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  1. aL BeasTie

    ChronoCrash Modders Tools

    Threw an error loading a mod Traceback (most recent call last): File "data\__init__.py", line 618, in getLines File "encodings\cp1252.py", line 23, in decode UnicodeDecodeError: 'charmap' codec can't decode byte 0x9d in position 87: character maps to <undefined> During handling of the...
  2. aL BeasTie

    Different anims for walking left/walking right

    Thanks maxman, In my code I had it 8 and the next one 16 but I probably had the looper set wrong. yeah I'll see what Kratos says as well.
  3. aL BeasTie

    ChronoCrash Modders Tools

    Np thanks for looking into it.
  4. aL BeasTie

    ChronoCrash Modders Tools

    Yes this one works.
  5. aL BeasTie

    ChronoCrash Modders Tools

    @Piccolo still has the same error.
  6. aL BeasTie

    Different anims for walking left/walking right

    @Kratus - thanks again for the script. I'm just a little confused thou how to edit it properly. I've added extra frames, each anim is 8 frames each if(frame != 0 && frame != 1 && frame != 2 && frame != 3 && frame != 4 && frame != 5 && frame != 6 && frame != 7){updateframe(self, 2);} - with...
  7. aL BeasTie

    ChronoCrash Modders Tools

    With Windows 7 being abandoned I think the current builds won't let me run CMT on my Windows 7 PC, which is all I have currently. I tried some patches to get newer python stuff working on windows 7 but to no avail.
  8. aL BeasTie

    Custom types

    would there be a way with script to check an enemy if he is the last faction member alive on screen?
  9. aL BeasTie

    Custom types

    Thanks, I was reading the wiki about it earlier, it's a really great feature something I've wanted to be able to do.
  10. aL BeasTie

    Custom types

    Is factions supported in the current release ?
  11. aL BeasTie

    Different anims for walking left/walking right

    @maxman - btw I added the Force Pain animations trick to the Scripts Index and directed it to your post.
  12. aL BeasTie

    Different anims for walking left/walking right

    @Kratus Thanks again for the help I just did a quick test without modifying your script at all just to see if it worked with WALK anim. It works perfectly! I just need to update it now because my sprites have 8 frames for walking and they also have different facing directions for...
  13. aL BeasTie

    Different anims for walking left/walking right

    Yes please I wouldn't mind to take a look when you can.
  14. aL BeasTie

    Different anims for walking left/walking right

    I have been gone a long time, is there any existing projects/modules that have this kind of a setup now for multiple walks ?
  15. aL BeasTie

    block counter

    @DCurrent I have done random function before so I can manage that, it will probably work just the same limiting him by his MP, because the player is limited to dodge by MP. But really in the long run I want to try to add some way of HIT CHANCE and CRIT CHANCE. So I will definitely add to...
  16. aL BeasTie

    Offset issue, please help, thank you

    You need a teleport script/offset changer so at the end of the animation it will put him in the right place for idle animation.
  17. aL BeasTie

    block counter

    @DCurrent I added your ondoattackscript and added one line to perform a follow1 animation and it's working pretty good. Now I just need to make it more random and not all the time somehow. changeopenborvariant("lasthitc", 0); performattack(self, openborconstant("ANI_FOLLOW1"), 1);
  18. aL BeasTie

    Offset issue, please help, thank you

    There is probably a way to correct it but it's just good practice to axis align all your sprites and stuff like this is why you have to do it. I understand thou I'm having trouble with some sprites myself that are similar, the walking frames have the movement already there but they are a bit...
  19. aL BeasTie

    block counter

    Does having attack range in the player's attack necessary so the enemy reacts properly? I just realised I hadn't put any range in the player's attack @Bloodbane - I'm guessing that's the problem for the most part @O Ilusionista - In my TMNT mod I think you tried it out, the foot clan enemies...
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