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- Dec 14, 2018
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- RM2k3
This is my first post and I've only been messing with rm2k3 for about a year. I'm still getting the hang of eventing and this site has helped me alot, however I can't seem to find a way to fix this problem. I built a 'Scan' skill that simply displays the enemies hp and another random var once used.
The hp bar is a picture that corresponds with a variable of the enemies current hp. Each time the enemy is attacked from a regular attack it updates the picture immediately and works exactly how I want it.
Using a damage spell however, seems to be delayed. This time, the Enemy hp bar only updates on the next turn/action from another enemy/party member.
As a result, an enemy hit with a spell will die without it’s hp bar disappearing as it should (until someone’s next turn)
It could be that I'm using a weird method that causes this or just the way rm2k3 (or others) work. It seems kinda nit-picky because after anyone attacks or uses spells it updates the targeted enemy hp bar, but I was hoping there was a way to do it the same as the normal attack. Any help would be appreciated!
The hp bar is a picture that corresponds with a variable of the enemies current hp. Each time the enemy is attacked from a regular attack it updates the picture immediately and works exactly how I want it.
Using a damage spell however, seems to be delayed. This time, the Enemy hp bar only updates on the next turn/action from another enemy/party member.
As a result, an enemy hit with a spell will die without it’s hp bar disappearing as it should (until someone’s next turn)
It could be that I'm using a weird method that causes this or just the way rm2k3 (or others) work. It seems kinda nit-picky because after anyone attacks or uses spells it updates the targeted enemy hp bar, but I was hoping there was a way to do it the same as the normal attack. Any help would be appreciated!
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