CODING HELP: MAKING A SUPER BAR?
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author=Fallen-Griever link=topic=2788.msg52919#msg52919 date=1230598044No, you can't. Neither of those ways will work.
I'm sure you can make pictures appear during battle (I seem to remember doing it in the past in RM2K3, although I could be mistaken), so wouldn't that be the simple solution?
EDIT: You definately can if you make the "battle event" call a "common event".
Trust me, I am pretty confident in my 2k3 DBS knowledge.
Feld, yeah you can make it so the bar appears when the player manually charges, but you would have to use battle animations. That means you'll have to make multiple animations for each level just like you did with the pictures. So you can either do it with backdrops (which makes it so the gauge can always be seen), or use battle animations and have it appear only when you manually charge it.
Nevermind babley already mentioned that.
I'd use battle events, and have it hidden unless it's full. Show it whenever it changes.
EDIT: Dude, make battle events with the condition "Variable Greater than...". Done.
Be sure to make it the first event in the monster group.
EDIT: Dude, make battle events with the condition "Variable Greater than...". Done.
Be sure to make it the first event in the monster group.
I wonder why enterbrain didn't allow pictures in the DBS to begin with...or whether that's possible through a patch.
Well anyway, is it actually possible to track damage in the DBS when using default skill handling and whatnot? I was sure it wasn't unless you're using custom skills. Most people make these 'super bars' increase through character action rather than damage anyway.
lol2k3limitations
Well anyway, is it actually possible to track damage in the DBS when using default skill handling and whatnot? I was sure it wasn't unless you're using custom skills. Most people make these 'super bars' increase through character action rather than damage anyway.
You can track damage using the default skill handling. After every action (turn), just set variables to each heros HP and if there is a difference in HP between the current turn and the last one, you would put whatever code you needed in there. The only issue is that status afflictions that decrease your HP every turn would also count. So you can't really track it through actual monster skills (except switch skills), only through battle events.
It probably couldn't work the way Feld would want it though, because battle event pages happen before the damage is actually dealt. So it wouldn't recognize how much damage was dealt until the next player took action. That could be fixed by making custom skills for the monsters, but that's a hassle.
It probably couldn't work the way Feld would want it though, because battle event pages happen before the damage is actually dealt. So it wouldn't recognize how much damage was dealt until the next player took action. That could be fixed by making custom skills for the monsters, but that's a hassle.

















