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Hey U GUYZ!
Check out these two scripts Hackel made for XAS!
XAS 8-WAY! copy and paste under ADD-ON in script database (F9)
Now the hero can fire diagonally AND instead of rotating the sprites, just have the diagonal graphic for each tool named with a "_D"
here's an example:
XAS 8-WAY TERRAIN! copy and paste under ADD-ON in script database (F9)
to avoid any errors, make certain to edit your
XAS - Tool Effect
search for this line to read
if you're not familiar with the amazing bullet terrain script
click on the face
don't thank me, thank HACKEL!
Check out these two scripts Hackel made for XAS!
XAS 8-WAY! copy and paste under ADD-ON in script database (F9)
- Spoiler:
- Code:
# XAS 8-way directional shooting
# by Hackel
class Game_Character
def move_lower_left
turn_lower_left
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
@x -= 1
@y += 1
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
turn_lower_right
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
@x += 1
@y += 1
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
turn_upper_left
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
@x -= 1
@y -= 1
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
turn_upper_right
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
@x += 1
@y -= 1
increase_steps
end
end
def turn_lower_left
unless @direction_fix
@direction = 3
@stop_count = 0
end
end
def turn_lower_right
unless @direction_fix
@direction = 7
@stop_count = 0
end
end
def turn_upper_left
unless @direction_fix
@direction = 5
@stop_count = 0
end
end
def turn_upper_right
unless @direction_fix
@direction = 9
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * 1 Step Forward
#--------------------------------------------------------------------------
def move_forward
case @direction
when 2
move_down(false)
when 3
move_lower_left
when 4
move_left(false)
when 5
move_upper_left
when 6
move_right(false)
when 7
move_lower_right
when 8
move_up(false)
when 9
move_upper_right
end
end
def turn_right_90
case @direction
when 2
turn_left
when 3#lower left
turn_upper_left
when 4
turn_up
when 5#upper left
turn_upper_right
when 6
turn_down
when 7#lower right
turn_lower_left
when 8
turn_right
when 9#upper right
turn_lower_right
end
end
#--------------------------------------------------------------------------
# * Turn 90° Left
#--------------------------------------------------------------------------
def turn_left_90
case @direction
when 2#down
turn_right
when 3#lower left
turn_lower_right
when 4#left
turn_down
when 5#upper left
turn_lower_left
when 6#right
turn_up
when 7#lower right
turn_upper_right
when 8#up
turn_left
when 9#upper right
turn_upper_left
end
end
#--------------------------------------------------------------------------
# * Turn 180°
#--------------------------------------------------------------------------
def turn_180
case @direction
when 2
turn_up
when 3#lower left
turn_upper_right
when 4
turn_right
when 5#upper left
turn_lower_right
when 6
turn_left
when 7#lower right
turn_upper_left
when 8
turn_down
when 9#upper right
turn_lower_left
end
end
#--------------------------------------------------------------------------
# * Turn at Random
#--------------------------------------------------------------------------
def turn_random
case rand(8)
when 0
turn_up
when 1
turn_right
when 2
turn_left
when 3
turn_down
when 4
turn_upper_left
when 5
turn_lower_right
when 6
turn_upper_right
when 7
turn_lower_left
end
end
end
class Game_Player < Game_Character
def conf_move
actor = $game_party.actors[0]
if @actor == nil
return false
end
if actor.states.include?(XAS::CONFUSE_ID)
if Input.press?(Input::UP) and Input.press?(Input::RIGHT)
turn_lower_left
elsif Input.press?(Input::UP) and Input.press?(Input::LEFT)
turn_lower_right
elsif Input.press?(Input::RIGHT) and Input.press?(Input::DOWN)
