Need help fixing simple combat code (FIXED)

Status
Not open for further replies.

MightyEgg

Veteran
Veteran
Joined
Mar 20, 2020
Messages
68
Reaction score
13
First Language
Portuguese
Primarily Uses
RMMV
Hello, im here to ask your help to fixing my simple combat code.
Its just a simple turn dice combat system.
The code its a bit junky.

JavaScript:
◆Change Window Color:(102,-255,-255)
◆Wait:30 frames
◆Control Variables:#0018 LuckChange = Luck of Harold
◆Control Variables:#0022 PLAYERLEVEL = Level of Harold
◆Control Variables:#0030 PLAYEREXP = 5
◆Control Variables:#0042 PlayerDefense = Defense of Harold
◆Control Variables:#0020 AgilityChange = Agility of Harold
◆Control Variables:#0045 PlayerGold = 10
◆Control Variables:#0011 TP = 0
◆Comment:--------ENEMY STATS---------
◆Control Variables:#0035 EnemyHP = HP of #1
◆Control Variables:#0037 Enemy2HP = HP of #2
◆Control Variables:#0032 EnemyAttack = Attack of #1
◆Control Variables:#0038 Enemy2Attack = Attack of #2
◆Control Variables:#0033 EnemyDefense = Defense of #1
◆Control Variables:#0039 Enemy2Defense = Defense of #2
◆Control Variables:#0034 EnemyLuck = Luck of #1
◆Control Variables:#0040 Enemy2Luck = Luck of #2
◆Control Variables:#0031 EnemySpeed = Agility of #1
◆Control Variables:#0041 Enemy2Speed = Agility of #2
◆Control Variables:#0048 Enemy1CanAttak = 0
◆Control Variables:#0049 Enemy2CanAttak = 0
◆Control Variables:#0023 ENEMYLEVEL = 2
◆Comment:--------ROLL DICE AT BEGGIN---------
◆Label:RollDice
◆Control Variables:#0027 ROLLDICEATBEGGINPlayer = Random 0..12
◆Text:None, Window, Top
:    :You Rolled \V[0027]
◆Wait:3 frames
◆Control Variables:#0028 ROLLDICEATBEGGINEnemy = Random 0..12
◆Text:None, Window, Top
:    :Enemy Rolled \V[0028]
◆Wait:3 frames
◆If:ROLLDICEATBEGGINPlayer > ROLLDICEATBEGGINEnemy
  ◆Text:None, Window, Top
  :    :You Rolled \V[0027]!
  :    :The enemy Rolled \V[0028]!
  :    :You go first.
  ◆Jump to Label:PlayerTurn
  ◆
:Else
  ◆Text:None, Window, Top
  :    :You Rolled \V[0027]!
  :    :The enemy Rolled \V[0028]!
  :    :Enemy go first.
  ◆Control Variables:#0048 Enemy1CanAttak = 1
  ◆Control Variables:#0049 Enemy2CanAttak = 1
  ◆Jump to Label:CheckEnemy1
  ◆
:End
◆If:ROLLDICEATBEGGINPlayer = ROLLDICEATBEGGINEnemy
  ◆Text:None, Window, Top
  :    :You Rolled \V[0027]!
  :    :The enemy rolled \V[0028]!
  :    :The Dices will be rolled again.
  ◆Jump to Label:RollDice
  ◆
:End
◆Comment:-----------PlayerTurn----------
◆Jump to Label:CheckEnemy1
◆Label:PlayerTurn
◆Text:None, Window, Middle
:    :YOUR TURN
◆If:TP ≥ 100
  ◆Change State:Harold, + Charged
  ◆Play SE:Heal1 (50, 80, 0)
  ◆
:End
◆Wait:30 frames
◆Label:Choises Beggin
◆Show Choices:Attack, Defense, Special, Run, Potions (Window, Left, #1, -)
:When Attack
  ◆Control Variables:#0017 BattleDice = Random 0..12
  ◆If:BattleDice ≤ 0
    ◆Text:None, Window, Middle
    :    :YOUR ROLLED \V[0017] FOR A CRITICAL
    ◆Force Action:Harold, Dual Attack, Random
    ◆Control Variables:#0011 TP += 10
    ◆Control Variables:#0048 Enemy1CanAttak = 1
    ◆Control Variables:#0049 Enemy2CanAttak = 1
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy1
    ◆
  :End
  ◆If:BattleDice ≤ 11
    ◆If:BattleDice > 0
      ◆Text:None, Window, Middle
      :    :YOUR ROLLED \V[0017] FOR A NORMAL ATTACK
