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(2 edits)

Thank you very much , I will test in the meantime :)

edit:  after spawning an enemy I add the script SceneManager.goto (Scene_Map) it actually works, I am already happy like that :)

(+1)

I found a better solution. Whenever you spawn a new event use the script: SceneManager._scene._spriteset.createEventIndicators()

(+1)

It works, thank you very much. I love you

(1 edit)

Hi, I think I have a problem, so I did:

-as soon as I enter a room and an event in parallel creates 4 monsters and I use the script:SceneManager._scene._spriteset.createEventIndicators()

the event then gets cleared

- the dead monsters are deleted with: Ritter.unspawnEvent(this._eventId, true)

- I exit the room and clear any evoked events(I also create other things) with :Ritter.unspawnAll(true)

- I re-enter the room resetting also the event to summon monsters and it gives me this error.

Am I doing something wrong?

Translated with DeepL.com (free version)

(+1)

It looks like a timing issue I have to test. The script works sometimes but other times it's trying to update the HP bar before it's created leading to that error.

Could you make sure any event page that has an hp event indicator comment also has an enemy comment and see if that solves the issue?