New account registration is temporarily disabled.

[RM2K3] ISSUE WITH CUSTOM BATTLE RESULTS SCREEN

Posts

Pages: 1
Hi everyone,

So I made a custom battle results screen that appears after a battle ends. Without getting into too much detail, it uses several pictures and then gives control back to the player. When battling against normal enemies, it works just fine since there aren't any additional event commands that happen after the enemy is fought. However, for scripted battles and bosses where there is usually dialogue following the battle, whatever events proceed the battle results screen will happen first, and then once those are done, THEN the battle results events occur. I think this may be because of the patch that I applied that allows picture commands to be executed while messages are displaying. Anyone know how I could somehow alleviate this? If you need a better explanation of what's going on or pictures, let me know.
I assume your battle results is a common event, right?

Turn on a switch at the start of the results; turn it off again at the end.
Then, right after a boss battle, make it so the dialogue and aftermath happens only when the switch (let's call it "Results shown") is off.

Should fix it.
Hmm... nope. I tried something similar like that, where at the end of the battle results I turned another switch on, and then put the post battle events in a condition where they'd only execute if that switch was on. However even with the switch turning on, the post battle events are completely ignored afterwards. The same thing happens in your suggestion which I also tried.
What is the condition for the Results event? on Call?
Can you post a screen of the boss event and the aftermath event commands?
So this is the chain of events: boss event is a normal event that is triggered by touch with some dialogue > battle event is called which handles what battle to display, what kind of battle, etc (this hasn't been an issue) > after battle a victory handler is called to determine XP/money gained with any multipliers > victory handler calls a battle results initiation event that sets up variables to be shown, etc and turns on the battle results switch > battle results is an auto start that activates upon battle results switch to display the results window, portraits, and text (with the text plugin), after that continually in a label loop which decrements the XP gained into each individual party members' displayed TNL value by continually calling a separate event for each party member to check their Exp and TNL and update the display accordingly (sorry this is explained horribly. Think FF7 battle results screen if you want a visual example) 'and then switches to another screen showing any money and spoils gained (does the same countdown thing as the XP does), then finally turns off the battle results switch after a wait for key press which erases all the text and pictures.

I'm not near my computer and won't be for a while so this is the best I could explain. Sorry if it's not clear, I'll try to clarify better where you have any questions.
and turns on the battle results switch > battle results is an auto start that activates upon battle results switch to display the results window


This is the key.

This is how I would do it without thinking about it too much:

At the end of the Auto start process, battle results, right before you turn OFF the battle results switch, turn ON another Switch like "Battle results DONE".

Then, on the boss event, create a second page; make it autostart when "Battle results DONE" is ON. Move all the dialogues and event commands that are supposed to happen after the results are shown to the second page. At the end of those commands, turn a third switch ON "Dialogue done".
Create a third page, and make it start on key press; Condition: "Dialogue done" is ON. This is to prevent the end dialogue to loop over and over. This 3rd page should be blank, no event commands.

Let me know.
Works like a charm! Thank you so much!
Pages: 1