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- Sep 16, 2012
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So basically:
Main char gets attacked by the top-left event first:
Battle proceeds.
The battle is easily won. This shiny animation displays the win.
The second battle from the event below starts:
After the battle, the event below is still there:
And battle starts again:
Both events have exactly the same setup.
They are parallel process to allow for the pathfinding/proximity script to work.
If the main character is within 5 squares of the event, it will go to page 2.
Page 2 allows the event to chase the player. Battle begins if the player is within one square of the event. The player is forced to wait until all animations are complete.
If the player runs from battle, the event goes to the third page, where it also "runs away" to give the player breathing space. However, in this bug testing, if the event is running in this instance "at the same time" as another event, this page doesn't even work and battle starts again straight away. If the event is encountered on its own, it works just fine.
Literally what is happening is that the battle/event is completely ignoring whether the player has won or lost, and is only doing the battle processing.
The battle processing with 2 hornets above (cut off in the screenshot) is just the same thing as with the 3 hornets.
Could anyone figure out what is going on here? How can I get both events to behave normally, and erase (like the first one does) upon completion, rather than repeatedly starting battle over and over again (as the second does)?
Main char gets attacked by the top-left event first:
Battle proceeds.
The battle is easily won. This shiny animation displays the win.
The second battle from the event below starts:
After the battle, the event below is still there:
And battle starts again:
Both events have exactly the same setup.
They are parallel process to allow for the pathfinding/proximity script to work.
If the main character is within 5 squares of the event, it will go to page 2.
Page 2 allows the event to chase the player. Battle begins if the player is within one square of the event. The player is forced to wait until all animations are complete.
If the player runs from battle, the event goes to the third page, where it also "runs away" to give the player breathing space. However, in this bug testing, if the event is running in this instance "at the same time" as another event, this page doesn't even work and battle starts again straight away. If the event is encountered on its own, it works just fine.
Literally what is happening is that the battle/event is completely ignoring whether the player has won or lost, and is only doing the battle processing.
The battle processing with 2 hornets above (cut off in the screenshot) is just the same thing as with the 3 hornets.
Could anyone figure out what is going on here? How can I get both events to behave normally, and erase (like the first one does) upon completion, rather than repeatedly starting battle over and over again (as the second does)?
