Appear Halfway Enemies Randomly "Reviving"

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Started by RisenAngel 5 posts View original ↗
  1. In playing around with a boss that regularly summons flunkies, I ran into a bizarre issue where, after dying, one of the appeared enemies would seem to randomly revive a turn after dying, even without any additional Enemy Appear/recover all events. However, upon closer inspection, the "revived" enemy doesn't attack, nor can it be selected.

    I first got the issue after switching the troop event for the initial summoning to a comment event and having the troop event call the common event, but the issue persists even after turning it back into a troop event. It also persists even if the Enemy Appear event happens only once.

    The Troop Event
    VXTroopEvent.png

    The Common Event
    VXCommonEvent1.png VXCommonEvent2.png VXCommonEvent3.png VXCommonEvent4.png

    The only changes I've made to the scripts are changing the variance of the normal attack from 20 to 5, the battle messages, and a bit to change the font. I don't think any of them would be the problem here, though I might be mistaken.

    Some other things I did around the same time the issue popped up was create two skills that inflict states (one that inflicts a "slip damage" state and another that lowers agility) and use them in the fight, as well as assign comment events to another couple skills, but the issue persists even if I only use normal attacks.

    The Other Two Common Events
    VXExtraCommentEvent.png VXExtraCommenEvent2.png

    Any help in figuring out what's going on here would be much appreciated.
  2. Do these Enemies appear immediately at Turn No. 0, or are they meant to come at random times during the battle? Or do they appear in a certain order?
  3. For testing purposes, the enemies are summoned immediately on Turn 0 and then never again (the second troop event page just applies knockout to the four smaller enemies after the main boss hits 0 HP). There was another common event where the main boss had a chance of summoning one randomly after using most of its attacks should one not be alive (and another attack that triggered the "summon all of them" common event shown in the OP), but that's shut off at the moment.

    That common event looks like this. I didn't show it initially as the issue only appeared after implementing the "summon all of them" event, but perhaps it might help as well:
    Summon Single Enemy Common Event
    VXSingleCommonEvent1.png VXSingleCommonEvent2.png VXSingleCommonEvent3.png VXSingleCommonEvent4.png VXSingleCommonEvent5.png

    I was initially testing the troop through the battle test, but the issue still occurs in a normal playtest as well.
  4. Not sure if this is anything to do with the problem, but you're setting the Summon Essence variable to 0 every time you call that common event.
  5. If I didn't reset the variable to 0, the event would attempt to summon the essences even if they were all alive. Now that I look at it again, I should probably have the Summon Essence Chance variable reset to 0 as well, which might fix another issue I had.

    I don't think that's part of the problem here, though. The event was like that even before it started appearing (pun unintended).