Enemy on Map = Encounter - > Event Scene

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Started by Werebearguy 2 posts View original ↗
  1. Hello all, I'm trying to do a simple event where the enemy walks to you once you get on the right tile, initiates a battle, and after the battle does a little "sore loser" moment. Here's what I have right now;

    event.jpg

    - Stepping on the bottom-most event causes the NPC event to walk down to the player, and initiate combat.

    - In the battle, the Troop talks, then fight starts

    - Troop has a condition when it hits 0% health to turn on the "Beatrice Loses" switch

    - NPC just stands there after the battle. Stepping on that tile again causes the game to freeze as it tries moving the enemy into the player.

    What am I doing wrong? It feels like I'm missing something very basic, but I just can't figure out why it's not working.

    EDIT: I made the NPC disappear, but when the battle ends, the game crashes. Here's what it looks like;

    error.jpg

    The left column is the event that happens when I step on it. The middle column is the enemy's event for visual purposes. The right column is the troop data and the error I receive.

    I forgot to add earlier that I am using the following scripts;

    - Yanfly's "Ace Message System" and "Ace Equip System"

    -- http://yanflychannel.wordpress.com/

    - Reedo's "Simple Side Battle System"

    -- http://forums.rpgmakerweb.com/index.php?/topic/18189-rssbsace-reedos-simple-side-battle-system-ace-edition/

    - Jeenus Guruman's "Change Graphic by Equipment"

    Changing the order of the scripts does not fix this new error. Likewise, removing them (in any order or combo) does not fix it.

    EDIT 2: I'm an idiot. I had a Common Event on autorun from a previously uninstalled script. That was the problem.
  2. your first problem is, that the death state takes priority over HP=0%, which means that if you condition a troop event to HP=0% for the last enemy, the battle ends before that condition is checked (and thereby before the switch can be turned).


    In your specific case, it would be easier to remove that switch completely and instead of turning the switch ON in the troop event, check the checkbox "continue if loose" in the event battle processing command, and control the self-switch only if the player has won.


    Also get rid of the parallel process page, it has nothing to do with what you want and will only cause lag and problems for you.


    As a general rule: if you know why and when to use a parallel process, ONLY then use it - NEVER use a parallel process just because you don't know what else to do.