turn_upper_left
elsif Input.press?(Input::LEFT) and Input.press?(Input::DOWN)
turn_upper_right
elsif Input.press?(Input::UP)
turn_down
elsif Input.press?(Input::DOWN)
turn_up
elsif Input.press?(Input::RIGHT)
turn_left
elsif Input.press?(Input::LEFT)
turn_right
end
else
if Input.press?(Input::UP) and Input.press?(Input::RIGHT)
turn_upper_right
elsif Input.press?(Input::UP) and Input.press?(Input::LEFT)
turn_upper_left
elsif Input.press?(Input::RIGHT) and Input.press?(Input::DOWN)
turn_lower_right
elsif Input.press?(Input::LEFT) and Input.press?(Input::DOWN)
turn_lower_left
elsif Input.press?(Input::UP)
turn_up
elsif Input.press?(Input::DOWN)
turn_down
elsif Input.press?(Input::RIGHT)
turn_right
elsif Input.press?(Input::LEFT)
turn_left
end
end
end
end
#-----------------------------diagnol graphic
class Game_Character
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
# If no direction fix
unless @direction_fix
# Face down is facing right or up
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
diagonal_graphic
end
# When a down to left or a left to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
# Update coordinates
@x -= 1
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face down if facing up
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
diagonal_graphic
end
# When a down to right or a right to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
# Update coordinates
@x += 1
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
# If no direction fix
unless @direction_fix
# Face left if facing right, and face up if facing down
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
diagonal_graphic
end
# When an up to left or a left to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
# Update coordinates
@x -= 1
@y -= 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face up if facing down
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
diagonal_graphic
end
# When an up to right or a right to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
# Update coordinates
@x += 1
@y -= 1
# Increase steps
increase_steps
end
end
def dir8_exist?
begin
RPG::Cache.character(@character_name_orginal + "_D", @character_hue)
rescue
return false
end
return true
end
def diagonal_graphic
if @character_name_orginal == nil
@character_name_orginal = @character_name
elsif @direction % 2 != 0
return unless dir8_exist?
@character_name = (@character_name_orginal + "_D")
else
return unless dir8_exist?
@character_name = @character_name_orginal
end
end
def turn_down
unless @direction_fix
@direction = 2
diagonal_graphic
@stop_count = 0
end
end
def turn_left
unless @direction_fix
@direction = 4
diagonal_graphic
@stop_count = 0
end
end
def turn_right
unless @direction_fix
@direction = 6
diagonal_graphic
@stop_count = 0
end
end
def turn_up
unless @direction_fix
@direction = 8
diagonal_graphic
@stop_count = 0
end
end
def turn_lower_left
unless @direction_fix
@direction = 3
diagonal_graphic
@stop_count = 0
end
end
def turn_lower_right
unless @direction_fix
@direction = 7
diagonal_graphic
@stop_count = 0
end
end
def turn_upper_left
unless @direction_fix
@direction = 5
diagonal_graphic
@stop_count = 0
end
end
def turn_upper_right
unless @direction_fix
@direction = 9
diagonal_graphic
@stop_count = 0
end
end
def turn_toward_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
distol = (@x - $game_player.x).abs + (@y - $game_player.y).abs
distol /= 3
if (sx - sy).abs <= 0 + distol
sx > 0 ? turn_upper_left : turn_lower_right
elsif (sx + sy).abs <= 0 + distol
sx > 0 ? turn_lower_left : turn_upper_right
# If horizontal distance is longer
elsif sx.abs > sy.abs
# Turn to the right or left towards player
sx > 0 ? turn_left : turn_right
# If vertical distance is longer
else
# Turn up or down towards player
sy > 0 ? turn_up : turn_down
end
end
#--------------------------------------------------------------------------
