Hime Reinforcements+YEP Engine script issues

Thordon123

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YEP Core- http://yanfly.moe/2015/10/09/yep-1-core-engine/
Hime Enemy Reinforcements- http://himeworks.com/2015/11/enemy-reinforcements-mv/
Hime End Phase Triggers- http://himeworks.com/2015/10/end-phase-triggers-mv/

Hi, I posted a thread recently about Hime Reinforcements but this is a different issue.

I'm using Hime Reinforcements and the YEP Core Engine and I've run into what I think is a compatibility issue with inputting script calls into battle events. Namely, I need to check if a given wave of enemies is alive through the script command:

$gameTroop.isEnemyReinforcementAdded(troopID, checkIsAlive)

So that a switch can flip before the next wave appears. The trouble with this is that when I attempt to run the battle, I get a developer tools error message "reference error: checkIsAlive is not defined." I know the problem is YEP after extensive plug-in enabling/disabling. Does anybody know a workaround to this? I feel like without the checkIsAlive reference I won't be able to get the new wave to appear on the condition of the prior wave's death, and MogHunter's Consecutive Battles won't work for me either.

I'm also using Hime End Phase Triggers to make sure the events play out even if all enemies are dead, before the battle ends, so no problem there.
 

bgillisp

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I've moved this thread to Plug-in Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Thordon123

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Oh, sorry, tried to get it right this time :(
 

Isabella Ava

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Maybe try to run this:
$gameTroop.isEnemyReinforcementAdded(x, true)
x = troopId
 

Thordon123

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Nah I tried that and still can't get it to work :/
 

Thordon123

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Already got Hime under Yanfly

Those are the screens, sorry I didn't put them earlier. First is the plugins, second is the troop eventScreenshot (1).png Screenshot (2).png
Oh and even though the event has multiple pages I only used the first
 

Thordon123

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Sure but with the eventing I have now there are no console errors that was only for when I was using checkISAlive. I'll put that back in and get the console
 

Isabella Ava

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Oh yeah this previous eventing should add enemy troop 3 into the battle. Does it? This have nothing to do with plugin error, it's just you do it wrong way
 

Thordon123

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What did I do wrong? Is it possible without the checkIsAlive command? I'm pretty new to the game

Edit: oh and also I could spawn enemy troop 3 fine, though not with that code, it was the wave after that I had trouble with. Troop 3 was only supposed to come in on the first turn so that I could check for them with an original troop on the field.
 
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Isabella Ava

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The problem is that you only run that page only once. Change that page condition to turn 1*X and span = turn
 

Thordon123

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Ok, thank you, but when I did that the next wave just spawned on top of the first one while they were still alive :(
 

Zarsla

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The way you have it set up won't work. The plugin adds enemies from the troop, but not the events from the troop. So if you call troop 2, it just adds those enemies to the troop 1, but it does not run the events from troop 2 in troop 1 event.
 

Thordon123

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The way you have it set up won't work. The plugin adds enemies from the troop, but not the events from the troop. So if you call troop 2, it just adds those enemies to the troop 1, but it does not run the events from troop 2 in troop 1 event.
Oh, no, all the necessary events are in the primary troop, the only events in the secondary troops are non-essential text indicators (ie: Wave 2).

Also, after even MORE bug checking, I've realized that checkIsAlive is undefined even without yanfly, meaning that I need to define it myself. Would I do this through common events or a variable, and if so, how would I get it to come back true if the enemies are alive?
 

Thordon123

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Hey so to make a long story short I got the checkIsAlive thing down, what I needed to do was input either "true" or "false" in place of checkIsAlive (rookie mistake I know). Now this is the eventing i'm working with but it still doesn't go, the battle just ends after I defeat the wave it spawns in the beginning. So, still stuck but at a different point. And keep in mind I am using the End Phase Triggers so I dunno why it wouldn't work unless the event is wrong
 

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