Boss not reviving minions

Evil_Nazgul0616

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I'm trying to make a complex boss battle where the boss is nearly invincible until its two minions die, and the boss revives them after a while.

My original approach to doing this was by using a troop event to initiate a "countdown" variable after both minions are dead which counts down by one every turn until it reaches zero, and then at the end of the "zero" turn force the boss to revive the minions and change back to it's nigh-invulnerable state. However, for some reason that method didn't work, as the countdown wasn't working properly.

At that point I opted for a simpler solution, which was to control the boss's ability to cast the revival spell with a switch that is only turned on when both minions are dead and turned off if both are alive. (Even though this method doesn't have the turn delay that I initially wanted, I think the random chance to cast the spell each turn would still add a challenge.)

Then I attempted to test the AI, but then the revival spell itself wasn't working (The spell was being cast, but nothing was happening), meaning that the minions are never revived and the boss does not renew its barrier. I honestly have no idea what's happening. Neither the boss, nor the minions, are immune to the revival spell, and the spell's target is set to "All allies (dead)". Could someone please help me? Here's a ton of screenshots if it helps (I think the problem either has to do with the battle event or the skill itself, but I'm just not seeing it...):

01.PNG

The revival skill.

02.PNG

Initialization for the battle.

03.PNG

04.PNG

These are tests to see if the minions are dead, and if they are, have them do their suicide attack. Also tests to see if both are dead at the same time, and if so, flip the switch that controls the revival spell.

05.PNG

If the switch is on, drop the boss's barrier.

06.PNG

If the minions are revived, re-cast boss barrier, reset variables, and make the minions ready to perform their suicide attacks upon death.
 
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Another Fen

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Are you using the standard battle system or a custom one?
 

Andar

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Sometimes, the timing of the events is critical - when events are set to "turn", they're called once per turn and not neccessarily at the moment you're planning them.

It would also help to display the attack pattern for the boss to see when the skill reraise can be used - the attack patterns work in special ways, and if you don't understand them then you can't see which skills will be used when.
 

Evil_Nazgul0616

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Are you using the standard battle system or a custom one?
My game uses Lune FBS.

Sometimes, the timing of the events is critical - when events are set to "turn", they're called once per turn and not neccessarily at the moment you're planning them.

It would also help to display the attack pattern for the boss to see when the skill reraise can be used - the attack patterns work in special ways, and if you don't understand them then you can't see which skills will be used when.
07.PNG
 

bgillisp

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Change the priority of Reraise to be higher. With it set where it is, reraise will only be cast 3/25 of the time (your priority of 3 / the sum of all the priorities of 25).
 

Evil_Nazgul0616

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Change the priority of Reraise to be higher. With it set where it is, reraise will only be cast 3/25 of the time (your priority of 3 / the sum of all the priorities of 25).
But the frequency of casting Reraise isn't the problem (I can always tweak the frequency later). The problem is when Reraise is actually cast. The game says it gets cast but nothing happens.

Perhaps a video will better visualize things (I set the priority of Reraise to 10 for the video): link
 
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bgillisp

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Huh. Your skill looks good to me. The error must be something related to how the battle system works. That's my best guess. Unfortunately I don't know that battle system so cannot say more on it I'm afraid.
 

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