      ◆Force Action:Harold, Attack, Random
      ◆Control Variables:#0011 TP += 5
      ◆Control Variables:#0048 Enemy1CanAttak = 1
      ◆Control Variables:#0049 Enemy2CanAttak = 1
      ◆Wait:3 frames
      ◆Jump to Label:CheckEnemy1
      ◆
    :End
    ◆
  :End
  ◆If:BattleDice ≥ 12
    ◆Text:None, Window, Middle
    :    :YOUR ROLLED \V[0017] AND MISSED
    ◆Force Action:Harold, Wait, Random
    ◆Control Variables:#0048 Enemy1CanAttak = 1
    ◆Control Variables:#0049 Enemy2CanAttak = 1
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy1
    ◆
  :End
  ◆
:When Defense
  ◆Control Variables:#0017 BattleDice = Random 0..12
  ◆If:BattleDice ≤ 5
    ◆Text:None, Window, Middle
    :    :YOU ROLLED \V[0017] FOR A DEFENSE
    ◆Force Action:Harold, Guard, Random
    ◆Wait:3 frames
    ◆Control Variables:#0048 Enemy1CanAttak = 1
    ◆Control Variables:#0049 Enemy2CanAttak = 1
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy1
    ◆
  :End
  ◆If:BattleDice ≥ 6
    ◆Text:None, Window, Middle
    :    :YOU ROLLED \V[0017] AND YOU MISSED
    ◆Force Action:Harold, Wait, Random
    ◆Control Variables:#0048 Enemy1CanAttak = 1
    ◆Control Variables:#0049 Enemy2CanAttak = 1
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy1
    ◆
  :End
  ◆
:When Special
  ◆If:Harold is affected by Charged
    ◆Show Choices:Merciless (Window, Left, #1, -)
    :When Merciless
      ◆Change Skill:Harold, + Merceless
      ◆Force Action:#1, Merceless, Random
      ◆Control Variables:#0043 PlayerTP = 0
      ◆Control Variables:#0048 Enemy1CanAttak = 1
      ◆Control Variables:#0049 Enemy2CanAttak = 1
      ◆Wait:3 frames
      ◆Jump to Label:CheckEnemy1
      ◆
    :When Cancel
      ◆Jump to Label:Choises Beggin
      ◆
    :End
    ◆
  :Else
    ◆Text:None, Window, Top
    :    :Not enought TP to use this right now
    ◆Jump to Label:Choises Beggin
    ◆
  :End
  ◆
:When Run
  ◆Control Variables:#0017 BattleDice = Random 0..12
  ◆If:BattleDice ≤ 5
    ◆Text:None, Window, Middle
    :    :YOUR ROLLED \V[0017] FOR A RUN
    ◆Force Action:Harold, Escape, Random
    ◆Wait:3 frames
    ◆Exit Event Processing
    ◆
  :End
  ◆If:BattleDice ≥ 6
    ◆Text:None, Window, Middle
    :    :YOUR ROLLED ITS \V[0017] AND YOU MISSED
    ◆Force Action:Harold, Wait, Random
    ◆Control Variables:#0048 Enemy1CanAttak = 1
    ◆Control Variables:#0049 Enemy2CanAttak = 1
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy1
    ◆Wait:3 frames
    ◆
  :End
  ◆
:When Potions
  ◆If:Party has Potion
    ◆Show Choices:Use Potion, Dont use it (Window, Left, #1, #2)
    :When Use Potion
      ◆Recover All:Harold
      ◆Play SE:Heal3 (90, 80, 0)
      ◆Control Variables:#0048 Enemy1CanAttak = 1
      ◆Control Variables:#0049 Enemy2CanAttak = 1
      ◆Wait:3 frames
      ◆Jump to Label:CheckEnemy1
      ◆
    :When Dont use it
      ◆Jump to Label:Choises Beggin
      ◆
    :End
    ◆
  :Else
    ◆Text:None, Window, Bottom
    :    :You dont have potions
    ◆Jump to Label:Choises Beggin
    ◆
  :End
  ◆
:End
◆Comment:-----------Enemy1Turn------------
◆Label:Enemy1Turn
◆Control Variables:#0017 BattleDice = Random 0..12
◆If:Enemy1CanAttak = 1
  ◆If:BattleDice ≤ 0
    ◆Text:None, Window, Middle
    :    :ENEMY1 ROLLED \V[0017] FOR A CRITICAL
    ◆Force Action:#1, Double Attack, Random
