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> Trecherous battle scripting.
Skurge
post Jun 13 2011, 07:36 AM
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I make a battle event where at the first turn two monsters are forced to fleet, and after some brief dialog the battle begins.
While scripting this in the database it works perfectly.

But in real game time it completely goes off course and does not follow my scripting, having the monsters force flee when the battle is progressing, NOT when it's commanded to in the script.

So what the hell is going on, as far as I am concerned the scripting option is broken and pointless if it doesnt do what you program it to do in the final product. Any idea why this is so?
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Kread-EX
post Jun 13 2011, 07:52 AM
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You should post a screenshot of your battle events.


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Skurge
post Jun 13 2011, 08:25 AM
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Kread-EX
post Jun 13 2011, 08:38 AM
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I tested it and it works in the battle test but not in the game. My guess it that you are using those events inside a battle where escaping is impossible. Unfortunately, this also applies to enemies.
Apparently, if you set the encounter with "Stop event" as the escape properties, it works and the Flee command stays disabled for actors. But my version is heavily hacked so it might be a bug I haven't noticed before.


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Skurge
post Jun 13 2011, 09:02 AM
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Well it seems that was the only alternative, to fix the problem i had altered the battle to have a custom ending to it.

Problem is now resolved.
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Kread-EX
post Jun 13 2011, 09:45 AM
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Okie. lock.gif


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