11-29-2011, 12:36 AM
I've found the easiest way to do this would be to use events and switches within the battle to trigger whenever one of the minions have 0 HP. I don't know if its the most effective way but I tried it and it worked for me.
Here is my scenario. I have:
Slime 1
Slime 2
Rat
Where Rat is the boss and the slimes are constantly coming back until Rat dies.
I setup 3 switches. Enemy 1; Enemy 2; Enemy 3
My first event is under the condition that Slime 1 has 0% HP, there is a conditional branch that says that if Enemy 3 switch is turned on (When Rat dies), do nothing, but if Enemy 3 is off; turn on Enemy 1 switch.
The next event to respawn the enemy is another event page that is under the conditions if Slime 1 has 0% HP, Enemy 1 Switch is turned on, 2 turns have passed. In this event, the Enemy Recover All: Slime 1 is used to revive that same enemy back to full health. Then I turn the switch Enemy 1 to off to reset it.
Then finally I have another page that is under the condition that if Rat dies (0% HP) then Enemy 3 switch is turned on. When enemy 3 switch is turned on, the slimes will stay dead due to the conditional branch we set in the first event page.
Then I just copied the event pages from slime 1 and changed it accordingly to slime 2.
Im not the best at explaining but the method works and if you need any more help explaining, just let me know. I know its a little confusing.
With the way with the hidden enemies, it would kind of cause an exploit because for every lackey they killed, they get that additional exp rather than keeping the same amount of exp by reviving the enemies already there.
Let me know if it works for you. I tried doing it with self switches but you can't have a self switch be a condition in the battle events for some reason and any other way to make it more efficient just wasn't working for me. Meh. Good luck.
Here is my scenario. I have:
Slime 1
Slime 2
Rat
Where Rat is the boss and the slimes are constantly coming back until Rat dies.
I setup 3 switches. Enemy 1; Enemy 2; Enemy 3
My first event is under the condition that Slime 1 has 0% HP, there is a conditional branch that says that if Enemy 3 switch is turned on (When Rat dies), do nothing, but if Enemy 3 is off; turn on Enemy 1 switch.
The next event to respawn the enemy is another event page that is under the conditions if Slime 1 has 0% HP, Enemy 1 Switch is turned on, 2 turns have passed. In this event, the Enemy Recover All: Slime 1 is used to revive that same enemy back to full health. Then I turn the switch Enemy 1 to off to reset it.
Then finally I have another page that is under the condition that if Rat dies (0% HP) then Enemy 3 switch is turned on. When enemy 3 switch is turned on, the slimes will stay dead due to the conditional branch we set in the first event page.
Then I just copied the event pages from slime 1 and changed it accordingly to slime 2.
Im not the best at explaining but the method works and if you need any more help explaining, just let me know. I know its a little confusing.
With the way with the hidden enemies, it would kind of cause an exploit because for every lackey they killed, they get that additional exp rather than keeping the same amount of exp by reviving the enemies already there.
Let me know if it works for you. I tried doing it with self switches but you can't have a self switch be a condition in the battle events for some reason and any other way to make it more efficient just wasn't working for me. Meh. Good luck.