    ◆Control Variables:#0011 TP += 20
    ◆Control Variables:#0048 Enemy1CanAttak = 0
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy2
    ◆
  :End
  ◆
:End
◆If:Enemy1CanAttak = 1
  ◆If:BattleDice ≤ 11
    ◆If:BattleDice > 0
      ◆Text:None, Window, Middle
      :    :ENEMY1 ROLLED \V[0017] FOR A NORMAL ATTACK
      ◆Force Action:#1, Attack, Random
      ◆Control Variables:#0011 TP += 10
      ◆Control Variables:#0048 Enemy1CanAttak = 0
      ◆Wait:3 frames
      ◆Jump to Label:CheckEnemy2
      ◆
    :End
    ◆
  :End
  ◆
:End
◆If:Enemy1CanAttak = 1
  ◆If:BattleDice ≥ 12
    ◆Text:None, Window, Middle
    :    :ENEMY1 ROLLED \V[0017] AND MISSED
    ◆Force Action:#1, Wait, Random
    ◆Control Variables:#0048 Enemy1CanAttak = 0
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy2
    ◆
  :End
  ◆
:End
◆Comment:-----------Enemy2Turn------------
◆Label:Enemy2Turn
◆Control Variables:#0024 BATTLEDICE2 = Random 0..12
◆If:Enemy2CanAttak = 1
  ◆If:BATTLEDICE2 ≤ 0
    ◆Text:None, Window, Middle
    :    :ENEMY2 ROLLED \V[0024] FOR A CRITICAL
    ◆Force Action:#2, Double Attack, Random
    ◆Control Variables:#0011 TP += 20
    ◆Control Variables:#0049 Enemy2CanAttak = 0
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy1
    ◆
  :End
  ◆
:End
◆If:Enemy2CanAttak = 1
  ◆If:BATTLEDICE2 ≤ 11
    ◆If:BATTLEDICE2 > 0
      ◆Text:None, Window, Middle
      :    :ENEMY2 ROLLED \V[0024] FOR A NORMAL ATTACK
      ◆Force Action:#2, Attack, Random
      ◆Control Variables:#0011 TP += 10
      ◆Control Variables:#0049 Enemy2CanAttak = 0
      ◆Wait:3 frames
      ◆Jump to Label:CheckEnemy1
      ◆
    :End
    ◆
  :End
  ◆
:End
◆If:Enemy2CanAttak = 1
  ◆If:BATTLEDICE2 ≥ 12
    ◆Text:None, Window, Middle
    :    :ENEMY2 ROLLED \V[0024] AND MISSED
    ◆Force Action:#2, Wait, Random
    ◆Control Variables:#0049 Enemy2CanAttak = 0
    ◆Wait:3 frames
    ◆Jump to Label:CheckEnemy1
    ◆
  :End
  ◆
:End
◆Comment:-------------CHECK ENEMIES-----------
◆Label:CheckEnemy1
◆If:Enemy1CanAttak = 1
  ◆If:EnemyHP > 0
    ◆Control Variables:#0046 Enemy1is_Dead = 0
    ◆Jump to Label:Enemy1Turn
    ◆
  :Else
    ◆Control Variables:#0046 Enemy1is_Dead = 1
    ◆Jump to Label:CheckifAllEnemiesareDead
    ◆
  :End
  ◆
:End
◆Label:CheckEnemy2
◆If:Enemy2CanAttak = 1
  ◆If:Enemy2HP > 0
    ◆Control Variables:#0047 Enemy2is_Dead = 0
    ◆Jump to Label:Enemy2Turn
    ◆
  :Else
    ◆Control Variables:#0047 Enemy2is_Dead = 1
    ◆Jump to Label:CheckifAllEnemiesareDead
    ◆
  :End
  ◆
:End
◆Label:CheckifAllEnemiesareDead
◆If:Enemy1is_Dead = 1
  ◆If:Enemy2is_Dead = 1
    ◆Change Gold:+ {PlayerGold}
    ◆Change EXP:Entire Party, + {PLAYEREXP} (Show Level Up)
    ◆Text:None, Window, Top
    :    :You earned \V[0030] EXP and \V[0040]\G
    ◆Abort Battle
    ◆Erase Event
    ◆
  :End
  ◆
:Else
  ◆Jump to Label:EnemyStillAlive
  ◆
:End
◆Label:EnemyStillAlive
◆If:Enemy1is_Dead = 0
  ◆If:Enemy2is_Dead = 1
    ◆If:Enemy1CanAttak = 1
      ◆Jump to Label:Enemy1Turn
      ◆
    :Else
      ◆Jump to Label:PlayerTurn
      ◆
    :End
    ◆
  :End
  ◆
:Else
  ◆If:Enemy1is_Dead = 1
    ◆If:Enemy2is_Dead = 0
      ◆If:Enemy2CanAttak = 1
        ◆Jump to Label:Enemy2Turn
        ◆
      :Else
        ◆Jump to Label:PlayerTurn
        ◆
      :End
      ◆
    :End
    ◆
  :End
  ◆
:End

