0 or
event.kill_with_skill > 0 and event.kill_with_skill != @parent.assigned_item.id
event.actor.item_effect(@parent.actor, @parent.assigned_item)
event.jump(0,0) unless event.puzzle
event.target = @parent
end
end

def hurt_monster_weapon_right(monster)
@destroy = true
return if self.target == monster
return if monster.actor.dead?
self.target = monster
if @parent.actor.weapons[0].ammo1 != nil
monster.animation_id = @parent.actor.equips[0].ammo1.animation_id
else
monster.animation_id = @parent.actor.atk_animation_id
end
monster.actor.attack_effect(@parent.actor)
monster.jump(0,0)
monster.target = @parent
end

def hurt_monster_weapon_left(monster)
@destroy = true
return if self.target == monster
return if monster.actor.dead?
self.target = monster
if @parent.actor.two_swords_style
@weapon = @parent.actor.weapons[1]
else
@weapon = @parent.actor.weapons[0]
end
if @weapon.ammo2 != nil
monster.animation_id = @weapon.ammo2.animation_id
else
monster.animation_id = @parent.actor.atk_animation_id2
end
monster.actor.attack_effect(@parent.actor)
monster.jump(0,0)
monster.target = @parent
end

def hurt_monster_skill(monster)
@destroy = true
return if self.target == monster
return if monster.actor.dead?
self.target = monster
monster.animation_id = @parent.assigned_skill.animation_id
monster.actor.skill_effect(@parent.actor, @parent.assigned_skill)
monster.jump(0,0)
monster.target = @parent
end

def hurt_monster_item(monster)
@destroy = true
return if self.target == monster
return if monster.actor.dead?
self.target = monster
monster.animation_id = @parent.assigned_item.animation_id
monster.actor.item_effect(@parent.actor, @parent.assigned_item)
monster.jump(0,0)
monster.target = @parent
end

def map_passable?(x, y)
return $game_map.range_passable?(x, y)
end

end


This post has been edited by erthia: Jun 24 2009, 05:32 AM
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vladislaus
post Jun 24 2009, 08:11 AM
Post #99


Maker Senior
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Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful




* Explosion Skills fixed for the monsters and Event enemies


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erthia
post Jun 24 2009, 09:31 AM
Post #100


Level 6
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Group: Member
Posts: 88
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RM Skill: Undisclosed




Good job, working great. The only thing left to do is put the "@destroy = true" at the beginning of the hurt definitions so the enemy doesn't do a repeat attack.

Would it be possible to make it so that if an ally or an enemy with a ranged weapon keeps a little distance back from its target rather than always following?

QUOTE (vladislaus @ Jun 24 2009, 08:11 AM) *
* Explosion Skills fixed for the monsters and Event enemies

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