Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When you habe the condition where ane nemy is dead, you have it run at "end of turn"? (In troop page)
If so, it will not run at the very last enemy kill per battle, cause the battle will be over before the condition is met. Uncheck "end turn" in the condition, to turn on the switch.
[Edit: actually this is nonsense, no wonder the OP couldn't get it to work...see next paragraph. >_>]
If you'd prefer it to happen when you're back on the map, you can instead make a troop event with Trigger: Turn 0 and Scope: Battle. In this troop event, simply turn on a switch. Then make a common event with Trigger: Autorun and Switch set to the switch you chose in your troop event. Lastly, turn the switch off again at the end of the common event. If done correctly, this will make the common event run once after returning to the map from battle.
In either case, you'll need to copy the troop event to every troop manually, or use a utility plugin like this one by Yanfly: http://yanfly.moe/2015/10/18/yep-15-base-troop-events/
To put it another way: Autorun & Parallel events only run on the map, the troop event is just to say "the party has entered battle, run the event when they return to the map".
Stuff like this, is soooooooooooooo freaking handy to know.
There should be a clear guide with all the script calls like this.
I know about the google docs sheet. That can be handy, but it only shows the easy stuff, the stuff you can do without scripts in the editor too. (So, to me only handy for making plugins)
For reference, I just searched the base code files for "victory" and found a processVictory call under checkBattleEnd in rpg_managers.js:
So I only understand half (or less) of what I see. :p Till something gets pointed out like now.
I will look into the .js files more often when looking for a certain answer. Maybe one day, I'll figure it all out.