I think the error its below of CHECK ENEMIES COMMENT.
How this code works?
Im using this code as a common event.
At class hero I created a flag with Auto Battle and then at TROOPS I linked the common event to it with turn 0 and tested the code.
I attached a image for people who cant understand this part.
 

Attachments

  • image12-04-21.png
    image12-04-21.png
    198.2 KB · Views: 8
  • image12-04-21_2.png
    image12-04-21_2.png
    136.4 KB · Views: 7

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
929
Reaction score
492
First Language
English
Primarily Uses
RMMV
You never say what your problem is.

What is happening, compared to what you expect to happen? That's a lot of code for other people to read through without knowing what they're looking for.
 

MightyEgg

Veteran
Veteran
Joined
Mar 20, 2020
Messages
68
Reaction score
13
First Language
Portuguese
Primarily Uses
RMMV
You never say what your problem is.

What is happening, compared to what you expect to happen? That's a lot of code for other people to read through without knowing what they're looking for.
Ah sorry about that, I forgot to mention...
After the enemies turn, the player just auto battle until the enemies dies.
The enemies cant even attack and the choises never comeback again.
I used choises to create a menu in battle with attack, defense, special moves, potions and the run.
Its seems complex but its super basic code made.
EDIT: And I can say it when I created the check enemies life, the code started to be broken.
Is why Im saying the problem its there, im trying to fix this for about 5 days now.
I think the Conditional branch at the cheking enemies life isnt well organizated.
Sorry for my bad english.
 
Last edited:

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
929
Reaction score
492
First Language
English
Primarily Uses
RMMV
For one thing, you set EnemyHP and Enemy2HP at the beginning of your event and then never again. So every time that you check them later, they always have the same value, you never change them to reflect damage that your player does to the enemy.
 

MightyEgg

Veteran
Veteran
Joined
Mar 20, 2020
Messages
68
Reaction score
13
First Language
Portuguese
Primarily Uses
RMMV
EnemyHP = HP of Enemy1# and Enemy2HP = HP of Enemy2#.
I just used it to check if their health is greater or less than 0.
Im using the normal game data to check if they are alive or not, I never wanted to count the damage made to them.
But now your talking about that, Im been dumb, if I put labels after the variables, that variables will never been read again, is that what you are saying?

Thanks for open my eyes about that.

And I let some images from the engine itself I think is better to read.
That part of code its the checking enemies, what you think about it?
You think that will work?
Edit: I allways had problems with the organization of conditional branches, they are my weakeness :/.
For one thing, you set EnemyHP and Enemy2HP at the beginning of your event and then never again. So every time that you check them later, they always have the same value, you never change them to reflect damage that your player does to the enemy.
 

Attachments

  • Image0001.png
    Image0001.png
    186.3 KB · Views: 11
  • Image0002.png
    Image0002.png
    184 KB · Views: 12
  • Image0003.png
    Image0003.png
    159.7 KB · Views: 11
Last edited:

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
3,036
Reaction score
2,289
First Language
English
Primarily Uses
RMMV
Before I start looking at this, have you changed any of the code from the initial spoiler after ATT_Turan's feedback?
 

