NEED HELP WITH A BATTLE ARENA SETUP - RMMZ
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I'm trying to make a battle arena much like in Final Fantasy VII, and I think I've got it rather well set up.
General procedure of how it operates
The problem is that it keeps on counting a victory as a loss in the battle. A switch is turned ON when having lost a battle to let the series of common events in the battle arena to know not to continue. Labels then bring the event to a close.
I've tried other approaches to this, like having it check that every character is knocked out, but it still ignores this. It counts it as a loss, even though each character is perfectly fine.
My only guess for what's causing this is the use of Common Events. It doesn't seem to make any sense otherwise. Otherwise I'd just take the approach of an extremely long event which has all the common event information inside it. Maybe just keeping the status effect one in there to try to compact it a little.
Does anyone have any ideas on what would be causing this, beside this? It seems to be playing by it's own rules here.
General procedure of how it operates
- Common Events which contain enemy troop lists of every random encounter in the game - Divided into the areas they appear in
- An enemy from the first area is picked at random. There is a lose battle condition to restore your party should you lose.
- A common event runs a random status infliction. BP is then allocated for the status.
- The next list of enemies is then played, etc.
- If all rounds are completed, a BP multiplier bonus is given.
The problem is that it keeps on counting a victory as a loss in the battle. A switch is turned ON when having lost a battle to let the series of common events in the battle arena to know not to continue. Labels then bring the event to a close.
I've tried other approaches to this, like having it check that every character is knocked out, but it still ignores this. It counts it as a loss, even though each character is perfectly fine.
My only guess for what's causing this is the use of Common Events. It doesn't seem to make any sense otherwise. Otherwise I'd just take the approach of an extremely long event which has all the common event information inside it. Maybe just keeping the status effect one in there to try to compact it a little.
Does anyone have any ideas on what would be causing this, beside this? It seems to be playing by it's own rules here.
I generally use Common Events to determine encounters, so, I might take a look at how something like this might work or fail to work later.
So I set up a very basic event-code that looked something like...
...this that ran without issue. Which is not to detract from your issue, since you've got more going on than this. I'm not 100% sure if I should also post the pseudocode of these Common Events I'm running so that you can check against what those are doing versus what you're doing.
TEXT: Round 1. FIGHT!
COMMON EVENT: Area 1 encounter
TEXT: Continue?
SHOW CHOICE:
[Yes] COMMON EVENT: Area 2 encounter
[No] EXIT EVENT PROCESSING
TEXT: Continue?
SHOW CHOICE:
[Yes] COMMON EVENT: Area 3 encounter
[No] EXIT EVENT PROCESSING
Thanks Marrend. I've started copying the code from my common events into the main event (I'm sorry if this comes as rather confusing, even to me.), but it seems to be working correctly so far, except for the first round which still doesn't make sense at times, pulling up a defeated condition when it should have played a random battle. I checked the variables after it did it, and it should have worked correctly.
The common event for the status however runs with no problems, so I'm leaving that in.
The common event for the status however runs with no problems, so I'm leaving that in.
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