Oct 17 2011, 10:30 AM
I'm trying to make a battle with 3 enemies where if you kill one, one of the others does a move that replaces the enemy with an identical enemy. The desired effect is that the battle would go on forever until the player works out to kill all 3 at the same time. I thought I had something figured out when I googled it, but when I test that solution, the game hangs after killing one of the enemies. How do I get this battle to work properly?
Oct 17 2011, 03:06 PM
I'm assuming you're using the "turn" method for calling the event.
I would also guess that once the execution condition is satisfied, it will always be satisfied. Hence, you have thrown yourself into a loop.
Maybe you can describe the logic behind it; there might be a simple fix to get it working.
I don't know about any long approaches to this, but the shortest way is to just ask "how many enemies are still alive?", where "alive" is any state that is not considered "knocked out".
Now when there are less than 3 enemies, you would want someone to use a skill.
That probably isn't too difficult to accomplish, but the real problem is: how do you get the number of enemies still alive?
Oct 17 2011, 03:32 PM
The way I have my battle set up is it's a fight against 3 Hellhounds.
I have 3 events with conditions enemy1, enemy2 and enemy3 respectively with 0%HP or below to turn a switch named test1 on. The hellhound on the database has a turn called Howl when the test1 switch is on which triggers a common event. In that common event, it is basicallly a conditional branch saying if enemy1 is KO'd, add another bloodhound, then it repeats for enemy2 and enemy3 and then finally switches the test1 switch off.
Hope you get what I'm saying anyway. When I test it and I kill one of the enemies, the game just hangs. The enemies don't attack and it won't give me the option to input more commands.
Oct 17 2011, 06:47 PM
Not sure where the problem might occur, as it seems rather complicated with the common events and stuff (I don't know if you could "add" enemies to a battle)
For me I would just run a short animation for howling right when one of them dies, remove the KO status, restore their HP to full, and then continue (cause it's the easy way out)
There would be three event pages, one for each hound, all with the condition "if hound# has 0 HP or less" with span "moment"
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