I am having a problem with Ton-of-Addons. I am using the plugin "Arrow over player" and it is only showing up in the top left quadrant, even if not behind something. I reload installed the script and still that same effect. I have a list of scripts I am using in my signature. Any help would be greatly appreciated.
Is it on all maps, or just one specific map?
@ForeverZer0 All maps :facepalm:
Can you link or post to some of them scripts.
I would pick on Dynamic_Lights and Dynamic_Shadow first.
Yeah no problem, I can do one better for you uploading a demo.
Demo - 476KB
http://www.mediafire.com/?senkcoa4ndo4wc8 (http://www.mediafire.com/?senkcoa4ndo4wc8)
Dynamic_Reflection
#==============================================================================
# ** Sprite Reflection
#------------------------------------------------------------------------------
# Based on Sprite Mirror
# modified by JmsPlDnl
# rewritten entirely by Rataime
# New Edits by DerVVulfman
# February 12, 2008
#------------------------------------------------------------------------------
#
# Introduction:
# This system allows you and events to have their image reflected on various
# tagged surfaces.
#
#------------------------------------------------------------------------------
#
# Revisions to note:
#
# 1) Added formatted headers and comments throughout the script.
# 2) Compatability with Near Fantastica's Squad Movement systems.
# 3) Compatability with Ccoa's Caterpillar system.
# 4) Compatability with Trickster's Caterpillar system.
# 5) Added the REFLECT_TAG value into the configurables
#
#==============================================================================
#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
# Caterpillar Systems
CATERPILLAR_COMPATIBLE = false # Toggle for Fukuyama's original
SQUAD_MOVE_COMPATIBLE = false # Toggle for Near Fantastica's SBABS
CCOA_CATER_COMPATIBLE = false # Toggle for Ccoa's Caterpillar
TRICKSTER_CATER_COMPATIBLE = false # Toggle for Trickster's Caterpillar
# Reflection Specific Systems
REFLECT_TAG = 7 # Terrain tag used by reflective tiles
#========================================================================
# **** E N D O F C O N F I G U R A T I O N S Y S T E M **** #
#========================================================================
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :characters
end
#==============================================================================
# ** Sprite_Reflection
#------------------------------------------------------------------------------
# This sprite is used to position character reflection relative to map position.
# It observes the Game_Character class and automatically changes sprite
# conditions.
#==============================================================================
class Sprite_Reflection < RPG::Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
# self_angle : id
#--------------------------------------------------------------------------
def initialize(viewport=nil, character=nil, self_angle = 180)
super(viewport)
@character = character
@self_angle = self_angle
self.opacity = 0
@reflected = false
@former = false
@moving = false
if $game_map.terrain_tag(@character.real_x / 128,
@character.real_y / 128 + 1) == REFLECT_TAG
@reflected = true
@former = true
end
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# Remember tile ID, file name, and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# If tile ID value is invalid
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
sx = (@character.pattern) * @cw
sy = (@character.direction - 2) / 2 * @ch
sy = ( 4 - 2) / 2 * @ch if @character.direction == 6
sy = ( 6 - 2) / 2 * @ch if @character.direction== 4
if @character.direction != 4 and @character.direction != 6
sy = (@character.direction - 2) / 2 * @ch
end
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y-5
@moving =! (@character.real_x % 128 == 0 and @character.real_y % 128 == 0)
@d = @character.direction
@rect = [sx, sy, @cw, @ch]
if !(@moving)
if $game_map.terrain_tag(@character.real_x / 128,
@character.real_y / 128 + 1) == REFLECT_TAG
@reflected=true
@former=true
else
@reflected=false
@former=false
end
else
case @d
when 2
if $game_map.terrain_tag(@character.real_x / 128,
@character.real_y / 128 + 2) == REFLECT_TAG
@reflected=true
if @former == false
@offset = (@character.screen_y % 32) * @ch / 32
@rect = [sx, sy, @cw, @offset]
self.y = @character.screen_y - 5
end
else
@reflected = false
end
when 4
if $game_map.terrain_tag(@character.real_x / 128,
@character.real_y / 128 + 1) != REFLECT_TAG
@offset = ((@character.screen_x - @cw / 2) % 32) * @cw / 32
