- Joined
- Sep 14, 2008
- Messages
- 1,389
I'm stuck with this code for my RPG game, It will only load the char in slot one or two, Any other slots it wont work. Any ideas where the code is broken?
module ENEMY_ANIME_BATTLERS
enemy_id = [1,2,33] # IDs of the enemies that will have animated sprites
end
class Game_Enemy < Game_Battler
#==============================================================================
# Enemy's Position Readjustment
#==============================================================================
alias position_plus_animb_n01 position_plus
def position_plus
case @enemy_id
when 1
return [0, 0]
# when ID_do_Inimigo # ID of the enemy
# return [ X, Y ] # Adjustment of the enemy's position
end
position_plus_animb_n01
end
#==============================================================================
# Enemy's Shadow's Graphic Change
#==============================================================================
alias shadow_animb_n01 shadow
def shadow
case @enemy_id
when 33, 34
return "shadow00"
# when ID_do_Inimigo # ID of the enemy
# return "shadow00" # New graphic for the enemy's shaodw
end
shadow_animb_n01
end
#==============================================================================
# Readjustment of the Enemy's Shadow Position
#==============================================================================
alias shadow_plus_animb_n01 shadow_plus
def shadow_plus
case @enemy_id
when 1, 33, 34
return [ 0, 8]
# when ID_do_Inimigo # ID of the enemy
# return [ X, Y ] # Adjustment of the shadow's position
end
shadow_plus_animb_n01
end
#==============================================================================
# End of the Editable Part
#==============================================================================
alias anime_on_animb_n01 anime_on
def anime_on
for x in ENEMY_ANIME_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
anime_on_animb_n01
end
alias action_mirror_animb_n01 action_mirror
def action_mirror
for x in ENEMY_ANIME_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
action_mirror_animb_n01
end
end
module ENEMY_ANIME_BATTLERS
enemy_id = [1,2,33] # IDs of the enemies that will have animated sprites
end
class Game_Enemy < Game_Battler
#==============================================================================
# Enemy's Position Readjustment
#==============================================================================
alias position_plus_animb_n01 position_plus
def position_plus
case @enemy_id
when 1
return [0, 0]
# when ID_do_Inimigo # ID of the enemy
# return [ X, Y ] # Adjustment of the enemy's position
end
position_plus_animb_n01
end
#==============================================================================
# Enemy's Shadow's Graphic Change
#==============================================================================
alias shadow_animb_n01 shadow
def shadow
case @enemy_id
when 33, 34
return "shadow00"
# when ID_do_Inimigo # ID of the enemy
# return "shadow00" # New graphic for the enemy's shaodw
end
shadow_animb_n01
end
#==============================================================================
# Readjustment of the Enemy's Shadow Position
#==============================================================================
alias shadow_plus_animb_n01 shadow_plus
def shadow_plus
case @enemy_id
when 1, 33, 34
return [ 0, 8]
# when ID_do_Inimigo # ID of the enemy
# return [ X, Y ] # Adjustment of the shadow's position
end
shadow_plus_animb_n01
end
#==============================================================================
# End of the Editable Part
#==============================================================================
alias anime_on_animb_n01 anime_on
def anime_on
for x in ENEMY_ANIME_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
anime_on_animb_n01
end
alias action_mirror_animb_n01 action_mirror
def action_mirror
for x in ENEMY_ANIME_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
action_mirror_animb_n01
end
end









