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Thread: using $scene during battles
Post: RE: using $scene during battles
BeJeremiah Wrote: (01-17-2018, 03:40 PM)
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Keeroh Wrote: (01-17-2018, 03:12 PM)
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Yes, for now the best solution that I came up with was using variables and giving the player a 30% chance per turn... |
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Keeroh |
Code Support
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5 |
7,715 |
01-17-2018, 04:31 PM |
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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... |
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Keeroh |
Code Support
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5 |
7,715 |
01-17-2018, 03:12 PM |
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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... |
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Keeroh |
Code Support
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5 |
7,715 |
01-17-2018, 01:39 AM |
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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: |
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Keeroh |
General Support
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3 |
6,176 |
07-14-2017, 09:36 PM |
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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... |
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Keeroh |
General Support
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3 |
6,176 |
07-12-2017, 08:14 PM |
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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... |
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Keeroh |
Code Support
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7 |
8,887 |
06-11-2017, 05:43 AM |
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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:
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def refresh
self.contents.clear
actors.each_with_index {|a, i|
self.contents.draw_text(a.screen_x, 0, self.width-... |
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Keeroh |
Code Support
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7 |
8,887 |
06-10-2017, 06:10 PM |
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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... |
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Keeroh |
Code Support
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7 |
8,887 |
06-10-2017, 02:35 AM |
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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... |
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Keeroh |
Code Support
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7 |
8,887 |
06-07-2017, 07:56 PM |
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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 ... |
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Keeroh |
Code Support
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5 |
8,471 |
05-24-2017, 05:00 AM |
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Thread: Permanently modifying move speed
Post: RE: Permanently modifying move speed
BeJeremiah Wrote: (05-24-2017, 02:24 AM)
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Keeroh Wrote: (05-24-2017, 01:51 AM)
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Hello, it's me again!
I have a question, is it possible to permanently modify the move speed values? the 4: Fas... |
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Keeroh |
Code Support
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5 |
8,471 |
05-24-2017, 02:44 AM |
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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... |
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Keeroh |
Code Support
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5 |
8,471 |
05-24-2017, 01:51 AM |
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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... |
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Keeroh |
Code Support
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10 |
12,099 |
05-15-2017, 06:24 PM |
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Thread: Multi Attack & Combo Display
Post: RE: Multi Attack & Combo Display
DerVVulfman Wrote: (05-14-2017, 06:25 PM)
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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 ... |
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Keeroh |
Code Support
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10 |
12,099 |
05-15-2017, 08:58 AM |
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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... |
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Keeroh |
Code Support
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10 |
12,099 |
05-13-2017, 08:41 AM |
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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... |
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Keeroh |
Code Support
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10 |
12,099 |
05-12-2017, 10:12 PM |