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kimono
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Thanks for your response. I tried the last scripts.rxdata and it works well in your demo.
I wish to set only the trigger ctrl to switch the leader and talk to the follower(s) to change his behavior.
The script detects only if we put no direction and press enter or shift for interacting with the ally. Can you improve the detection?
I'll try it in my rmxp project and edit my post.
I wish to set only the trigger ctrl to switch the leader and talk to the follower(s) to change his behavior.
The script detects only if we put no direction and press enter or shift for interacting with the ally. Can you improve the detection?
I'll try it in my rmxp project and edit my post.
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LiTTleDRAgo
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script.rxdata updated (minor adjustment in DRG - Hotkey)
to disable ally menu in hotkeys
call script for ally menu when talking to event (place it inside event ally)
can you explain in more detail?
to disable ally menu in hotkeys
- Spoiler:
- you can found this piece of code in the DRG - Hotkey
- Code:
def update_execute
@actor = $game_party.actors[0]
refresh
return if !$scene.is_a?(Scene_Map)
return unless $game_player.can_base_update?
return unless $game_player.can_action?
return if $game_system.fly
return if $game_temp.instance_variable_get(:@platform_effect)
if (Input.press?(XAS_ALLY::INPUT_CHANGE_PARTY[0]))
refresh($game_party.actors)
(1..10).to_a.each {|s| equip($game_party.actors[s-1]) if
Input.hotkey_press?(Input::Hotkey[s])}
else
refresh
(1..10).to_a.each {|s| equip($game_player.hotkeys[s-1]) if
Input.hotkey_press?(Input::Hotkey[s])}
end
end
comment out this part
- Code:
(1..10).to_a.each {|s| equip($game_party.actors[s-1]) if
Input.hotkey_press?(Input::Hotkey[s])}
call script for ally menu when talking to event (place it inside event ally)
- Code:
event = get_character(@event_id)
actor = event.battler
$scene.hotkey_party_selection(actor)
The script detects only if we put no direction and press enter or shift for interacting with the ally. Can you improve the detection?
can you explain in more detail?
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kimono
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Here is the game and Ive got the same problem with the events when I add XAS Ally system:
https://www.dropbox.com/sh/ym038gf4717ytsu/DCFUK6lRIe
The player in your demo must press no up, down, left or right if he want to throw or activate an event. Can you change that even if the player moves, he can interact with any event?
https://www.dropbox.com/sh/ym038gf4717ytsu/DCFUK6lRIe
The player in your demo must press no up, down, left or right if he want to throw or activate an event. Can you change that even if the player moves, he can interact with any event?
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LiTTleDRAgo
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scripts.rxdata updated
map159.rxdata updated
map160.rxdata updated
map161.rxdata updated
if you download map160.rxdata, go to secret garden 02 with actor 1 and 2 in party,
then pick the crystal and give it to your party member
(you can look for example in that map how to "give" others what you pick)
by the way, in XAS Module (in MISC), there should be THROW_BUTTON, don't forget to change those to Input::SHIFT
map159.rxdata updated
map160.rxdata updated
map161.rxdata updated
if you download map160.rxdata, go to secret garden 02 with actor 1 and 2 in party,
then pick the crystal and give it to your party member
(you can look for example in that map how to "give" others what you pick)
by the way, in XAS Module (in MISC), there should be THROW_BUTTON, don't forget to change those to Input::SHIFT
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kimono
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Thanks for updating your script regularly.
It would be nice if you make a small note that explain the main commands and maybye a test zone.
It would be nice if you make a small note that explain the main commands and maybye a test zone.
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shogun3
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Enemies don't change to a hit pose when hurt, also they seem to focus their attention mainly on the ally, not attacking the player very often...
Granted I only copied the ally scripts onto my project, because of substantial edits I made on the XAS scripts. Is that the reason why these problems occour?
Granted I only copied the ally scripts onto my project, because of substantial edits I made on the XAS scripts. Is that the reason why these problems occour?
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LiTTleDRAgo
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scripts.rxdata updated
the enemy is should be focusing into the nearest party, so if player is not attacked very often, it's probably because your party member is nearer to the enemy
the enemy is should be focusing into the nearest party, so if player is not attacked very often, it's probably because your party member is nearer to the enemy
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thank you, now it works well
I have another question: is there a way to customize the moves of the allies on the map? for instance, I would like to have one of them throw arrows at enemies from a building top
I have another question: is there a way to customize the moves of the allies on the map? for instance, I would like to have one of them throw arrows at enemies from a building top
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LiTTleDRAgo
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create an event, name it
(example :)
set the move_frequency to 6 and use move route command (like a boss battle), set the move route to repeat and skippable
don't forget to add a script call "check_attacked" in the first line move route command or else your party member cannot be damaged by enemies
edit : check_attacked is no longer necessary
(example :
set the move_frequency to 6 and use move route command (like a boss battle), set the move route to repeat and skippable
edit : check_attacked is no longer necessary
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