. . .Americanese.
doesn't matter anymore, I found the solution myself! *yay* ^^uhm.. how can I check if a message box disappears, like when the player reads the text and presses enter, when he pressed enter, do something as the message box closed.
Americanese.
yeah, sorry for this! in other forums where I was in the past, there wasn't a so strict policy ... my bad, it's such behaviour =(FeaR616, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
When you use Show Text, nothing else will run in the event until the message box is closed.
oh yes, it is a bit poor, and this was it which makes me wonder ^^it's a joke about how poorly most Americans know our own language.
I guess my big thing with the Japanese scripts would be: how do edit them? Is there a good translator that is NOT google? google gets...funny.
class Game_Party alias :step_walk_thing :increase_steps def increase_steps step_walk_thing if @steps % 3 == 0 members.each do |mem| mem.tp -= 1 # insert the decrease value you want here. p mem.tp # for debugging end end end end
Here is a little snippet that will do what you want:
class Scene_Map < Scene_Base alias some_name_forthemalias update def update some_name_forthemalias update_difficulty end def update_difficulty @old_size = 0 if @old_size.nil? if @old_size != $game_party.battle_members.size $game_variables[Blood::Variable:ifficulty_Variable] = [$game_party.battle_members.size - 1,4].min # 4 is the cap, change it if you need @old_size = $game_party.battle_members.size end end end
def get_hp return $1.to_i if self.note =~ /<tag_here>/ return default_valueend
It does at the moment, but if I do go through with this, I will split everything up.If you are using different variables for the actor and enemy stats, than it should work.
I thought you want to do it with 1 variable only, because I remembered that your script operates everything with 1 variable.![]()