@rect = [sx, sy, @offset, @ch]
self.x = @character.screen_x
else
@reflected = true
if @former == false
@offset = ((@character.screen_x - @cw / 2) % 32) * @cw / 32
@rect = [sx + @offset, sy, @cw - @offset, @ch]
self.x = @character.screen_x - @offset
end
end
when 6
if $game_map.terrain_tag(@character.real_x / 128 + 1,
@character.real_y / 128 + 1) != REFLECT_TAG
@offset = ((@character.screen_x - @cw / 2) % 32) * @cw / 32
@rect = [sx + @offset, sy, @cw - @offset, @ch]
self.x = @character.screen_x - @offset
else
@reflected = true
if @former == false
@offset = ((@character.screen_x - @cw / 2) % 32) * @cw / 32
@rect = [sx, sy, @offset, @ch]
self.x = @character.screen_x
end
end
when 8
if $game_map.terrain_tag(@character.real_x / 128, @character.real_y / 128 + 2) == REFLECT_TAG
@reflected=true
if $game_map.terrain_tag(@character.real_x / 128, @character.real_y / 128 + 1) != REFLECT_TAG
@offset = (@character.screen_y%32)*@ch/32
@rect=[sx, sy, @cw, @offset]
self.y=@character.screen_y-5
end
else
@reflected=false
end
end
end
if @reflected
self.opacity=128
else
@rect=[sx, sy, @cw, @ch]
self.opacity=0
end
if $game_map.terrain_tag((@character.real_x + 64) / 128, @character.real_y / 128 + 2) != REFLECT_TAG
if $game_map.terrain_tag((@character.real_x + 64) / 128, @character.real_y / 128 + 2) != REFLECT_TAG
@rect[1]= @rect[1]+@ch/2
@rect[3]= @rect[3]/2
self.y = self.y - @ch/2
else
@reflected=false
end
end
self.src_rect.set(@rect[0],@rect[1],@rect[2],@rect[3])
@character.is_a?(Game_Player) ? self.z = 9 : self.z = 5
# Set opacity level, blend method, and bush depth
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
self.angle = @self_angle
end
end
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display the character.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias reflect_initialize initialize
alias reflect_update update
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
@character = character
@reflection = []
super(viewport)
if (character.is_a?(Game_Event) and character.list != nil and
character.list[0].code == 108 and
character.list[0].parameters == ["r"])
@reflection.push(Sprite_Reflection.new(viewport,@character))
end
if (character.is_a?(Game_Event) and character.list != nil and
character.list[0].code == 108 and
character.list[0].parameters == ["hero_r"])
@reflection.push(Sprite_Reflection.new(viewport,$game_player))
#===================================================
# * Compatibility with Caterpillar Functions
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters != nil
for member in $game_party.characters
@reflection.push(Sprite_Reflection.new(viewport, member))
end
end
if SQUAD_MOVE_COMPATIBLE and $game_allies.values != nil
for member in $game_allies.values
@reflection.push(Sprite_Reflection.new(viewport, member))
end
end
if CCOA_CATER_COMPATIBLE and $game_train.actors != nil
for member in $game_train.actors
@reflection.push(Sprite_Reflection.new(viewport, member))
end
end
if TRICKSTER_CATER_COMPATIBLE and $game_party.followers != nil
for member in $game_party.followers
@reflection.push(Sprite_Reflection.new(viewport, member))
end
end
#===================================================
# ** End of the compatibility
#===================================================
end
# Perform the original call
reflect_initialize(viewport, @character)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
reflect_update
if @reflection != nil
for reflect in @reflection
reflect.update
end
end
end
end
Dynamic_Shadow
#==============================================================================
# Sprite_Shadow (Sprite_Ombre )
#
# A shadow is created when an opaque object is near a light source, so in the
# event that is the light source (example:fire) put a comment (on page 1)
# and simlpy write 's' (without the apostraphys)
#
# Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy
#==============================================================================
CATERPILLAR_COMPATIBLE = false
class Game_Party
attr_reader :characters
end
class Sprite_Shadow < RPG::Sprite
attr_accessor :character
def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0)
super(viewport)
@anglemin=anglemin.to_f
@anglemax=anglemax.to_f
@distancemax=distancemax.to_f
@character = character
@source = source
update
end
def update
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
if self.angle>90 or angle<-90
if @character.direction== 6
sy = ( 4- 2) / 2 * @ch
end
if @character.direction== 4
sy = ( 6- 2) / 2 * @ch
end
if @character.direction== 2
sy = ( 8- 2) / 2 * @ch
end
if @character.direction== 8
sy = ( 2- 2) / 2 * @ch
end
