Glaciesflamma
Member
Alright, let's see if I can manage to explain this coherently enough without having to actually post the entire script...
I've been working on a new Battle Engine of sorts that takes place on the Game Map and is a merger of the regular, turn-based combat, game events, and a few new scripts.
One aspect of the Battle Engine is that you must perform a certain task in order to use a spell/skill in combat. Without having to explain the whole magic system of the game, you essentially have to line up a few sprites that appear on screen into the proper format for your spell. You also must do this before the enemy event manages to reach a specified location. Essentially, you have until the enemy event reaches the end of it's move route.
In order to facilitate this, I've been trying to slow down the enemy event to a crawl in order to allow the player time to actually build their spell and use it. As such, I tried only updating the enemy event (and corresponding sprite) only when Graphics.frame_count % x == 0; where x is a large selection of numbers I've tried.
However, this doesn't actually seem to be slowing the enemy's movement down whatsoever. Setting x = 500 has the same results as setting it to 50. I was wondering why this wasn't working, and perhaps searching for an alternative. I don't understand why if the event and sprite aren't getting updated, though, that it still manages to move itself. >_>;
Any ideas?
Thanks in advance.
I've been working on a new Battle Engine of sorts that takes place on the Game Map and is a merger of the regular, turn-based combat, game events, and a few new scripts.
One aspect of the Battle Engine is that you must perform a certain task in order to use a spell/skill in combat. Without having to explain the whole magic system of the game, you essentially have to line up a few sprites that appear on screen into the proper format for your spell. You also must do this before the enemy event manages to reach a specified location. Essentially, you have until the enemy event reaches the end of it's move route.
In order to facilitate this, I've been trying to slow down the enemy event to a crawl in order to allow the player time to actually build their spell and use it. As such, I tried only updating the enemy event (and corresponding sprite) only when Graphics.frame_count % x == 0; where x is a large selection of numbers I've tried.
However, this doesn't actually seem to be slowing the enemy's movement down whatsoever. Setting x = 500 has the same results as setting it to 50. I was wondering why this wasn't working, and perhaps searching for an alternative. I don't understand why if the event and sprite aren't getting updated, though, that it still manages to move itself. >_>;
Any ideas?
Thanks in advance.