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RM Skill: Beginner
Alright, so this is problem I'm having with trying to make a human enemy seem at least remotely intelligent. Namely, the player is guaranteed to have a buff at this stage so I've given the opponent a means of countering that buff. It's set so that if a turn ends with the buff in place, it should trigger an event that would have the enemy counter it but that's where the problem is. It either only triggers on the first turn, or if I seem to fix that and get it to trigger on any turn it then triggers on every subsequent turn because it's not ending itself properly somehow. I feel like I'm just working in circles at this point since I can't seem to get it to do anything but those two things.
Group: Member
Posts: 9
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RM Skill: Beginner
Ah, I see what you mean. I'm just a tad used to using self-switches to close, well, self-contained events so I just sorta thought it'd work here too. Amazing how simple that problem actually was to fix. Well, thanks for showing me how to do things like this properly
Group: +Gold Member
Posts: 4,136
Type: Scripter
RM Skill: Undisclosed
Another general advice when you work with battle events is to not believe that using multiple pages with solve your problems. Unlike with map events, the pages aren't processed in reverse order.
Side note, is this Roxis in your avatar?
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
Group: Member
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RM Skill: Beginner
So, after solving that problem I run into a bit of an issue with a second battle event;
This should enable an extra party member to enter the fight when the first's HP runs out, but rather than doing that it just cuts straight to a game over instead. There's no "If Actor is State then" command so I had to try and get it to work in a slightly different manner. Shame it doesn't work, but I can't quite tell why or how to get it to work. Everything I try just ends up with it cutting to the game over screen instead.
Group: +Gold Member
Posts: 4,136
Type: Scripter
RM Skill: Undisclosed
If you have a lone actor and their HP drops to 0, it's always Game Over. So you'll need a script command to make him immortal (just like when you check Immortal on the troop enemy sheet). His HP will go down to 0, but he will not die. What you should do is create another page, put Turn 0 as condition so it runs right at the start of the battle, then use a Script event command with that inside:
CODE
$game_party.members[X].immortal = true
Replace X with your unnamed actor's number ID in your database.
Then, after you used the Recover All command, revert the immortality with another Script command:
CODE
$game_party.members[X].immortal = false
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
Group: Member
Posts: 9
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RM Skill: Beginner
That was my first thought as well, but I double checked it afterwards and it was the right number. I didn't truncate the "00" from the front either, just in case, and that still came up.
Group: +Gold Member
Posts: 4,136
Type: Scripter
RM Skill: Undisclosed
That's the problem then XD
The two zeroes are just there for cosmetic purpose; if you put them in a script, your number is treated as an octal number and well, this causes errors.
If that still doesn't work after that, you should post another screen of the event.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
Group: Member
Posts: 9
Type: None
RM Skill: Beginner
I'd have figured they were needed since they are part of the ID and all. Good to know, for future reference, they they're superfluous though. Even if dropping them didn't actually help.
I think the problem might be that it doesn't know what to do with the immortal since it's trying to fetch a class that isn't defined anywhere? I could be wrong with that, but that's what it looks like to me at least.
Group: Member
Posts: 9
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RM Skill: Beginner
Well, hrm, been a while since I ran into any issues of pressing concern but that's mostly been due to being too busy to work on something like this. Anyway, minor issue with a skill to enable an enemy to summon backup at will (rather than a mid-battle event). I'm sure, as per usual, there'll be a simple fix for this that I'm just not seeing but here's what I have so far:
fairly large images I guess
Incredibly inelegant but I thought it'd work. Turns out I was wrong, since whenever the skill gets used either nothing happens at all or it just states that the target wasn't affected. Not sure why either of those happen, unfortunately.
E; Oh and the "trigger" was set to parallel at one point in my attempts but I couldn't get it to work then either so for simplicity sake here I turned it back off again just so I didn't look like an idiot...and chances are now I do with it off. Ah well, c'est la vie and such.
E2; Upon doing a bit of reading of other threads while waiting/checking to see if anyone else had a similar/identical issue I came across a script to enable common events during a battle. After configuring it according to my settings, it seemed to have worked, in that it didn't give me an error message, though the "no effect" message still came up in-battle.
This post has been edited by Scathach: Apr 16 2012, 07:14 PM