Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Thanks for the clear response. It helped get the freeze issue fixed but please note that applying the code to msh_spawn_namingmenu crashes the game as it affects the first naming menu.

I applied the fix in cc_shrinerename only. Problem solved.


Can you give me more guidance on the back sprite? For example how exactly do I

Check if the AMP-ID passed in is in the "enemy" region ( >= AMP_FIRST_ENEMY), and if so return the mond_SPRITE_BATTLE sprite, otherwise return the mond_SPRITE_BACK sprite.

(1 edit)

You'd do it like this:

if(argument0 >= AMP_FIRST_ENEMY){
  return global.monster_data[amp_read_var(argument0,amp_MONID),mond_SPRITE_BATTLE]
}
else{
  return global.monster_data[amp_read_var(argument0,amp_MONID),mond_SPRITE_BACK]
}


The other thing I was vague about was where to add the back sprites. The init_monsters script has this place where we add an array of sprites for each monster:


Edit this and add a third "back" sprite after the map sprite. (Or before, if you prefer that, but then you'll need to make sure to adjust the changes I suggested for init_monster (without an "s" at the end) accordingly)

(1 edit) (+1)

Hi Yal

Thanks again for extra info. Seems to have worked