Jeremiah Eastman

Gladiator
Veteran
Joined
Apr 24, 2017
Messages
561
Reaction score
349
First Language
English
Primarily Uses
RMMV
Question, do you have a branch that checks for if both enemies are alive? I think I see a problem on your last pic but am not sure so I thought I'd bring it up. In the pic, the first line that says, if enemy2_isdead = 1. There doesn't seem to be an else branch for = 0, both alive, so if they are both alive the event then looks like it ends since that is the end of the event? Not sure but maybe you need an else for the branch or another branch for all alive?

Also I don't think you need the condition branch if enemy1_isdead = 1 since it is the else portion of the same check.
 
Last edited:

MightyEgg

Veteran
Veteran
Joined
Mar 20, 2020
Messages
68
Reaction score
13
First Language
Portuguese
Primarily Uses
RMMV
Before I start looking at this, have you changed any of the code from the initial spoiler after ATT_Turan's feedback?
No I dont, the code still the same.

Question, do you have a branch that checks for if both enemies are alive?
Replay: I think in the first pic, the first code it does that.

I think I see a problem on your last pic but am not sure so I thought I'd bring it up. In the pic, the first line that says, if enemy2_isdead = 1. There doesn't seem to be an else branch for = 0

Replay: That else its from the = 0

if = 0
.if = 1
..if can attack =1
..else:
else:

....or another branch for all alive?

Replay: Maybe.

Also I don't think you need the condition branch if enemy1_isdead = 1 since it is the else portion of the same check.

Replay: Huuumm, I delete the else from the if enemy1_isdead=0 and made the if enemy1_isdead = 1 as primary but still the same.

After the dice roll and the enemy turn the main character just attacks until they are dead.
Will never roll a dice again for the turn of the player.
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
929
Reaction score
492
First Language
English
Primarily Uses
RMMV
But now your talking about that, Im been dumb, if I put labels after the variables, that variables will never been read again, is that what you are saying?
No, I said they are never written again. Giving a variable a value is a one-time thing, it doesn't somehow automatically change later.

Let's say Enemy 1 has 50 HP. I say variable EnemyHP = Enemy 1's HP. EnemyHP = 50.

Then I hit Enemy 1 for 52 damage - he's dead, but EnemyHP is still 50, so every time you have a conditional (if EnemyHP > 0), it's going to be true.
 

MightyEgg

Veteran
Veteran
Joined
Mar 20, 2020
Messages
68
Reaction score
13
First Language
Portuguese
Primarily Uses
RMMV
No, I said they are never written again. Giving a variable a value is a one-time thing, it doesn't somehow automatically change later.

Let's say Enemy 1 has 50 HP. I say variable EnemyHP = Enemy 1's HP. EnemyHP = 50.

Then I hit Enemy 1 for 52 damage - he's dead, but EnemyHP is still 50, so every time you have a conditional (if EnemyHP > 0), it's going to be true.
Yes I know that, I copy and pasted that variables to the check enemies.
I still have the same problems, ofc, but that will help to fix later problems, like imortalaty.
Is why I am gratefull to you about this reminder, thanks.

But for people to not get confuse the variables of the enemies were made like this (in pic)
 

Attachments

  • image12-04-21_3.png
    image12-04-21_3.png
    217.4 KB · Views: 3

Jeremiah Eastman

Gladiator
Veteran
Joined
Apr 24, 2017
Messages
561
Reaction score
349
First Language
English
Primarily Uses
RMMV
I think we are misunderstanding each other.=) What I am seeing is when the code gets to the portion in question, which is at the end of the event page, the code says if enemy 1 is alive and enemy 2 is dead do this. But when it gets there if enemy 2 is actually alive there is no resolution for this situation and since it is at the end of the event, the event ends.

You have this event set to only run once at the start of battle so once it ends auto battle takes over and will run til it finishes the battle by itself, I actually had a very similar issue once. A simple test to see if this is the issue would be add this to the bottom of the event, you may need to jump to a different label though.

◆If:Enemy1is_Dead = 0
◆If:Enemy2is_Dead = 0
◆Jump to Label:RollDice
:End

:End

You probably only need, ◆Jump to Label:RollDice to be at the very end since you have an end battle resolution already set.


Also the other thing about not needing the other condition branch, this is what I meant. You have,

:Else
◆If:Enemy1is_Dead = 1
◆If:Enemy2is_Dead = 0
◆If:Enemy2CanAttak = 1
◆Jump to Label:Enemy2Turn

:Else
◆Jump to Label:PlayerTurn

you should only need,

:Else
◆If:Enemy2is_Dead = 0
◆If:Enemy2CanAttak = 1
◆Jump to Label:Enemy2Turn

:Else
◆Jump to Label:PlayerTurn

Not sure if that's what you did or not but this is separate from the issue you are trying to fix. This is just a simpler coding, less extra stuff that isn't needed.
 
