- Joined
- Apr 5, 2019
- Messages
- 9
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- First Language
- English
- Primarily Uses
- RMVXA
I'm having a very specific issue here.
I've managed to setup a series of battle events that allow an enemy to "return" (restore life to full) after an action finishes processing. The issue I'm having occurs if all enemies are all_dead by the end of an action (AoE moves, killing all at once basically).
What I'd like to do is make it so battle events run one more time before the BattleManager.judge_win_loss process begins, because the moment it does the battle ends without giving the battle events a chance activate again.
I've tried tampering with the Script Maker and throwing certain code into other places without much success. The closest I got was removing BattleManager.judge_win_loss from the three instances found in Scene_Battle and placing the judge script instead after the innermost end of turn_end, but the turn doesn't seem to end if there are no enemies on screen.
So I need one of two options to pull off my goal.
1. Make it so Battle Events process before judge_win_loss gets a chance to.
Or 2. Find a way to reach turn_end even when all enemies are eliminated.
So if you can manage to make it so the battle doesn't end immediately after all enemies are dead, you've successfully managed what I hoped for. (You can easily test this by setting up a troop with one enemy and a Battle Event that activates when that enemy's HP drops below 0%, the event being Enemy Recovers All.)
Note: This is all being done with the initially provided scripts found in RPGMaker VX Ace, I have not added or edited any of the scripts you start with, and any changes I'd originally made were reverted.
What I'm NOT looking for:
Complex New Scripts (Materials) - I'm not looking for complicated/advance battle systems. I'm working with the original tools provided. I'm not risking a brand new battle system messing up the Battle Events I've built.
If the (Material) script isn't long or complicated, I'll throw it in, but otherwise I'd prefer the OG battle system with a few minor tweaks.
P.S. Credit will be given to whomever helps me with this, but this is a heavy W.I.P. right now, so if I ultimately don't release the project you'll have to excuse me.
I've managed to setup a series of battle events that allow an enemy to "return" (restore life to full) after an action finishes processing. The issue I'm having occurs if all enemies are all_dead by the end of an action (AoE moves, killing all at once basically).
What I'd like to do is make it so battle events run one more time before the BattleManager.judge_win_loss process begins, because the moment it does the battle ends without giving the battle events a chance activate again.
I've tried tampering with the Script Maker and throwing certain code into other places without much success. The closest I got was removing BattleManager.judge_win_loss from the three instances found in Scene_Battle and placing the judge script instead after the innermost end of turn_end, but the turn doesn't seem to end if there are no enemies on screen.
So I need one of two options to pull off my goal.
1. Make it so Battle Events process before judge_win_loss gets a chance to.
Or 2. Find a way to reach turn_end even when all enemies are eliminated.
So if you can manage to make it so the battle doesn't end immediately after all enemies are dead, you've successfully managed what I hoped for. (You can easily test this by setting up a troop with one enemy and a Battle Event that activates when that enemy's HP drops below 0%, the event being Enemy Recovers All.)
Note: This is all being done with the initially provided scripts found in RPGMaker VX Ace, I have not added or edited any of the scripts you start with, and any changes I'd originally made were reverted.
What I'm NOT looking for:
Complex New Scripts (Materials) - I'm not looking for complicated/advance battle systems. I'm working with the original tools provided. I'm not risking a brand new battle system messing up the Battle Events I've built.
If the (Material) script isn't long or complicated, I'll throw it in, but otherwise I'd prefer the OG battle system with a few minor tweaks.
P.S. Credit will be given to whomever helps me with this, but this is a heavy W.I.P. right now, so if I ultimately don't release the project you'll have to excuse me.



