Started by Sima Yi, October 20, 2009, 11:14:28 am
Quote from: Blizzard on February 16, 2011, 03:44:48 pmThere you go. It's the proof that SDK is crap. It's incompatible with itself.
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
Quote from: Sima Yi on October 24, 2009, 11:03:21 amOuch!Everything went haywire!I used the default script and configured the nesseceries and I found that i couldn't cast a spell in the battle.I acted genius and deleted the line.Then I found out again I couldn't use healing spells in the menu,and also the same problem again!I messed everything like crazy and ended up cannot even starting the game. May be the default script has these errors already?I tried them out and found no problem in the demo.I guess I need to restart everything.
# Can I have events on the map that will effect the battle without being battlers?#----------------------------------------------------------------------# Yes. To do this simply create a event on the map named "battle_event"(without the quotes)# Then set it up just like you always would, you can make checks against the number# enemies/actors/neutral or practically anything you want, keep in mind, that# the changes and checking/etc must be done via script.
# How do I place actors, enemies and/or neutrals on the map?#----------------------------------------------------------------------# Create an event with a name including "actor","enemy" or "neutral" # followed by a number.# "actor1" will be the first actor in the party.# "enemy1" will be the first enemy in the troop.# "neutral1" that is neutral + one - will be actor 50 in the database. # Each sequential number above 1 will be the next character.(50,51,52,53...)# Note: Actors placed on the map must be placed in sequential order.# # If you want to do this during battle via event or other. In the event tell# it to run a script with the following:# $scene.set_character(type, id, x, y, animation_id)# type should be "actor", "neutral", or "enemy"# id is the ID of the actor/enemy, but remember the id entered for neutral is +50 to find the actor# x,y isnt that obvious?# animation_id, assign an id if you would like an animated entrance#