Battle Win Condition - Set By Skill Usage Question

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Dickjutsu

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Okay, I'm trying to make a battle de dependent on utilizing a specific skill in only the final battle.  The idea is something like this...the final boss is a former ally, being mind-controlled by the main villain.  You can kill your old ally by bringing his HP to 0, but you get the bad ending.  Or you can use an otherwise useless skill, we'll call it Chat, to convince your old ally to fight the mind control and break free of the villain's grasp; then you get the good ending.
 
Shaz has given me this much information:

If your final boss is evented, you can do a Continue When Loser, and get the If Win / If Lose options. Choose a variable to count how many times the skill is used, and set it to 0 right before the battle processing call.

On the skill's damage formula, add 1 to the variable if the enemy has the appropriate state.
So...I don't really know what the continue when loser does for me, but I did it and I adjusted the damage of the skill to: Control Variables: [0021:Love] += 1.  I then set up a battle event against the final boss to activate with a conditional branch: If variable 21 is 2 or greater, the battle is aborted and you are transferred to the "Good Ending" Map.

But this just crashes the game when I try to use the skill in battle, so I'm apparently not understanding something.

Before this I had tried setting the skill up activate a common event, which would raise the variable by 1 each time it was used.  Didn't work.

And ultimately, once I can get a proof of concept worked out, what I'd like is for the final boss to be able to switch itself around so that only using Chat on the turns that the final boss has broken free of the mind control will add to the variable.

So, what am I doing wrong, anybody know?

I'm using RMVXACe, no non-default scripts running at the moment.

Thanks.
 

YoraeRasante

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v[21] += 1 should do it for your mother-inspired skill ;)
 

Shaz

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Show us a screenshot of your skill so we can see how it's set up. And tell us what message you get when it crashes.
 

Dickjutsu

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Okay, Waterguy's formula made it stop crashing.  But either it's still not actually adding to the formula, or else I don't have the battle set up right because I can use the skill a dozen times and it won't run the battle end event.  These are my screens...


BTW, I called it Chat in the example, but the actual skill is called Embrace. I just didn't want someone to confuse it with a 'pokemon-style' capture skill by calling it Embrace in the original example.

Battle-Embrace.png

Embrace.png
 

Shaz

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Your Conditional Branch is not a part of the page conditions. It is simply one of the instructions that gets run when the conditions ARE true.


The condition is "Don't Run", so it will be true for the entire duration of the battle. The span is Battle, which means run only once, even if the condition continues to be met after it's run the first time. That combination means that page command list will be run once, right at the start of battle, and not again. Since the variable is not equal to 2 when the page is activated, the battle won't be aborted.


It is doing exactly what you told it to do. If you add a Show Text command right at the top of that list of commands, you will see this is the case - it will show your text right at the start of the battle.


Change Span from Battle to Moment.
 
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Dickjutsu

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Right, I'd switched it from Moment to Battle a few tests ago because I had something set up wrong and it just froze the battle and kept running something nonstop, never changed it back.

Unfortunately it still does nothing.  I can use Embrace ten times and the battle doesn't end.  I put a dialogue event before the abort battle to see if it's activating the event page, just not the abort battle, but it doesn't activate anything in the event, even when set to Moment.  I double checked it by running it on Turn, too, no change.

You know, when I thought of this idea, I didn't think it would be so difficult to perform. =/
 

Zoltor

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There's a easier way to do this, and should fix whatever is going on(it just keeps things nice, and neat). Troop events are like common events, they really don't like being constantly checked.

Try making the troop condition require a switch, instead of making the sysem constantly check a page.

Then have the skill call a  common event instead(remove formula), have it add 1 to the variable, then make a condition branch, if variable = 2, turn on switch.

Troop event command, abort battle

Then make a autorun common event, if switch is on, turn switch off, and move to good ending.

There is no way this shouldn't work.
 
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Dickjutsu

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Aha!  That did it, Zoltor!  Putting the conditional branch in the common event that the skill activates made everything click together!  I thought a Common Event was my key, since that's how I tried it from the get-go; my mistake was trying to use two where one would suffice.

Okay, that got it to work.  Thank you all very much for the help!
 

Zoltor

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Aha!  That did it, Zoltor!  Putting the conditional branch in the common event that the skill activates made everything click together!  I thought a Common Event was my key, since that's how I tried it from the get-go; my mistake was trying to use two where one would suffice.

Okay, that got it to work.  Thank you all very much for the help!
Yep np.
 
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