- Joined
- Aug 11, 2015
- Messages
- 598
- Reaction score
- 418
- First Language
- English
- Primarily Uses
I am aware about the existence of multiple thread regarding this issue and about how the troops common event will be ignored when the last monster dies. There are a few scripts out there to deal with this issue, HBK's Simple Stupid - Common Event on Battle End(doesn't seem to be working for some reason), Mr Trivel's Conditional drop(not sure how this one can do it despite what the owner claims).
If scripts is not the solution, is there another way to get the count in? Or is there some modification to the built in script that I can use to delay the battle end until the common event is executed?
What I am trying to achieve is:
1) An NPC will randomly handing out repeatable quest 0-4 (using variable to generate a random number)
2) Some quest mobs may overlap, so player might be asked to slay 3 dragons for a kill quest, then go back to kill another one for a drop quest
3) The fight occurs as a random encounter instead of an event.
Some other simpler solution involve adding +2 (or a value equal to the number of monster(s) in the troop) to mob kill counter at the start of battle, which could work since it is game over if the player lost anyways. However players can just escape and cheat the counter. Of course we can disable escape, however I do not like the idea of forcing players to fight in case they realize that the quest is too much of a challenge. I like games to be difficult but not so much that you have to save everytime before you go out to fight.
The above solution also does not work if you have gather quest that involves gathering, lets say, 10 items. You will only get 1 quest item from every fight at 100% drop rate regardless of how many monsters are in the troop.
Any idea(s) is/are welcomed and appreciated! Thanks!
If scripts is not the solution, is there another way to get the count in? Or is there some modification to the built in script that I can use to delay the battle end until the common event is executed?
What I am trying to achieve is:
1) An NPC will randomly handing out repeatable quest 0-4 (using variable to generate a random number)
2) Some quest mobs may overlap, so player might be asked to slay 3 dragons for a kill quest, then go back to kill another one for a drop quest
3) The fight occurs as a random encounter instead of an event.
Some other simpler solution involve adding +2 (or a value equal to the number of monster(s) in the troop) to mob kill counter at the start of battle, which could work since it is game over if the player lost anyways. However players can just escape and cheat the counter. Of course we can disable escape, however I do not like the idea of forcing players to fight in case they realize that the quest is too much of a challenge. I like games to be difficult but not so much that you have to save everytime before you go out to fight.
The above solution also does not work if you have gather quest that involves gathering, lets say, 10 items. You will only get 1 quest item from every fight at 100% drop rate regardless of how many monsters are in the troop.
Any idea(s) is/are welcomed and appreciated! Thanks!
Last edited by a moderator:

