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.
Dec 11 2011, 07:36 AM
Can you post a screenshot of your event pages?
Dec 11 2011, 07:42 AM
Dec 11 2011, 07:54 AM
Okay. First, when you want an event page to be triggered every turn, don't use Battle, but Turn as a span. Also, you need just one page. Like this:
On a general note, self-switches are more designed to field use rather than battle use.
Dec 11 2011, 08:02 AM
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
Dec 11 2011, 08:19 AM
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?
Dec 11 2011, 08:27 AM
Huh, so if they aren't done in reverse order for battles how does it determine which one takes priority?
And, yeah, that's Roxis.
Dec 11 2011, 08:32 AM
All of them are processed if the conditions are met. The order is exactly as it appears in the editor: the first page, then the second and so on...
Dec 12 2011, 07:32 AM
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.
Dec 12 2011, 08:12 AM
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:
$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:
$game_party.members[X].immortal = false
Dec 12 2011, 11:24 AM
Thanks, I added that as you suggested but I'm not entirely sure how well it works since once Turn 0 resolved I got this;
Dec 12 2011, 11:44 AM
You probably entered a bad value for X. Look up your hero in the database and replace X with his number.
Dec 12 2011, 12:48 PM
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.
Dec 12 2011, 12:56 PM
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.
Dec 12 2011, 01:13 PM
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.
Dec 12 2011, 01:25 PM
No, the problem is that I'm a moron. I actually confused two different things. I'm sorry :/
Anyways, forget what I said before. Use $game_actors, not $game_party.members... Man, how high can I be.
Apr 16 2012, 07:02 PM
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.
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