RM2K3 - EXECUTE CUSTOM HANDLER FOR LOSING BATTLES JUST CAUSES GAME OVER
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Title explains my problem, really. Trying to make a supposed-to-lose battle, and the moment you do lose, it returns to the map and then you just get game over. Whatever I put in the 'if you've lost' branch - full heal, add a live character to the party etc. - it just gives me game over first. I've also tried a parallel process event reviving the character (it's a one-character battle), but no dice. Sorry if it's a common problem, I'd guess other people have encountered it as I've had it for years but never really needed to use that function so haven't bothered trying to find a way around it before... Thanks.
I got something similar like that once, but I'm not sure I remember how to fix it...
I think you get a game over when you teleport your party with dead members.
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Just checked my event, and immediately after the : Defeat Handler, I added:
Change Cond: Entire Party Inconsc Remove.
Inconsc is the database condition for dead.
I think you get a game over when you teleport your party with dead members.
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Just checked my event, and immediately after the : Defeat Handler, I added:
Change Cond: Entire Party Inconsc Remove.
Inconsc is the database condition for dead.
Though your problem does make it where you could do a unique game over screen for battles that you can lose.
Go to the conditions tab and select the very first condition (Death). Set it to Ends After Battle.
Let me know how it goes. =)
edit: uh it works fine if you set it to persist after battle. Just remove the Death condition.
Let me know how it goes. =)
edit: uh it works fine if you set it to persist after battle. Just remove the Death condition.
Yeah, removing the death condition after the battle seemed to give it a far higher success rate but it still occasionally gave game over under literally the same circumstances (i.e. just F12d and did it again straight after), so I've just gone with setting it to Ends After Battle, I quite like that mechanic anyway and hadn't really... considered it before. That ought to do it, anyway. Thanks!
Man, that's what I was originally doing and (although when I made the first post thought it was always) about half the time it didn't work. I assume that that works 100% of the time for you, then?
Because the only change there is I had the full heal instantly after losing rather than a few lines down, and I'm almost certain that wouldn't make a difference. Issue's pretty much resolved now I guess, but I wouldn't mind knowing why it happened in the first place, tsk.
Because the only change there is I had the full heal instantly after losing rather than a few lines down, and I'm almost certain that wouldn't make a difference. Issue's pretty much resolved now I guess, but I wouldn't mind knowing why it happened in the first place, tsk.
I've noticed that RM2k3 is retarded sometimes.
By that I mean, sometimes things actually work properly when there is a msgbox command nearby. I can't remember what I was debugging, but I threw a msgbox "Hello World!" in some conditional branch, and the code worked flawlessly, but when I removed the msgbox it stopped working properly. I dunno - its like the msgbox command forces the engine to stop and think or something instead of going duuurrrrrr ima gonna skip these lines.
By that I mean, sometimes things actually work properly when there is a msgbox command nearby. I can't remember what I was debugging, but I threw a msgbox "Hello World!" in some conditional branch, and the code worked flawlessly, but when I removed the msgbox it stopped working properly. I dunno - its like the msgbox command forces the engine to stop and think or something instead of going duuurrrrrr ima gonna skip these lines.
I dunno, I just made a test battle, checked the custom defeat option, and it worked just fine :\ The DEATH condition was normal, persist after battle. Also opening the menu afterwards and I had 4 dead guys in the menu.
Sometimes it fails randomly for me too. I'm tempted to think it has to do with memory allocation or maybe if you're holding shift down. Honestly, who knows what kind of crazy witchcraft Enterbrain used to program rm2k3..
I'm probably going to get yelled at for this, but...version compatibility issues?
I've worked with two 'versions' of 2k3 before. (They had different names for the RTP stuff, so 'version' probably means 'translation' in this case) - don't recall where I got the DLs from, but they behaved differently in the database and event runs. One of them had the problem you're describing, the other didn't. (Also, one would consistently error out whenever the enemy used a particular skill for the second time...don't recall which one it was.)
I've worked with two 'versions' of 2k3 before. (They had different names for the RTP stuff, so 'version' probably means 'translation' in this case) - don't recall where I got the DLs from, but they behaved differently in the database and event runs. One of them had the problem you're describing, the other didn't. (Also, one would consistently error out whenever the enemy used a particular skill for the second time...don't recall which one it was.)
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