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z(@ch)-1
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax=@source.x-self.x
@deltay= @source.y-self.y
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo=self.angle+90
if @angle_trigo<0
@angle_trigo=360+@angle_trigo
end
self.color = Color.new(0, 0, 0)
@distance = ((@deltax ** 2) + (@deltay ** 2))
if$game_map.shadows==-1
self.opacity = 0
else
self.opacity = 1200000/(@distance+6000)
end
@distance = @distance ** 0.5
if @distancemax !=0 and @distance>=@distancemax
self.opacity=0
end
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax
self.opacity=0
end
if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax
self.opacity=0
end
end
end
end
#===================================================
# ¥ CLASS Sprite_Character edit
#===================================================
class Sprite_Character < RPG::Sprite
alias shadow_initialize initialize
def initialize(viewport, character = nil)
@character = character
super(viewport)
@ombrelist=[]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"])
if (character.list[1]!=nil and character.list[1].code == 108)
@anglemin=character.list[1].parameters[0]
end
if (character.list[2]!=nil and character.list[2].code == 108)
@anglemax=character.list[2].parameters[0]
end
if (character.list[3]!=nil and character.list[3].code == 108)
@distancemax=character.list[3].parameters[0]
end
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax)
#===================================================
# œ Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil
for member in $game_party.characters
@ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax))
end
end
#===================================================
# œ End of the compatibility
#===================================================
end
shadow_initialize(viewport, @character)
end
alias shadow_update update
def update
shadow_update
if @ombrelist!=[]
for i in 1..@ombrelist.size
if @ombrelist[i]!=nil
@ombrelist[i].update
end
end
end
end
end
#===================================================
# ¥ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File
alias shadows_write_save_data write_save_data
def write_save_data(file)
$game_map.shadows = nil
shadows_write_save_data(file)
end
end
#===================================================
# ¥ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :shadows
end
Dynamic_Lights
#==============================================================================
# ** Dynamic Lights
#------------------------------------------------------------------------------
# by kellessdee
# Version: 1.00
# Date: 23/05/2011
#------------------------------------------------------------------------------
# Version History:
#
# 1.00 - First release
#------------------------------------------------------------------------------
# Description:
#
# Allows the user to set up dynamic lights on the game map
#------------------------------------------------------------------------------
# Compatibility:
#
#------------------------------------------------------------------------------
# Instructions:
#
# To create an event as a light source, create an event and set the first
# command as a comment. The syntax is as follows:
# render_light filename
# radius
# tone_red tone_green tone_blue
# flicker
# glow
# brightness
#------------------------------------------------------------------------------
# Parameters:
#
# filename :the light picture file
# radius :radius in pixels
# tone_red :tone red value to be mixed (0 - 255)
# tone_green :tone green value to be mixed (0 - 255)
# tone_blue :tone blue value to be mixed (0 - 255)
# flicker :type true if you want the lights to flicker
# glow :type true if you want the lights to glow
# brightness :the brightness of the light source (0 - 255)
#------------------------------------------------------------------------------
# Notes:
#
# Any questions, comments or issues you may reach me at:
#
# kellessdee@gmail.com
# http://www.rmxpunlimited.com/forums (look for kellessdee)
# http://wakingdreams.weebly.com/
#
#==============================================================================
#==============================================================================
# ** Sprite_Light_Source
#------------------------------------------------------------------------------
# Displays the light on the screen
#==============================================================================
class Light_Source < Sprite
#----------------------------------------------------------------------------
# * Constants
#----------------------------------------------------------------------------
