Run battle event when current enemies are defeated.

Evil_Nazgul0616

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I have a boss fight where it consists of three enemy groups strung together by appear halfway events (Sort of like the Rhizopas fight from Final Fantasy VI)

The first transition between groups is fine, because there is initially only one enemy. However, because the second group consists of two enemies, the transition event for them fails somehow (The battle ends instead of making the last group appear). Can someone tell me what's wrong with my event and the simplest way to work around it?

Here's the details of the event:

The event uses two event pages, depending on which enemy dies first.

There is a third event page that executes on turn 0 which gives the first two groups the immortal state to prevent battle abortion before the events execute.
Event page for the first enemy:

BatEvent01.PNG

For the other event page, simply swap [4. Corpseweed] with [5. Corpseweed] and vice versa.
 
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Cadh20000

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I don't know how to help with your problem, but as far as posting images goes you can just attach the files right to your post. The option is right there at the bottom of the window in an opening post, but if you are doing so in a reply you need to click "More Reply Options" to gain access to that function.
 

Andar

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The problem is that combat ends when all enemies are dead - but the check for 0 HP happens after the check for death-state.


There are two different ways to get what you want:


1) you can use a script written by Tsukihime that gives you additional event triggers, including an "after death"-trigger.


2) you can use some teventing where the troop event gives the enemies a "resistance to death"-state and checks the HP, removing the immortal state (and allowing the enemies to die) only after the HP = 0 has been checked and additional actions have been taken.


Search the forum, both solutions have been used and discussed before...
 

Evil_Nazgul0616

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I don't know how to help with your problem, but as far as posting images goes you can just attach the files right to your post. The option is right there at the bottom of the window in an opening post, but if you are doing so in a reply you need to click "More Reply Options" to gain access to that function.
Image is up.

The problem is that combat ends when all enemies are dead - but the check for 0 HP happens after the check for death-state.

There are two different ways to get what you want:

1) you can use a script written by Tsukihime that gives you additional event triggers, including an "after death"-trigger.

2) you can use some teventing where the troop event gives the enemies a "resistance to death"-state and checks the HP, removing the immortal state (and allowing the enemies to die) only after the HP = 0 has been checked and additional actions have been taken.

Search the forum, both solutions have been used and discussed before...
1. Could you please link me to the script or at least tell me what its name is so I can find it?

2. Could you explain this method further, because it sounds like you're describing what my event is doing, only with a different outcome.
 
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