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#11 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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rpg-dutch

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I have added this script above and below everything, but still no go.

I did try something similar in the past

Under the "Battler" script I added...

-----------------------
DEFEAT_SELFSWITCH_IDS = {
1=>"A",
2=>"C"
}
--------------

under "System" I added


-------
selfswitch_id = XAS_BA_ENEMY::DEFEAT_SELFSWITCH_IDS[self.enemy_id]
if selfswitch_id != nil
$game_self_switches[[$game_map.map_id, self.id, selfswitch_id]] = true
$game_map.refresh
end
-------------

Would this add any conflicts?
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#12 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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mr_wiggles

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do you have my most recently updated script in the first post?
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#13 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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rpg-dutch

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yeah tried entering it again and still no go...

Sad
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#14 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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GeMinEye

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This is awesome Wiggles, I am going to use it if you're ok with it. Very Happy
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#15 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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mr_wiggles

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I looked at your scripts that you posted that your using again, do you have SDK (you don't need it and its not compatible with XAS)? also have you tired to position the re spawn timer script bellow all of your add on scripts? (some times its just a matter of placement)

Whats happening is that the variable in the game system is not being set, so i was looking at any thing that may have been preventing it. i can't find any thing, also those edits that you said you did you didn't need to do those. (why did you need to do it for that other script any ways?)

it may take time but don't worry we'll find a way to make this work for you. Very Happy

@gem - of course you can use it, that's why i posted it.

[edit]
i just realized that you where asking this about the same time that XAS 3.7 came out and this is for XAS 3.6 (does this at all change any thing?)

*script has been updated* Very Happy

(let me know if this fixed the error you where having with it)
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#16 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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rpg-dutch

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I have added it above, middle and bellow my additional addon scripts

I am using XAS 3.6

and i do have SDK if I remove it the game doesn't work any thoughts?

Check the spoiler

Spoiler:
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#17 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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rpg-dutch

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part 2 of sdk

Spoiler:
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#18 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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mr_wiggles

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have you used my most recent version of the script i recently updated.

for your SDK problem you have some add on scripts that use it like this one - Swap Dead Actor.
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#19 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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rpg-dutch

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Yeah tried your most recent version, still no luck
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#20 XAS - Respawn Timer - Page 2 Empty Re: XAS - Respawn Timer
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mr_wiggles

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well im sorry i have no clue then if the script was set up correctly in your data base it will work fine, i have tested this script in both 3.7 and 3,6 and it works in both of them. is it still the same problem?

(can you take a screen shot of what your database looks like?)
example:

*also still thinking it was my code, i tested more then once and even made a minor update with cleaner code.
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