# * Turn Towards Event
#--------------------------------------------------------------------------
def turn_toward_event(id)
# Get difference in player coordinates
return if $game_map.events[id] == nil
sx = @x - $game_map.events[id].x
sy = @y - $game_map.events[id].y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
distol = (@x - $game_map.events[id].x).abs + (@y - $game_map.events[id].y).abs
distol /= 3
if (sx - sy).abs <= 0 + distol
sx > 0 ? turn_upper_left : turn_lower_right
elsif (sx + sy).abs <= 0 + distol
sx > 0 ? turn_lower_left : turn_upper_right
# If horizontal distance is longer
elsif sx.abs > sy.abs
# Turn to the right or left towards player
sx > 0 ? turn_left : turn_right
# If vertical distance is longer
else
# Turn up or down towards player
sy > 0 ? turn_up : turn_down
end
end
def turn_away_from_event(id)
# Get difference in player coordinates
return if $game_map.events[id] == nil
sx = @x - $game_map.events[id].x
sy = @y - $game_map.events[id].y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
distol = (@x - $game_map.events[id].x).abs + (@y - $game_map.events[id].y).abs
distol /= 3
if (sx - sy).abs <= 0 + distol
sx > 0 ? turn_lower_right : turn_upper_left
elsif (sx + sy).abs <= 0 + distol
sx > 0 ? turn_upper_right : turn_lower_left
# If horizontal distance is longer
elsif sx.abs > sy.abs
# Turn to the right or left away from player
sx > 0 ? turn_right : turn_left
# If vertical distance is longer
else
# Turn up or down away from player
sy > 0 ? turn_down : turn_up
end
end
#--------------------------------------------------------------------------
# * Turn Away from Player
#--------------------------------------------------------------------------
def turn_away_from_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
distol = (@x - $game_player.x).abs + (@y - $game_player.y).abs
distol /= 3
if (sx - sy).abs <= 0 + distol
sx > 0 ? turn_lower_right : turn_upper_left
elsif (sx + sy).abs <= 0 + distol
sx > 0 ? turn_upper_right : turn_lower_left
# If horizontal distance is longer
elsif sx.abs > sy.abs
# Turn to the right or left away from player
sx > 0 ? turn_right : turn_left
# If vertical distance is longer
else
# Turn up or down away from player
sy > 0 ? turn_down : turn_up
end
end
def passable?(x, y, d)
if d % 2 != 0
case d
when 3
new_x = x + 1
new_y = y - 1
when 5
new_x = x + 1
new_y = y + 1
when 7
new_x = x - 1
new_y = y - 1
when 9
new_x = x - 1
new_y = y + 1
end
else
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
end
unless $game_map.valid?(new_x, new_y)
return false
end
if @through
return true
end
unless $game_map.passable?(x, y, d, self)
return false
end
unless $game_map.passable?(new_x, new_y, 10 - d)
return false
end
for event in $game_map.events.values
if event.x == new_x and event.y == new_y
unless event.through or event.character_name == ""
if event.character_name != ""
return false
end
end
end
end
if $game_player.x == new_x and $game_player.y == new_y
unless $game_player.through
if @character_name != ""
return false
end
end
end
return true
end
def move_backward
# Remember direction fix situation
last_direction_fix = @direction_fix
# Force directino fix
@direction_fix = true
# Branch by direction
case @direction
when 2
move_up(false)
when 3
move_upper_right
when 4
move_right(false)
when 5
move_lower_right
when 6
move_left(false)
when 7
move_upper_left
when 8
move_down(false)
when 9
move_lower_left
end
# Return direction fix situation back to normal
@direction_fix = last_direction_fix
end
#--------------------------------------------------------------------------
# * 1 Step Forward
#--------------------------------------------------------------------------
def move_forward
case @direction
when 2
move_down(false)
when 3
move_lower_left
when 4
move_left(false)
when 5
move_upper_left
when 6
move_right(false)
when 7
move_lower_right
when 8
move_up(false)
when 9
