Its weird. I tried to use it on the vanilla demo too and it didn't work. Am I supposed to make a grave event for every single actor and enemy first?
bug solved here->#2,023
Game_Event.prototype.initialize = function(mapId, eventId) {
Game_Character.prototype.initialize.call(this);
this._mapId = mapId;
this._eventId = eventId;
this.locate(this.event().x, this.event().y);
this.refresh();
};Game_Event.prototype.initialize = function(mapId, eventId) {
Game_Character.prototype.initialize.call(this);
this._mapId = mapId;
this._eventId = eventId;
this.locate(this.event().x, this.event().y);
this.refresh();
};/*
var _kzr_enemy_level_Game_Enemy_makeDropItems = Game_Enemy.prototype.makeDropItems;
Game_Enemy.prototype.makeDropItems = function() {
var result = _kzr_enemy_level_Game_Enemy_makeDropItems.call(this);
return result.concat(this._dropItems.reduce(function(r, di) {
if (di.kind > 0 && Math.random() * di.denominator < this.dropItemRate()) {
return r.concat(this.itemObject(di.kind, di.dataId));
} else {
return r;
}
}.bind(this), []));
};
*/var actorID = battleUnit[1]._actorId;var actorID = battleUnit[1]._actorId;