Common Event Calls

Zero0018

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I have a common event that tracks spell upgrades. So the more you use them it ad's +1 to a counter. When counter reaches requirements, the spell upgrades the rank. The common event is ran after you cast the ability.

What I've noticed is if you kill the last enemy on screen OR do an aoe spell that kills all enemies at once, this common event doesn't run. It's like the battle system takes priority over this. Is there any way to make it so the common event will run before the victory processing occurs? The combat screenshot shows most of the combat system scripts to see which ones I'm using.

1.png

combat.png
 

Trihan

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The common event does actually run, but it does the last call after the battle ends. Your event should still work as it's meant to unless it needs to do something between battle ending and getting back to the map.
 

Zero0018

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The common event does actually run, but it does the last call after the battle ends. Your event should still work as it's meant to unless it needs to do something between battle ending and getting back to the map.
It doesn't. I just tested it to be 100% sure. If the mob DIES from the spell AND that is the last mob alive, it doesn't run the common event. It doesn't increase the variable or display the message. I have another event I can step on to display the value of the variable and it didn't increase.
 

Trihan

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I had a common event with just a message in it that was called from a skill and every time I killed the last mob in battle with that skill it still played the message back on the map. Weird.

I'm using all default scripts with no addons as it's my own script development sandbox project so if you're using any battle scripts they might be causing the change.
 
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Zero0018

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I had a common event with just a message in it that was called from a skill and every time I killed the last mob in battle with that skill it still played the message back on the map. Weird.

I'm using all default scripts with no addons as it's my own script development sandbox project so if you're using any battle scripts they might be causing the change.
Ya that's why I included a screenshot of the battle scripts I'm using. I'm sure one of them is preventing it...

I wonder if anyone knows how to change it so it doesn't prevent execution?
 

Trihan

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Does anything show up in your battle scripts if you do a search for "interpreter" or "commonevent"?
 

Zero0018

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Does anything show up in your battle scripts if you do a search for "interpreter" or "commonevent"?
Nope. I think the scripts preventing it would have to be one of the following:

YSA - Core Engine

YSA - Battle Engine

YSA - Battle Symphony

YSA - ATB

IDK these are the only ones that make sense.
 

Shaz

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Events do not run after the last enemy is defeated. Tsukihime wrote a script that forces the commands to still run after the last turn. You might try that and see if it makes a difference.
 

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