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#1 Claymore Starter Kit
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kimono

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Here's an early demo (only 29megs) of the project:
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Link of the demo updated with some corrections.

Some screenshots:




Until I fix all the bugs, the project is in french. I'll translate it into english later.
Bugs found:
- No charge graphic for Claire's sword.
- No pickup graphic when Claire carries an item due to caterpillar script.
- No _Act and _Hit for the enemies who transform themselves.
- Each time I kill an enemy, I've got this kind of message with the Respawn Timer script: example: "Dead and added id 168,1 = -1"

Kill a human, go out town and try to survive if you want some challenge.
Have fun and give me your impressions!
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#2 Re: Claymore Starter Kit
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mr_wiggles

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If your using my re spawn timer, its prob a bug i left in there when i was debugging.

You can just go in to the script and (crtl+F) look for "print(" and just add a # symbol in front of print.
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#3 Re: Claymore Starter Kit
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kimono

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@Mr Wiggles: It was this line that shows the message, thank you very much.

Can someone take a look at the demo and have an idea with the others bugs?
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#4 Re: Claymore Starter Kit
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BluE

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I just downloaded it and I will look at it after school. : D
EDIT: nvm i cant script. Playing it is fun though.
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#5 Re: Claymore Starter Kit
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G@MeF@Ce

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this looks amazing kimono! @,@

thx 4 sharing, I will be happy test it out.
so cool that you made a game based off of the anime ^,^

+++
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#6 Re: Claymore Starter Kit
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kimono

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@G@mef@ce and Blue: Thanks for your comment, these give me the motivation to go on.
I only wish I can solve these graphic bug, can you please take a look at it?
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#7 Re: Claymore Starter Kit
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mr_wiggles

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I looked at your demo to try and find out why the enemies where not swapping character sets to the _hit and _act. I couldn't find anything, But you shouldn't give up hope.

Have you checked on Calvin's website?

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#8 Re: Claymore Starter Kit
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kimono

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@Mr_wiggles:
Thunder has told me to activate a self_switch via call script, so I can create a new event page to “transformed monster” to control perfectly his graphics and movements.

The syntax to change a self_switch is:
$game_self_switches[[MAP_ID, EVENT_ID, "SELF_SWITCH"]] = STATE
ex.:
$game_self_switches[[21, 3, "A"]] = true
(MAP 21, EVENT 3, SELF_SWITCH A)

I tried it but the attack blocks on its first frame and I don't have hit animation.
Maybye it's easier to view what the matter is with pickup and charge for the hero, I don't understand what is wrong with this?

Like Thomas Edison could say: Making is 1% idea, 99% perseverance.
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#9 Re: Claymore Starter Kit
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mr_wiggles

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Seeing that you said in a different post that this was fixed by thunder and the problem was with the caterpillar script.

Is this true, or do you still need a fix?
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#10 Re: Claymore Starter Kit
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kimono

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@Mr_Wiggles: The caterpillar script contains some bugs (no _ani for the followers, no _pickup and _hit for the main character).

The enemies that transform themselves still need a fix, they don't have _act and _hit animation.

The _charge is resolved, I removed the suffix in XAS Sprite line 950.
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#11 Re: Claymore Starter Kit
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mr_wiggles

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The error with that is with the double tap blur script. It writes over the knock backing definition.

Also did you swap from an earlier version of XAS? You no longer need page 2 in your enemy events. Also to show the _hit graphic you need to enable blow back.

When you make an enemy be sure that you name it correctly
Code:
<enemyID> i.e.
<enemy23>

With all of this done i was able to fix the error.

Also you dont have a _hit graphic for "Yoma Claymore déguisé".

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#12 Re: Claymore Starter Kit
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kimono

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@Mr_Wiggles: Thanks for your report, I'll modify all the enemies event.
Can anyone edit the Tap Dash Blur and the Caterpillar script to make it work with 3.91?
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#13 Re: Claymore Starter Kit
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G@MeF@Ce

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kimono wrote:
Can anyone edit the Tap Dash Blur and the Caterpillar script to make it work with 3.91?

Ill see what I can do Kimono,
lately I've been wrapped up with work and home.

I should have more time during the holidays.

taking notes:
-tap dash knock back fix
-caterpillar graphic change
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Hey Guest, check out my demos!
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#14 Re: Claymore Starter Kit
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kimono

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@G@mef@ce:Thanks for taking some of your time to edit these two scripts.
Here is the village of Rokut before the arrival of bandits and after in flames:


We can make so much great things with Xas Smile.
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#15 Re: Claymore Starter Kit
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