move_upper_right
end
diagonal_graphic
end
def turn_right_90
case @direction
when 2
turn_left
when 3#lower left
turn_upper_left
when 4
turn_up
when 5#upper left
turn_upper_right
when 6
turn_down
when 7#lower right
turn_lower_left
when 8
turn_right
when 9#upper right
turn_lower_right
end
end
#--------------------------------------------------------------------------
# * Turn 90° Left
#--------------------------------------------------------------------------
def turn_4
case @direction
when 3#lower left
turn_down
when 5#upper left
turn_left
when 7#lower right
turn_right
when 9#upper right
turn_up
end
end
def turn_left_90
case @direction
when 2#down
turn_right
when 3#lower left
turn_lower_right
when 4#left
turn_down
when 5#upper left
turn_lower_left
when 6#right
turn_up
when 7#lower right
turn_upper_right
when 8#up
turn_left
when 9#upper right
turn_upper_left
end
end
#--------------------------------------------------------------------------
# * Turn 180°
#--------------------------------------------------------------------------
def turn_180
case @direction
when 2
turn_up
when 3#lower left
turn_upper_right
when 4
turn_right
when 5#upper left
turn_lower_right
when 6
turn_left
when 7#lower right
turn_upper_left
when 8
turn_down
when 9#upper right
turn_lower_left
end
end
#--------------------------------------------------------------------------
# * Turn at Random
#--------------------------------------------------------------------------
def turn_random
case rand(8)
when 0
turn_up
when 1
turn_right
when 2
turn_left
when 3
turn_down
when 4
turn_upper_left
when 5
turn_lower_right
when 6
turn_upper_right
when 7
turn_lower_left
end
end
end
class Game_Player < Game_Character
def conf_move
actor = $game_party.actors[0]
if @actor == nil
return false
end
if actor.states.include?(XAS::CONFUSE_ID)
if Input.press?(Input::UP) and Input.press?(Input::RIGHT)
turn_lower_left
elsif Input.press?(Input::UP) and Input.press?(Input::LEFT)
turn_lower_right
elsif Input.press?(Input::RIGHT) and Input.press?(Input::DOWN)
turn_upper_left
elsif Input.press?(Input::LEFT) and Input.press?(Input::DOWN)
turn_upper_right
elsif Input.press?(Input::UP)
turn_down
elsif Input.press?(Input::DOWN)
turn_up
elsif Input.press?(Input::RIGHT)
turn_left
elsif Input.press?(Input::LEFT)
turn_right
end
else
if Input.press?(Input::UP) and Input.press?(Input::RIGHT)
turn_upper_right
elsif Input.press?(Input::UP) and Input.press?(Input::LEFT)
turn_upper_left
elsif Input.press?(Input::RIGHT) and Input.press?(Input::DOWN)
turn_lower_right
elsif Input.press?(Input::LEFT) and Input.press?(Input::DOWN)
turn_lower_left
elsif Input.press?(Input::UP)
turn_up
elsif Input.press?(Input::DOWN)
turn_down
elsif Input.press?(Input::RIGHT)
turn_right
elsif Input.press?(Input::LEFT)
turn_left
end
end
end
end
Now the hero can fire diagonally AND instead of rotating the sprites, just have the diagonal graphic for each tool named with a "_D"
here's an example:
- Spoiler:
S_Fire01_D
XAS 8-WAY TERRAIN! copy and paste under ADD-ON in script database (F9)
- Spoiler:
- Code:
# XAS 8-WAY TERRAIN
# by Hackel
module XAS_ACTION
TERRAIN_TAG = 1
SELF_SWITCH = "B"
STOP = []
TURN180 =[3]
BOUNCELEFT =[]
BOUNCERIGHT =[]
TERRAIN_TAG2 = 2
SELF_SWITCH2 = "B"
STOP2 = []
TURN1802 =[]
BOUNCELEFT2 =[]
BOUNCERIGHT2 =[3]
TERRAIN_TAG3 = 3
SELF_SWITCH3 = "B"
STOP3 = []
TURN1803 =[]
BOUNCELEFT3 =[3]
BOUNCERIGHT3 =[]
def check_event_trigger_attack()
if @action.nil? or @action.attack_id == 0
return
end
if @ox == nil
@ox = self.x
@oy = self.y
end
if @d == nil
@d = @direction
end
if @turn == true
diagonal_graphic
@direction = @d
end
unless @ox == self.x and @oy == self.y
@ox = self.x
@oy = self.y
if $game_map.terrain_tag(@ox, @oy) == TERRAIN_TAG
unless SELF_SWITCH == 0
key = [$game_map.map_id, self.id, SELF_SWITCH]
$game_self_switches[key] = true
$game_map.need_refresh = true if $game_map.need_refresh == false