DEFAULT = 'light_render'
#----------------------------------------------------------------------------
# * Public Instance Variables
#----------------------------------------------------------------------------
attr_accessor :event
#----------------------------------------------------------------------------
# * Object Initialization
#----------------------------------------------------------------------------
def initialize(event, radius, tone, flicker, glow, brightness, filename)
super()
self.z = 1000
self.tone = tone
self.opacity = brightness
self.x = (event.real_x - radius * 2 - $game_map.display_x) / 4 + 12
self.y = (event.real_y - radius * 2 - $game_map.display_y) / 4 + 6
bmp = filename == nil ? RPG::Cache.picture(DEFAULT) : RPG::Cache.picture(filename)
self.bitmap = Bitmap.new(radius, radius)
self.bitmap.stretch_blt(Rect.new(0, 0, radius, radius), bmp, bmp.rect)
@radius = radius
@brightness = brightness
@event = event
@flicker = flicker
@glow = glow
@step = 0.001
@flicker_count = -1
@count = 0
end
#----------------------------------------------------------------------------
# * Update Frame
#----------------------------------------------------------------------------
def update
# Update flicker effect
if @flicker
self.opacity += rand(5) * @flicker_count
@flicker_count = -@flicker_count if self.opacity >= @brightness || self.opacity <= 0
end
# Update Glow effect
if @glow
self.zoom_x += @step
self.zoom_y += @step
@count += 1
if @count == 220
@step = -@step
@count = 0
end
end
self.x = (@event.real_x - (@radius * 2).to_f * self.zoom_x - $game_map.display_x) / 4 + 12
self.y = (@event.real_y - (@radius * 2).to_f * self.zoom_y - $game_map.display_y) / 4 + 6
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# Redefine initialization to create light array
# Redefine update to update light array
# Redefine dispose to destroy light array
# Added render light method to set up light array
#==============================================================================
class Spriteset_Map
#----------------------------------------------------------------------------
# * Method Aliases
#----------------------------------------------------------------------------
unless self.method_defined?(:new_light_render_init)
alias :new_light_render_init :initialize
end
unless self.method_defined?(:new_light_render_updt)
alias :new_light_render_updt :update
end
unless self.method_defined?(:new_light_render_disp)
alias :new_light_render_disp :dispose
end
#----------------------------------------------------------------------------
# * Object Initialization
#----------------------------------------------------------------------------
def initialize
@light_source = []
render_light_source
new_light_render_init
end
#----------------------------------------------------------------------------
# * Update Frame
#----------------------------------------------------------------------------
def update
@light_source.each {|light| light.update } unless @light_source == []
new_light_render_updt
end
#----------------------------------------------------------------------------
# * Dispose Object
#----------------------------------------------------------------------------
def dispose
new_light_render_disp
@light_source.each {|light| light.dispose }
@light_source = []
end
#----------------------------------------------------------------------------
# * Render Light Source
#----------------------------------------------------------------------------
def render_light_source
$game_map.events.values.each {|event|
next if event.list == nil
if event.list[0].code == 108 && event.list[0].parameters[0].split[0] == 'render_light'
# Get file name
filename = event.list[0].parameters[0].split[1]
parms = []
(1..5).each {|i|
if event.list[i].code == 108
parms << event.list[i].parameters
end
}
5.times {|i| parms[i] = [0] if parms[i] == [nil] }
# Get Radius
rad = parms[0][0].to_i
t = parms[1][0].split
ton = Tone.new(-t[0].to_i, -t[1].to_i, -t[2].to_i)
fli = (parms[2] == ['true'])
glo = (parms[3] == ['true'])
bri = parms[4][0].to_i
@light_source << Light_Source.new(event, rad, ton, fli, glo, bri, filename)
@light_source << Light_Source.new(event, rad + 50, ton, fli, glo, bri - 25, filename)
@light_source << Light_Source.new(event, rad + 100, ton, fli, glo, bri - 50, filename)
end
}
end
end
Dynamic_Footprint Sounds
#===============================================================================
# Terrain Step Sound
# Version 1.1
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Create nice aesthetics with terrain noise. As you walk across grass or sand,
