Battle Event Not Killing a Monster

● ARCHIVED · READ-ONLY
Started by RobotMaid 13 posts View original ↗
  1. I have an event that is supposed to kill a monster via the "Change Enemy HP" event process. Allow Knockout is checked, but the kill just doesn't happen.


    I use the same Event Process on other Troops and it works on those other troops, but for this one battle, it stubbornly disallows the monster to die from the "Change Enemy HP" event.


    What's going on?


    The Plot Armor State I have prevents getting killed, but the script clearly shows that it's being removed. The enemy in question has a maximum HP value of 500.

    Truncated Script.png
  2. In the lack of any better information (for example, occasionally scripting situations can be setup up where enemies can die, but their sprite still shows), I'd guess that the event page simply isn't running.  Are the Scope and Conditions for the page set up correctly?  Does the battle animation ("Shout") show?  Are there any other pages that run at the same time?
  3. Prevent death in the states area makes it so HP cannot go below 1 HP. If it ever reaches 0 or below, it changes it to 1 HP. You have to remove the state to allow the knock-out.
  4. I think the problem is a different one: RPG Maker doesn't run battle events when all enemies are dead. It will jump straight into the victory scene. You need a plugin to fix this behavior. I guess we could also ask the staff to fix it in RPG Maker MV 1.2.


    EDIT: Nevermind, I jumped to a conclusion way too fast and misunderstood the whole point. I'm sorry! I did submit said topic, though, so it wasn't in vain. :p
  5. Have you tried adding the Knockout state to all enemies instead of dealing damage?
  6. Wavelength said:
    In the lack of any better information (for example, occasionally scripting situations can be setup up where enemies can die, but their sprite still shows), I'd guess that the event page simply isn't running.  Are the Scope and Conditions for the page set up correctly?  Does the battle animation ("Shout") show?  Are there any other pages that run at the same time?



    Yes, the animation runs properly. Everything actually runs properly... except for the boss being killed from the damage. I tested it strenuously and the boss does indeed get the state removed, damage dealt, and all the other stuff. He just doesn't die for some reason. I ran this very same script before, but it broke for some reason, and I have no idea why. It's also strange to note that the very same script set up will work on other battles with other troops, and it's just this one that refuses to die.

    deilin said:
    Prevent death in the states area makes it so HP cannot go below 1 HP. If it ever reaches 0 or below, it changes it to 1 HP. You have to remove the state to allow the knock-out.



    The death prevention state is removed prior to the damage being dealt. I actually use the very same event process on another fight and it works fine there.

    Bicept said:
    Have you tried adding the Knockout state to all enemies instead of dealing damage?



    Yes. It still doesn't work.

    Liak said:
    I think the problem is a different one: RPG Maker doesn't run battle events when all enemies are dead. It will jump straight into the victory scene. You need a plugin to fix this behavior. I guess we could also ask the staff to fix it in RPG Maker MV 1.2.


    EDIT: Nevermind, I jumped to a conclusion way too fast and misunderstood the whole point. I'm sorry! I did submit said topic, though, so it wasn't in vain. :p



    It's the thought that counts!


    [EDIT]


    Here's the full event page. The entire thing will run properly, it's just the boss does not collapse when HP is reduced to zero. BUT if I take the bit I posted in the original post and place that same script on any other fight, it works properly.


    [NOTE]


    Also note that on the script, Party Member Erim is affected by a "lose Plot Armor", "take HP damage (allow knockout)". This works properly and Erim does indeed get knocked out.


    Script.png
  7. RobotMaid said:
    Here's the full event page.

    No, unfortunately it is not the full event page - you still cut away the most important information with the condition and span etc. of that event, and those can make a difference.


    However, from your description I think the problem is rather something on the boss - can you post a screenshot of the boss enemy with all its data?


    In a lot of cases, such a behaviour is caused by a trait that you didn't understood or something like that.
  8. The problem I keep having is that I use the very same script on other fights and it works fine there, but this one simply doesn't.


    [EDIT] Accidentally cut it out, but the turn 0 event is set to run once per battle.


    More Information.png
  9. Your eventing looks solid.  I'm not 100% sure why this is happening.  Two things I would try:

    1. Add an animation and set a variable that you're not using to any value after both the Remove Enemy State and the Change Enemy HP.  Each of these has helped me in the past for at least one similar issue, though not this same exact one.
    2. After the final Shout Animation, set a switch instead of the rest of the event's processing.  Make a new event (Probably span "Moment") with this switch as a requisite that includes the rest of the event's processing, plus turning its own switch off at the end.
    3. If your project has any scripts, move this troop to a completely clean project with no scripts, and see whether this event runs properly.

    If none of these remedy your problem, try getting an HP Bars script and see whether the enemy's HP is properly dropping from your event.  This will at least narrow it down to "the enemy's HP didn't drop" or "the enemy's HP did drop but they're not KO'd".
  10. What is the span of your first troop event?


    If it is moment it will keep repeating, and if your party is still on that turn, the first troop event might replace the plot armor after it is removed but before your other event applies the damage.


    If that's not the cause, then you'll need to do as Wavalength said - checking which commands of the event work and which not.
  11. Wavelength said:
    Your eventing looks solid.  I'm not 100% sure why this is happening.  Two things I would try:

    1. Add an animation and set a variable that you're not using to any value after both the Remove Enemy State and the Change Enemy HP.  Each of these has helped me in the past for at least one similar issue, though not this same exact one.
    2. After the final Shout Animation, set a switch instead of the rest of the event's processing.  Make a new event (Probably span "Moment") with this switch as a requisite that includes the rest of the event's processing, plus turning its own switch off at the end.
    3. If your project has any scripts, move this troop to a completely clean project with no scripts, and see whether this event runs properly.

    If none of these remedy your problem, try getting an HP Bars script and see whether the enemy's HP is properly dropping from your event.  This will at least narrow it down to "the enemy's HP didn't drop" or "the enemy's HP did drop but they're not KO'd".

    Okay, I tried all three suggestions.


    1. I'm not sure what I would really do here. I tried having a text box tell me the boss HP via variables and in all situations, prior to the damage, the boss had >= 1 HP before taking the scripted damage and 0 HP after. He still doesn't collapse.


    2. I tried this too. It still didn't work. It's also strange that if I copy the script via "Copy Event Page", it won't work when I paste it, but if I copy it down and then make the same event, it works.


    3. I tried putting it on a fresh project and it works on the clean project. I also tried rewriting it. That also works. For some reason, it's just this one troop.


    Should I just make a new troop and rewrite the whole darn thing?
  12. That's really weird!  I would copy the troop (to back it up), and start deleting other lines a few at a time until it works.  If that works, you know what to do!  If it doesn't, yes I would recommend building an identical troop from scratch, since it's weird that this troop works in clean project and your other, similar, troops work in this project (I assume, based on what you've said).
  13. Okay, I -think- I figured out what the problem is. When I removed all the scripted attacks, the boss dies and collapses as intended. Also, if I switch all the scripted skills to generic attacks, the boss collapses as intended. I am using all three of Yanfly's Action Sequence Plugins.


    I think it's safe to say that the way some of the skills, or maybe all of the skills process is that it's screwing up this collapse event. Does anyone know what may be the problem or should I go directly to Yanfly?