end
if STOP.include?(@action.attack_id)
@move_type = 0
end
if TURN180.include?(@action.attack_id)
@direction = (@d-10).abs
@d = @direction
@turn = true
elsif BOUNCELEFT.include?(@action.attack_id)
case @d
when 2
@direction = 6
when 4
@direction = 8
when 6
@direction = 2
when 8
@direction = 4
end
diagonal_graphic
@d = @direction
@turn = true
elsif BOUNCERIGHT.include?(@action.attack_id)
case @d
when 2
@direction = 4
when 4
@direction = 2
when 6
@direction = 8
when 8
@direction = 6
end
@d = @direction
@turn = true
elsif OLDDIR.include?(@action.attack_id)
@turn = true#@direction = @d
end
elsif $game_map.terrain_tag(@ox, @oy) == TERRAIN_TAG2
if @d == nil
@d = @direction
end
unless SELF_SWITCH2 == 0
key = [$game_map.map_id, self.id, SELF_SWITCH2]
$game_self_switches[key] = true
$game_map.need_refresh = true if $game_map.need_refresh == false
end
if STOP2.include?(@action.attack_id)
@move_type = 0
end
if TURN1802.include?(@action.attack_id)
@direction = (@d-10).abs
@d = @direction
@turn = true
elsif BOUNCELEFT2.include?(@action.attack_id)
case @d
when 2
@direction = 6
when 4
@direction = 8
when 6
@direction = 2
when 8
@direction = 4
end
@d = @direction
diagonal_graphic
@turn = true
elsif BOUNCERIGHT2.include?(@action.attack_id)
case @d
when 2
@direction = 4
when 4
@direction = 2
when 6
@direction = 8
when 8
@direction = 6
end
@d = @direction
diagonal_graphic
@turn = true
elsif OLDDIR2.include?(@action.attack_id)
@turn = true#@direction = @d
end
elsif $game_map.terrain_tag(@ox, @oy) == TERRAIN_TAG3
if @d == nil
@d = @direction
end
unless SELF_SWITCH3 == 0
key = [$game_map.map_id, self.id, SELF_SWITCH3]
$game_self_switches[key] = true
$game_map.need_refresh = true if $game_map.need_refresh == false
end
if STOP3.include?(@action.attack_id)
@move_type = 0
end
if TURN1803.include?(@action.attack_id)
@direction = (@d-10).abs
@d = @direction
@turn = true
elsif BOUNCELEFT3.include?(@action.attack_id)
case @d
when 2
@direction = 6
when 4
@direction = 8
when 6
@direction = 2
when 8
@direction = 4
end
@d = @direction
diagonal_graphic
@turn = true
elsif BOUNCERIGHT3.include?(@action.attack_id)
case @d
when 2
@direction = 4
when 4
@direction = 2
when 6
@direction = 8
when 8
@direction = 6
end
@d = @direction
diagonal_graphic
@turn = true
elsif OLDDIR3.include?(@action.attack_id)
@turn = true#@direction = @d
end
end
end
hit_check = false
range = @action.attack_range
hit = []
if @action.user.is_a?(Game_Event) and
@action.player_damage == true
targets = $game_map.events.values
else
targets = [$game_player] + (@action.player_damage ? [] : $game_map.events.values)
end
for event in targets
next if event == self or
@action.hit_events.include?(event) or event.erased
body_size = event.body_size
event_center_x = event.x
event_center_y = event.y - body_size
dx = event_center_x - self.x
dy = event_center_y - self.y
dx = (dx >= 0 ? [dx - body_size, 0].max : [dx + body_size, 0].min)
dy = (dy >= 0 ? [dy - body_size, 0].max : [dy + body_size, 0].min)
case @action.attack_range_type
when Map::RHOMBUS
hit_check = (dx.abs + dy.abs <= range)
when Map::SQUARE
hit_check = (dx.abs <= range and dy.abs <= range)
when Map::LINE
case self.direction
when 3
hit_check = ((-dx - dy).abs < 1 and dy >= 0 and dy <= range / 2**0.5)
when 5
hit_check = ((-dx + dy).abs < 1 and dy <= 0 and dy >= -range / 2**0.5)
when 7
hit_check = ((-dx + dy).abs < 1 and dy >= 0 and dy <= range / 2**0.5)
when 9
hit_check = ((-dx - dy).abs < 1 and dx >= 0 and dx <= range / 2**0.5)
when 2
hit_check = (dx.abs <= 1 and dy >= 0 and dy <= range)
when 8
hit_check = (dx.abs <= 1 and dy <= 0 and dy >= -range)
when 6
hit_check = (dy.abs <= 1 and dx >= 0 and dx <= range)
when 4
hit_check = (dy.abs <= 1 and dx <= 0 and dx >= -range)
end
end
hit.push(event) if hit_check
hit_check = false
end
for event in hit
if event.action_effect(self, self.action.attack_id)
hit_check = true
end