# let it play a beautiful noise to add to the atmosphere and realism of the
# game.
#
# Features:
# Specific Sound for Each Terrain
# Specific Sounds for Each Tileset
# Specify Volume and Pitch
#
# Instructions:
# Setup the config below, its pretty self explanatory, more instructions
# with config.
#
# Credits:
# game_guy ~ For creating it
# Tuggernuts ~ For requesting it a long time ago
# Sase ~ For also requeseting it
#===============================================================================
module TSS
# In Frames Recommended 5-10
Wait = 5
# Ignore the next 2 lines
Terrains = []
Tilesets = []
#===========================================================================
# Enter in sounds for each terrain tag
# Goes from 0-8. Set as nil to disable that terrain or delete the line.
#===========================================================================
Terrains[0] = '001-System01'
Terrains[1] = 'fs_wood_hard1'
Terrains[2] = 'fs_grass03'
Terrains[3] = 'fs_stone_hoof2'
Terrains[4] = 'as_na_grassmove2'
Terrains[5] = 'fs_water_hard1'
Terrains[6] = 'fs_dirt_hard1'
#===========================================================================
# If you would like to specifiy a volume and pitch, simply set the
# terrain as an array.
# Terrains[7] = ["sound", volume, pitch]
# Just set it as a string if you would like the volume to be at 100 and
# pitch at 0.
# This also applies for tilesets below.
#===========================================================================
Terrains[7] = ["sound", 80, 10]
#===========================================================================
# With tilesets, you can set specific sounds for each tileset so you don't
# have the same sounds. Add a new line and put
# Tilesets[tileset id] = []
# Then for each terrain put
# Tilesets[tileset id][terrain id] = "sound file"
# If a sound doesn't exist for a tileset, it will play a default sound,
# if a default doesn't exist, no sound at all.
#===========================================================================
Tilesets[1] = []
Tilesets[1][0] = "Sound"
Tilesets[1][1] = ["sound", 75, 50]
end
class Game_Map
def terrain_sound
if TSS::Tilesets[@map.tileset_id] != nil
return TSS::Tilesets[@map.tileset_id][$game_player.terrain_tag]
else
return TSS::Terrains[$game_player.terrain_tag]
end
return nil
end
end
class Scene_Map
alias gg_init_terrain_sounds_lat initialize
def initialize
@tsswait = TSS::Wait
gg_init_terrain_sounds_lat
end
alias gg_update_terrain_sounds_lat update
def update
if $game_player.moving?
@tsswait = 1
terrain = $game_map.terrain_sound
if terrain != nil
if @tsswait == 0
vol = terrain.is_a?(Array) ? terrain[1] : 100
pit = terrain.is_a?(Array) ? terrain[2] : 0
son = terrain.is_a?(Array) ? terrain[0] : terrain
Audio.se_play('Audio/SE/' + son, vol, pit)
@tsswait = TSS::Wait
end
end
end
gg_update_terrain_sounds_lat
end
end
Well, I got the problem narrowed down, but can't didn't find the precise problem. Its actually a conflict with BlizzABS, though I am inexperienced with BABS to nail the exact problem. I don't see anything in the BABS where it aliases Spriteset_Map to cause a problem, so I dunno.
I checked the map, making sure it was setup correctly, erased every single script except TOA and BABS, and it still does it. The scripts are in the correct order, too. I removed BABS and the arrow begin working properly. Blizz?
Thanks for splitting this off. Yah, I tried what I knew too and I couldn't get working either. Now mind you my scripting is very limited :facepalm:
QuoteBlizz?
:haha:
I'm sure that if there is an incompatibility like I believe, he will want to make sure it is corrected.
Why he is the best 8)
(http://static.fjcdn.com/comments/this+is+from+9gag+please+tell+me+how+_b7a4fb97ef80e60822c04fa57e5d1507.jpg)
I can take a look at this later. I'm not sure if winkio changed something later on in Blizz-ABS or if I did before my retirement.
Thanks Blizz :haha:
*EDIT* I has something to do with 8-directional movement and pixel rate. If I set pixel rate to 0 and turn off 8-directional movement is works correctly. It might be my sprite, but I don't know haven't tested it yet. Doing it now.
**EDIT** I tested it with the normal RTP sprites and same effect, it had something to do with the 8-directional movement and pixel rate. Maybe movement repair too. I can't tell. Hope that helps narrow it down for you.
The fix was simple. I used game_player.x and .y instead of .real_x / 128 and .real_y / 128. Since Blizz-ABS supports pixel movement, just using .x and .y directly causes problems. I have updated Tons to v7.6.
That is why Blizz is number one, thanks for the quick fixing.:)