Man, I feel like I'm asking for help on this forum every day :P
I was playing around with making a 2 part Boss fight set up as follows;
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Fight the King
Kill the King
On Death, King Spawns invisible, untargetable, Maximum speed, self killing enemy (I'll call it Queentext).
QueenText uses invisible, no damage attacks with Captions which chain one after the other.
This is supposed to give the effect that the king died, and then the hero hears the voice of the Queen before she appears.
The Queentext enemy attack chain ends with a self killing attack.
Queentext on-death spawns the Actual Queen enemy starting the second half of the battle.
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I have been unable to get this to work correctly. In testing, when I kill the king, He is spawning the Queentext enemy, (I gave it a graphic to see if it was actually spawning) but at that point, the battle ends before the Queentext enemy is able to use its attacks simulating dialogue, or spawn the Queen.
I have the King set to spawn "Queentext" on death, and Queentext to spawn the Queen on death.
The Queentext enemy Does not have the "win battle even if alive" bitset on, but the game is acting as though that bitset is on. I've checked time and again. It does have the bitsets; Unescapable, and untargetable by heros.
If this is a known issue with the OHRRPGCE, I apologize for bringing it up. I tried to search for examples of my problem before coming here with it.
If this is not atypical issue, or if anyone has suggestions or advice, I'd be very grateful to hear them. Thank you for your time.
Does the King enemy have the "Boss" bitset set on? I seem to remember that in at least one past version (if not the current one--I can't remember if this was fixed or if it's technically a bug at all), that bitset basically made the battle end as soon as you defeated that enemy. Or maybe that only happened if no other "Boss" enemies were still present, I can't remember which.
But yeah, if the "Boss" bitset on the King is on and you aren't using any spawned enemies (or multiple parts to the King enemy that use separate enemies to work--if the King is really, really big or has limbs that attack separately from the main body for example) that need "die without boss" functionality, try turning the "Boss" bitset off and see if it works right then.
Also, does "Queentext" have the "untargetable by heroes/enemies" bitsets on? If so, that might be the issue. The battle may be seeing "no more killable enemies present" and assuming "battle over."
Maybe make the queen's text captions an "on-death bequest" attack of the King, rather than coming from their own invisible death-spawned enemy?
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
But yeah, if the "Boss" bitset on the King is on and you aren't using any spawned enemies (or multiple parts to the King enemy that use separate enemies to work--if the King is really, really big or has limbs that attack separately from the main body for example) that need "die without boss" functionality, try turning the "Boss" bitset off and see if it works right then.
Also, does "Queentext" have the "untargetable by heroes/enemies" bitsets on? If so, that might be the issue. The battle may be seeing "no more killable enemies present" and assuming "battle over."
Maybe make the queen's text captions an "on-death bequest" attack of the King, rather than coming from their own invisible death-spawned enemy?
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
I had tried earlier, and again after your response fiddling around with the different bitsets like Boss, Unescapale, Untargetable. Nothing seemed to get it to work quite like I hoped.
I switched the invisible Queentext enemy so it was targetable, but the attack didn't happen quickly enough, so I ended up having to target the invisible enemy :p
I think I'll probably use the method you suggested with the On-death Bequest attack displaying the Captions. I tried once so far, and the captions didn't chain quite right, so I may have to fiddle with the display time, and ticks before the caption and whatknot.
Another quick question, If I ever do want to do a spawn-on-death, is there a difference between the Normal On-death spawn and the On-non-elemental death spawn?
In any case, thank you for the quick and helpful response! I'm sure there is a good chance I shall return tomorrow with another quandry.
I switched the invisible Queentext enemy so it was targetable, but the attack didn't happen quickly enough, so I ended up having to target the invisible enemy :p
I think I'll probably use the method you suggested with the On-death Bequest attack displaying the Captions. I tried once so far, and the captions didn't chain quite right, so I may have to fiddle with the display time, and ticks before the caption and whatknot.
Another quick question, If I ever do want to do a spawn-on-death, is there a difference between the Normal On-death spawn and the On-non-elemental death spawn?
In any case, thank you for the quick and helpful response! I'm sure there is a good chance I shall return tomorrow with another quandry.
Actually, "Untargetable by heroes" implies "Win battle even if alive": the battle will end if all remaining enemies have one of those two bits set. Yes, this isn't clear, ideally setting one tag would set the other. On-death bequest is a good solution, though I'm not sure what the other options are: surely people have been doing this long before on-bequest attacks were implemented?
I don't think there's a bug involving the Boss bit.
Elemental and non-elemental spawns act in the same way. Note that an attack counts as non-elemental only if it has no elemental bits set at all
I don't think there's a bug involving the Boss bit.
Elemental and non-elemental spawns act in the same way. Note that an attack counts as non-elemental only if it has no elemental bits set at all
I'm no expert on battles, but does Queentext have HP? If you left it at zero, I think it'll kill itself as it spawns. Make sure it has at least 1 HP, and then implement a self-killing attack that takes away 1 HP (but doesn't show damage). Not sure if that's the problem, but that's the first thing I thought of when I read your original post.
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Yeah, I've been utilizing some other spawning/transformation mechanics in battle. I have a 1HP, Maxed out speed template I use for "suicidal" enemies/spawns.
But thank you for the reply! I wouldn't be surprised if I had done something like forget to give the thing any HP. For a while I was confused as to why some enemies in a battle formation were instantly dying. I eventually realized that I had un-tagged the main enemy as a Boss, and forgot to undo the "die without boss" bitset for the minions.... So I do make some silly mistakes.
i think I have the problem *almost* licked, I have the No damage, "text" attack set as the "On Death" attack. However, The first text attack is supposed to chain to another text attack since couldn't fit everything I wanted to type in one caption, but the first text attack isn't chaining to the second text attack. I;m not sure if it is because the attacking enemy is already dead, or if it' something else. It isn;t a huge deal, and I still have to check my bitsets, attacks, and chains for possible errors.
But thank you for the reply! I wouldn't be surprised if I had done something like forget to give the thing any HP. For a while I was confused as to why some enemies in a battle formation were instantly dying. I eventually realized that I had un-tagged the main enemy as a Boss, and forgot to undo the "die without boss" bitset for the minions.... So I do make some silly mistakes.
i think I have the problem *almost* licked, I have the No damage, "text" attack set as the "On Death" attack. However, The first text attack is supposed to chain to another text attack since couldn't fit everything I wanted to type in one caption, but the first text attack isn't chaining to the second text attack. I;m not sure if it is because the attacking enemy is already dead, or if it' something else. It isn;t a huge deal, and I still have to check my bitsets, attacks, and chains for possible errors.