if @action.multi_hit == false
@action.hit_events.push(event)
end
end
if hit_check
$game_temp.active_token = self
end
end
end
to avoid any errors, make certain to edit your
XAS - Tool Effect
search for this line to read
- Code:
dirset = [1,2,3,4,5,6,7,8,9]#bug fix
if you're not familiar with the amazing bullet terrain script
click on the face
don't thank me, thank HACKEL!
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#2 Re: RMXP + XAS (3.82 and lower) = 8WAY Shooting & TERRAIN 2/7/2010, 7:02 am
#2 Re: RMXP + XAS (3.82 and lower) = 8WAY Shooting & TERRAIN 2/7/2010, 7:02 am
calvin624
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Hey everyone, I installed the updated version of the Terrain script and I keep on getting the error "Script 'TERRAIN' line 99: NameError Occurred. uninitialized constant XAS_ACTION::OLDDIR" - I dunno if it's something I'm doing incorrectly or what.
Anyone have an idea?
Anyone have an idea?
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G@MeF@Ce
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@calvin - in the script data base do cntrl+shift+"F"
search for "XAS_ACTION::OLDDIR" (without the quotes)
under what script is this CONSTANT under?
search for "XAS_ACTION::OLDDIR" (without the quotes)
under what script is this CONSTANT under?
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#4 Re: RMXP + XAS (3.82 and lower) = 8WAY Shooting & TERRAIN 2/7/2010, 11:48 am
#4 Re: RMXP + XAS (3.82 and lower) = 8WAY Shooting & TERRAIN 2/7/2010, 11:48 am
calvin624
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Can't seem to find it anywhere in v3.7 :/
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G@MeF@Ce
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if you want, PM me your project so I can look at it.
if you are unable to find this CONSTANT in the Terrain script line 99,
(according to the error message)
would it be possible that there's a line of code in an event?
if you are unable to find this CONSTANT in the Terrain script line 99,
(according to the error message)
would it be possible that there's a line of code in an event?
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mr_wiggles
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Well gface, the constant that its looking for is not in the script you posted.
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#7 Re: RMXP + XAS (3.82 and lower) = 8WAY Shooting & TERRAIN 2/7/2010, 3:38 pm
#7 Re: RMXP + XAS (3.82 and lower) = 8WAY Shooting & TERRAIN 2/7/2010, 3:38 pm
calvin624
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Yeah sure I was going to upload it anyway. Just going to tidy it up a little
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unrivaledneo
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Nice work, havnt tested it yet but im sure it good as always will let ya know if i find any bugs. WIth this, XAS becoming a great shoot em up :p now if only i can make a realistic shotgun n machine gun :p
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supercow
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its amazing, very nice script indeed
spell and atk diagonal works, but is there a way that the sprite (look) diagonal too?
if so this would be awesome
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spell and atk diagonal works, but is there a way that the sprite (look) diagonal too?
if so this would be awesome
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G@MeF@Ce
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^updated!
Thanks again to Hackel! Newer version of the 8-way script!
Diagonal graphics appear if named with a "_D"
see example in original post
^,^
Thanks again to Hackel! Newer version of the 8-way script!
Diagonal graphics appear if named with a "_D"
see example in original post
^,^
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