Multiple Waves of Troops

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Started by Terix 6 posts View original ↗
  1. Hello. This is my first post in the forum, so sorry if this is in the wrong section.

    Is there a way to set up a battle where you fight more than one group of troops? I feel like there should be a simple way to do this without a plugin, but I haven't been able to find it.

    I'm trying to make a battle where you fight 2 enemies, a miniboss, 2 more enemies, and then a final boss (in that order). I'm able to do this by chaining 3 battle events together from the map. But the battle has to end and start each time.
  2. You can set enemies to Appear Halfway. They will not be visible when the battle starts, but you can add the Enemy Appear command to a troop event page to make the enemies you want visible at whatever time you want.

    The trouble you will have is that when the first wave of enemies is defeated, by default the battle will end and you'll go back to the map - it won't run the troop event page to make the second round appear. I believe someone has made a plugin that will run the next turn on the event pages before it does the check for win/loss, which should help you.
  3. You might be able to use either Yanfly's target control plugin to make the inactive ranks "non-targetable", or the active rank have a state that anchors all attacks to them; you could then have a "transparent version" (i.e. an image file of the same dimensions containing the sprite, with the sprite removed) of each of the ranks.

    Then event pages for each of the troops ranks that would check to see if the previous rank's members all had the status "Death", at which point it would turn a switch. The switch would then exchange the next ranks previous "empty sprite sheet" with the intended sprite sheet, & then either apply the taunt mechanic to that new rank, or remove the "non targetable" status from the new rank depending upon which plugin you used. That way each rank would present, but untargetable.

    Or you could just make some jeering henchmen on the sidelines who is immortal, & doesn't attack to anchor the troop, so that each rank can be made to appear complete with dialogue & all of that. & without having to use plugins or complex eventing. Then, you just remove the "immortal" state from the jeering henchman when the final rank appears.
  4. Thanks for the replies!

    Shaz said:
    You can set enemies to Appear Halfway.
    The trouble you will have is that when the first wave of enemies is defeated, by default the battle will end and you'll go back to the map - it won't run the troop event page to make the second round appear.

    Right. This is the problem I currently have. Once the first round is over, everything goes back to the map. The next battle starts immediately after, but there's just a lot of unnecessary actions.

    XIIIthHarbinger said:
    You might be able to use either Yanfly's target control plugin to make the inactive ranks "non-targetable", or the active rank have a state that anchors all attacks to them; you could then have a "transparent version" (i.e. an image file of the same dimensions containing the sprite, with the sprite removed) of each of the ranks.

    I'm gonna try that out next!

    XIIIthHarbinger said:
    Or you could just make some jeering henchmen on the sidelines who is immortal,

    Having hecklers on the sidelines is a funny idea :guffaw:

    I'll look into those plugins. The last one I found for Appear Halfway was only for Ace. But I'm gonna keep searching.