Battler graphic not disappearing after it dies from poison

Tanarex

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Having a problem when a battler dies from poison it doesn't vanish from the scene. And will remain there til the battle is over. I was wondering how to fix that. I've included a screenshot of all the Yanfly Engine Ace I have in my scripts.

yanfly-core engines.PNG
 

Rinobi

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Is that enemy's collapse effect set to "Not Disappear"?
 

Tanarex

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Nope. I think it has to do with the battle engines. I had a similar problem with my characters not falling over when dead in side view mode.
 

Kes

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I don't have that problem with the script, and I wonder if it is because I have version 1.22 and you are using version 1.09. 


Version 1.22 is what is in the github respository linked from this page


I'm also wondering if the enemy is actually dying.  Normally poison and slip state damage reduces HP to 1, but does not kill.  Have you checked the KO by Poison box on the System tab of the editor?
 

Shaz

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What are the two battle engine add-ons?  If you disable them, does the problem still happen?
 

Tanarex

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Yes I have the K.O by slip damage checked. They do die.You can't target them afterwards.


The add on are  Yanfly Engine Ace - Battle Engine Add-On: Elemental Popups v1.00 and  Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.10. My idea of disable just involves deleting the script.The rat on the left just died from poison. But remains til battle is over.

rats.PNG
 

Kes

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No need to delete scripts - always a pain, especially if you have done any customization.  Instead:


Put the cursor inside the script.  Ctrl + A to select all.  Then Ctrl + Q to disable the script (you'll see a # appear at the beginning of each line).


To re-enable the script, just repeat those keys and the # disappears.


I have all those add ons but haven't come across that particular problem.  I did, however, get it when an enemy died by counter-attack - it stayed on the screen but could not be targeted.  I had to get a script to fix it, as it comes from a bug in Yanfly's Battle Engine.  I took a look at that script but it is too specific to counter-attack to help you.  This does, however, seem to confirm that the problem stems from the Battle Engine and not from any add on that you're using.


If no one can come up with an equivalent, maybe you will have to uncheck the KO by poison box so that all enemies must die by hit.  It is probably because I don't have it checked in my games that I've never had this issue.
 

PhoenixX92

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Huh. I have this issue too, it seems.
So weird.


It's also been mentioned on here before:




I think ksjp17 may be right with disabling slip damage KO, and require a final strike to finish them off.
I went ahead and did this:


Adding a battle event to each troop, that, when it hits 1% HP, if it's inflicted with poison, it adds a special state that removes the enemies ability to fight, and when the state is added, it tells you "(target name) is wounded! Finish it off!"

It's not the ideal fix, but it works.

Screenshot_4.png
 

Kes

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@PhoenixX92 That is a neat workaround.  One small point - inside a spoiler because it's off topic and I don't want to derail the thread.

- instead of putting that into each and every troop, which is a pain, you might think of using Yanfly's Base Troop Event script.  Then you put it in once and it automatically runs for every troop.
 

Tanarex

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I've updated the battle engine to Yanfly Core engine v1.22. Same problem.Disabled battle engine add ons. No change. What go is rat poison if it doesn't kill rats? @ksjp17


Maybe this script can fix it. Do you know where you got it?
 

Kes

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I asked for it.  It is highly specific to using a counter-attack skill, so may well be of zero use to you, but I'll post it in the spoiler below in case it helps.

Code:
class Scene_Battle
  def invoke_counter_attack(target, item)
    @log_window.display_counter(target, item)
    attack_skill = $data_skills[target.counterskill]
    if attack_skill.for_opponent?
      if attack_skill.for_all?
        show_animation(target.opponents_unit.alive_members, attack_skill.animation_id)
        for t in target.opponents_unit.alive_members
          t.item_apply(target, attack_skill)
          refresh_status
          @log_window.display_action_results(t, attack_skill)
          t.perform_collapse_effect if t.hp == 0
        end
      else
        show_animation([@subject], attack_skill.animation_id)
        @subject.item_apply(target, attack_skill)
        refresh_status
        @log_window.display_action_results(@subject, attack_skill)
        @subject.perform_collapse_effect if @subject.hp == 0   
      end
    else
      if attack_skill.for_all?
        if attack_skill.for_dead_friend?
          show_animation(target.friends_unit.dead_members, attack_skill.animation_id)
          for t in target.friends_unit.dead_members
            t.item_apply(target, attack_skill)
            refresh_status
            @log_window.display_action_results(t, attack_skill)
            t.perform_collapse_effect if t.hp == 0
          end
        else
          show_animation(target.friends_unit.alive_members, attack_skill.animation_id)
          for t in target.friends_unit.alive_members
            t.item_apply(target, attack_skill)
            refresh_status
            @log_window.display_action_results(t, attack_skill)
            t.perform_collapse_effect if t.hp == 0
          end
        end
      else
        show_animation([target], attack_skill.animation_id)
        target.item_apply(target, attack_skill)
        refresh_status
        @log_window.display_action_results(target, attack_skill)
        target.perform_collapse_effect if target.hp == 0
      end
    end
  end
end
 

Tanarex

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Nope. Didn't work. Maybe someone can move this to script requests.
 

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