Last edited:

MightyEgg

Veteran
Veteran
Joined
Mar 20, 2020
Messages
68
Reaction score
13
First Language
Portuguese
Primarily Uses
RMMV
I think we are misunderstanding each other.=) What I am seeing is when the code gets to the portion in question, which is at the end of the event page, the code says if player 1 is alive and player 2 is dead do this. But when it gets there if player 2 is actually alive there is no resolution for this situation and since it is at the end of the event, the event ends.

You have this event set to only run once at the start of battle so once it ends auto battle takes over and will run til it finishes the battle by itself, I actually had a very similar issue once. A simple test to see if this is the issue would be add this to the bottom of the event, you may need to jump to a different label though.

◆If:Enemy1is_Dead = 0
◆If:Enemy2is_Dead = 0
◆Jump to Label:RollDice
:End

:End

You probably only need, ◆Jump to Label:RollDice to be at the very end since you have an end battle resolution already set.


Also the other thing about not needing the other condition branch, this is what I meant. You have,

:Else
◆If:Enemy1is_Dead = 1
◆If:Enemy2is_Dead = 0
◆If:Enemy2CanAttak = 1
◆Jump to Label:Enemy2Turn

:Else
◆Jump to Label:PlayerTurn

you should only need,

:Else
◆If:Enemy2is_Dead = 0
◆If:Enemy2CanAttak = 1
◆Jump to Label:Enemy2Turn

:Else
◆Jump to Label:PlayerTurn

Not sure if that's what you did or not but this is separate from the issue you are trying to fix. This is just a simpler coding, less extra stuff that isn't needed.
Its working now when I started to check if they both were alive.
But seems the engine can´t read the HP of the enemies correntely.
Its a bug or something off at my junky code xD.

So I just used the state knockout...
◆If:#1 is affected by Knockout
◆If:#2 is affected by Knockout
◆Change Gold:+ {PlayerGold}
◆Change EXP:Entire Party, + {PLAYEREXP} (Show Level Up)
◆Text:None, Window, Top
:Text:You earned \V[0030] EXP and \V[0040]\G
◆Abort Battle
◆Erase Event

:End

:Else
◆Jump to Label:EnemyStillAlive

:End

Thanks man, this was a simple fix, but I was trying to fix for about 5 days, pff.
Thanks again for your help and your time.
 

MightyEgg

Veteran
Veteran
Joined
Mar 20, 2020
Messages
68
Reaction score
13
First Language
Portuguese
Primarily Uses
RMMV
Thanks to everyone for your time and help.
This is fixed.
Thanks to all of you
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
929
Reaction score
492
First Language
English
Primarily Uses
RMMV
But seems the engine can´t read the HP of the enemies correntely.
Its a bug or something off at my junky code xD.
...This is what I told you twice. You were never setting the variables again during the event, so it has nothing to do with the engine reading the HP of the enemies, you weren't updating the variables as the enemies' HP changed.
 

slimmmeiske2

Little Red Riding Hood
Global Mod
Joined
Sep 6, 2012
Messages
8,371
Reaction score
5,532
First Language
Dutch
Primarily Uses
RMXP

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
Status
Not open for further replies.

Latest Threads

Latest Posts

Latest Profile Posts

Time to add the support for import/export default RMXP maps. Maybe there will be customized tileset support later. In theory, I can reimplement the entire RMXP inside this RMXP-made game to make more RMXP games. :kaojoy:RMXPFORMATSUPPORT.jpg
Gonna make a story driven game someday in RPG Maker about this diseased character in my head. Will keep you posted, although I was warned by the authorities that posting too much would be considered 'spamming' so I WON'T SPAM. It'll be before I go in anyways. It's gonna be messed up but it won't be explicitly pornographic so don't worry, I'll give all the content warnings. :barf::barf::barf:
If you're a RM plugin developer, and you're reading this...

Thank you. You're awesome. Even if I haven't used your plugin, your work is appreciated.
Ami
tomorrow is the finale of my Endurance

Forum statistics

Threads
111,265
Messages
1,059,698
Members
144,552
Latest member
adcurro32
Top