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    Thread: using $scene during battles
Post: RE: using $scene during battles

BeJeremiah Wrote: (01-17-2018, 03:40 PM) -- Keeroh Wrote: (01-17-2018, 03:12 PM) -- Yes, for now the best solution that I came up with was using variables and giving the player a 30% chance per turn...
Keeroh Code Support 5 7,715 01-17-2018, 04:31 PM
    Thread: using $scene during battles
Post: RE: using $scene during battles

Yes, for now the best solution that I came up with was using variables and giving the player a 30% chance per turn to use a skill that either grants 100% evasion or stun the enemy. But is there so...
Keeroh Code Support 5 7,715 01-17-2018, 03:12 PM
    Thread: using $scene during battles
Post: using $scene during battles

Hello, i have 2 questions: 1 - is it possible to interrupt an enemy before he starts an action and then call a common event? For exemple, right before an enemy starts an attack I call a common even...
Keeroh Code Support 5 7,715 01-17-2018, 01:39 AM
    Thread: Equipment on Actors
Post: RE: Equipment on Actors

Oh, I see! I didn't even knew that this option existed xD I tried unchecking the initialize option and now it's working just fine, thanks for the help  :cheeryblush:
Keeroh General Support 3 6,176 07-14-2017, 09:36 PM
    Thread: Equipment on Actors
Post: Equipment on Actors

Hello! I am doing a minigame that you have to manage and train a lot of different party members. Everything was going well until I saw that when an actor is removed from the party all the equipped a...
Keeroh General Support 3 6,176 07-12-2017, 08:14 PM
    Thread: Help modifying a script
Post: RE: Help modifying a script

Thanks, I think I understood how it works! I didn't had a clue what those numbers inside the () meant, now it's making more sense The problem was that I hadn't stretched the threat window. Now that i...
Keeroh Code Support 7 8,887 06-11-2017, 05:43 AM
    Thread: Help modifying a script
Post: RE: Help modifying a script

I managed to change the color to red, but when I try using: Code: -- def refresh   self.contents.clear   actors.each_with_index {|a, i|   self.contents.draw_text(a.screen_x, 0, self.width-...
Keeroh Code Support 7 8,887 06-10-2017, 06:10 PM
    Thread: Help modifying a script
Post: RE: Help modifying a script

Haha, thanks! xD Actually your idea of making the window appear horizontally is very good and less troublesome than making the image appear and move (i think). I managed to remove the background an...
Keeroh Code Support 7 8,887 06-10-2017, 02:35 AM
    Thread: Help modifying a script
Post: Help modifying a script

Hello! I have a script that I'm trying to modify that creats a Threat System, so the enemies will focus their attacks on the party member with most threat. During the battle a window appears showin...
Keeroh Code Support 7 8,887 06-07-2017, 07:56 PM
    Thread: Permanently modifying move speed
Post: RE: Permanently modifying move speed

I see. Well, that was a good lesson about ruby xD Let me see if I'm following right. If I put attr_accessor :move_speed in Game_Character, which is the class that have the variable move_speed, the ...
Keeroh Code Support 5 8,471 05-24-2017, 05:00 AM
    Thread: Permanently modifying move speed
Post: RE: Permanently modifying move speed

BeJeremiah Wrote: (05-24-2017, 02:24 AM) -- Keeroh Wrote: (05-24-2017, 01:51 AM) -- Hello, it's me again! I have a question, is it possible to permanently modify the move speed values? the 4: Fas...
Keeroh Code Support 5 8,471 05-24-2017, 02:44 AM
    Thread: Permanently modifying move speed
Post: Permanently modifying move speed

Hello, it's me again! I have a question, is it possible to permanently modify the move speed values? the 4: Fast is a little slow when walking through the maps and 5: Faster is too fast, I was tryi...
Keeroh Code Support 5 8,471 05-24-2017, 01:51 AM
    Thread: Multi Attack & Combo Display
Post: RE: Multi Attack & Combo Display

I've set MS_TOTALPOP to true and MS_TOTALONLY to false and it should show all the hits + the total damage, but instead all the damage that i did was zero. Some script must be conflicting with this one...
Keeroh Code Support 10 12,099 05-15-2017, 06:24 PM
    Thread: Multi Attack & Combo Display
Post: RE: Multi Attack & Combo Display

DerVVulfman Wrote: (05-14-2017, 06:25 PM) -- Whoops!   I forgot to upload Mea after fixing that issue a couple years ago.  :confused:  It didn't take much, just adding a value into the BattleActions ...
Keeroh Code Support 10 12,099 05-15-2017, 08:58 AM
    Thread: Multi Attack & Combo Display
Post: RE: Multi Attack & Combo Display

Thanks for the fast reply! I edited the post with the links for "Combo_Damage.png", "Combo_Hud.png" and "Combo_Number.png". For now they are just the ones that were in the demo, but they serve thei...
Keeroh Code Support 10 12,099 05-13-2017, 08:41 AM
    Thread: Multi Attack & Combo Display
Post: Multi Attack & Combo Display

Hello! First of all, I'm glad to have joined this forum. It looks like a friendly and active place. I've posted here because I'm having a problem of campatibility between 2 scripts. I'm using KGC_M...
Keeroh Code Support 10 12,099 05-12-2017, 10:12 PM