I am not using any outside scripts or anything other than generic RMXP. I have not modified the Ruby script in any way.
Anyways, I have a large area that is filled with 7 or 8 troops of enemies. They attack at around 20 steps, simple generic stuff. I also have 4 bosses in the area. When you kill one, all disappear and a timer shows up. The timer shows up for different intervals based upon which boss you kill. If you kill the weakest, it's 5 minutes. If you kill the strongest it's 12:30 minutes. (7:30 for second weakest, 10 for second strongest)
The timer runs down to zero and the bosses return to the screen. You can then choose which one you want to kill again. It is basically a 'hunting area', a place where the enemies are slightly stronger than the enemies in adjacent areas, but give more xp and gold than the 'normal' areas. The timer uses a parallel process that has a conditional branch that when the timer hits 0, the bosses return. It works splendidly. No problems with that.
So you kill a boss, get some phat xp and lewt, and then go out to kill some typical mob troops whilst you wait for the bosses to show themselves once again. But!!! - here's the problem - If the timer runs out While you are in a battle with a typical troop mob, it simply stops the battle and you return to the 'walking around the map' screen. I want it to Not do this. Here is the event page setup that I have. I will post the 2nd hardest boss's event pages.
Page 1 (Event pic: Big orange dragon, Trigger: Action)
@>Battle Processing: Orange Dragon
@>Control Switches: [0121: GREYFARR Bosses]=ON
@>Control Timer: Startup (10min, 0 sec.)
@>
Page 2 (Switch 0121: GREYFARR Bosses is ON (no event pic) Trigger: Parallel Process)
@>Conditional Branch: Timer 0 min 0 sec or less
@>Control Timer: Stop
@>Control Switches: [0121: GREYFARR Bosses]=OFF
@>
: Else
@>
: Branch End
@>
All the bosses have the exact same event pages except for the 'battle processing', 'event picture' and 'control timer' bits, which correspond to whichever boss you fight and how long it's timer is.
What should I add to make it that when the timer hits 0 and the bosses return to the map you don't get booted out of the battle you are currently in?
Greetings. First post. Thanks for viewing =)
I am not using any outside scripts or anything other than generic RMXP. I have not modified the Ruby script in any way.
Anyways, I have a large area that is filled with 7 or 8 troops of enemies. They attack at around 20 steps, simple generic stuff. I also have 4 bosses in the area. When you kill one, all disappear and a timer shows up. The timer shows up for different intervals based upon which boss you kill. If you kill the weakest, it's 5 minutes. If you kill the strongest it's 12:30 minutes. (7:30 for second weakest, 10 for second strongest)
The timer runs down to zero and the bosses return to the screen. You can then choose which one you want to kill again. It is basically a 'hunting area', a place where the enemies are slightly stronger than the enemies in adjacent areas, but give more xp and gold than the 'normal' areas. The timer uses a parallel process that has a conditional branch that when the timer hits 0, the bosses return. It works splendidly. No problems with that.
So you kill a boss, get some phat xp and lewt, and then go out to kill some typical mob troops whilst you wait for the bosses to show themselves once again. But!!! - here's the problem - If the timer runs out While you are in a battle with a typical troop mob, it simply stops the battle and you return to the 'walking around the map' screen. I want it to Not do this. Here is the event page setup that I have. I will post the 2nd hardest boss's event pages.
Page 1 (Event pic: Big orange dragon, Trigger: Action)
@>Battle Processing: Orange Dragon
@>Control Switches: [0121: GREYFARR Bosses]=ON
@>Control Timer: Startup (10min, 0 sec.)
@>
Page 2 (Switch 0121: GREYFARR Bosses is ON (no event pic) Trigger: Parallel Process)
@>Conditional Branch: Timer 0 min 0 sec or less
@>Control Timer: Stop
@>Control Switches: [0121: GREYFARR Bosses]=OFF
@>
: Else
@>
: Branch End
@>
All the bosses have the exact same event pages except for the 'battle processing', 'event picture' and 'control timer' bits, which correspond to whichever boss you fight and how long it's timer is.
What should I add to make it that when the timer hits 0 and the bosses return to the map you don't get booted out of the battle you are currently in?
Thank you very much for your time and help.
-dj.sk
Edited by djskagnettiShare this post
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