Well, that means if you don't hold Shift you are dashing.
Which is the same as my example, but simply the opposite. :D
Simply reverse the conditions. :D
Same result, only this time if you hold shift, you are not dashing anymore. :D
Edit : Oops, you meant you "as player".
My bad :kaoswt2...
Shift is default for dashing, it is availble in the conditionnal branch. :)
Solution works, but the flaw would be if the player knows about that, he can simply hold shift while activating said event.
I did some eventing tests and this would work best I think :
My bad... I understood my problem. :kaoblush:
So, the way the code is read, is simple but I didn't think this through.
The error comes from the second condition "If left is pressed then..., else NoInput = ON"
Since I'm pressing Right, the condition "If left is pressed then..., else NoInput =...
This is confusing xD
This scrolling test is not implemented or engine dependend, but I guess it was the wrong forum. :(
Ok, I'll try and set it in English then, some translations are confusing, even to me, in French anyway. ^^
Thanks for trying to help, as I'm clueless to why it works for...
Boucle is indeed loop.
The loop ends after the 1 frame next to the update.
"Répéter ci-dessus" means Repeat.
The event is set in parrallel mode since it requires to run indefinitely (for now at least).
I'm not sure a break loop would help, because it would mean I need to call the event again...
I'm testing some scrolling experience, and I'm having an issue with the utter basics that is the velocity X.
I know the principals of using Velocity X and Y to move an object (or image) through eventing, however I seem to have an issue and I can't lay my finger on it.
So I thought the...
I made some updates to it, included a basic hud and an improved UI.
Deleted the text based action and replaced it with HUD updates.
As of now I'm using 24 common events, 38 variables and 13 switches.
So, seeing the limits are 2000 common events and 5000 variables/switches I'm using about 0.2 to...
I'm sorry, I thought it was random enough for a general discussion.
I'll be more careful next time. :)
@Frogboy Thanks for your reply, I indeed thought it would be better for the wider audiance aswell as being a good experience for me.
The idea is to have an UI based "pocket version" of the...
As I'm finally going for my first game (Cupidi Arx), I was thinking to chose between the original/classic battle system from the engine itself or try and make one myself.
Turns out, I'm not a good scripter, so the challenge was to use events and common events only.
I made it...
Ennemy has 9999 MP
Each of those attacks cost like 20-30.
Edit : I just tried to set Ennemy MP and PT consumption to 0.
He stay idle when <20% HP
I'm clueless :(
Edit : I used the command during battle to show TP and MP after each turn.
Ennemy TP dropped below 5 and had no attacks to recover...
I created a post earlier, but removed it because I thought it was fixed...
But it's not. :(
I don't really understand what's happening.
The way I set up my ennemy pattern is like this :
(Attack and Slam are twice, because I tried to set up per HP trench, as this wasn't working with Slam 0~50%...