QTE in battle killing monsters without going straight to kill animation...

Warpmind

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So, in the game I'm working on, I've got a QTE which requires the player to hold the buttons while the relevant marker is showing. (Right arrow for right, left arrow for left, etc.)
If done correctly within the allotted timeframe, this deals damage to the troop. The QTE can, as I've commanded, not cause troop death through damage, but I'm trying to find a condition that will let me check for whether or not the troop has zero or less HP left... So far, I've found checking for "emerged" or "state", which are not quite what I need...

So, looks like I must resort to setting a script as condition - but I'm lost as to exactly what the script must be - I figure it must be something something hp >= 0, but what goes in the "something something" is currently beyond me.

Note: The battle only contains one monster, a detail which is not subject to change; I'm suspecting it's something to the tune of troop_id(1).hp >= 0 or something like that, but... HALP! o_O

EDIT: Eh, screw it; used an uglier, clunkier workaround with variables instead; when variable goes below zero, loop breaks and monster gets killed. :p
 
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Andar

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How did you create the QTE? No one will be able to help you without knowing how that works.


That said, the problem is that for the last monster at battleend, the death state check comes before the HP check. That is the reason why the regular condition HP=0 on troop events doesn't work for the last enemy in a battle.


To check for HP=0 before enemy death requires indirect checking, and that depends on how and where you need that check, so please link us to any script you're already using or show screenshots if you evented the QTE.
 

Warpmind

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Oh, yeah...
Let's see... uploading a screencap is too awkward right now, so I'll try explaining...

The QTE is pure eventing - a brief delay, a displayed image, a conditional trigger based on having the right button pressed.
If the player presses the correct key, the (sole) enemy suffers a given amount of damage. So far so good.
The damage dealt does not allow knockout, so however much damage is piled on the monster, to the point of negative hit points, won't break the cycle.
What I need beneath the "Change Enemy HP" function is the conditional trigger that checks whether or not the target's HP is 0 or less. It's in the combat event, and I need to find the target's current HP...
 

Andar

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uploading a screencap is too awkward right now, so I'll try explaining...
Then we'll have to wait until you can upload screenshots - too much depends on the specific implementation of your events, and we'll have to see the code and the properties to tell you what to change, especially since you'll need to add an immortal state before combat and remove it at a special point at the end of the combat for the eventing conditions to work.
 

Warpmind

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...And after a mighty wrestle with finding an upload spot, and then remembering I have a DeviantArt account I can use for exactly this kind of thing (sleep helped), here we go...



So we start with putting all of this inside a loop after the informative text box.

Evidently, the conditional branch at the top, checking for "Death" is pointless; it's just the placeholder for checking for 0hp...
So to sum up what happens here, the Timer variable sets a number of 1/3-second intervals between each display of one of the aforementioned arrow symbols.
When the time is up, a random direction is chosen, the appropriate arrow is displayed for three-quarters minute, and if the right direction is being held down, the enemy HP is reduced by a variable (Smithing skill - I needed to use something), but this damage cannot cause knockout.I didn't get an image of all the rest of the event, since it's merely four iterations of the same "Show arrow, wait for a moment and check for the right keypress" before the end of the loop. So since the HP damage cannot kill the monster, the monster's hp will simply continue down into the deep, deep negatives with no effect...
So, I need the right script line to check the monster's HP for whether or not it's run out... A simple condition script, that's all... :p

EDIT: Eh, screw it; used an uglier, clunkier workaround with variables instead; when variable goes below zero, loop breaks and monster gets killed. :p
 
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