RaisinCane 0 Posted November 1, 2015 (edited) I'm making a small monster catching game, and I want the player to be able to name the monster after it is captured. The "Name Monster" common event works like this: * Yes/No prompt asking player to nickname monster * If "yes," does Name Input Processing * After naming monster, inflict 9999 dmg to kill enemy instantly Afterwards, the game does its regular victory processing. But when I do this, something weird happens--immediately after naming the monster, the game displays its initial battle message ("Slime emerged!"), then inflicts the 9999 dmg, then victory processing. Otherwise, the event works fine. The game does not display the initial battle message if the player chooses not to nickname the monster. I figure this has something to do with calling the name scene in the middle of battle. Therefore, I'd like to do one of the following: * Perform Name Input Processing in the middle of battle and not have the "%s emerged!" come up, or * Perform Name Input Processing immediately after the end of the battle. Which is more feasible, and what steps do you think I should take? Edited November 1, 2015 by TenWren Share this post Link to post Share on other sites
RetroExcellent 369 Posted November 1, 2015 Could you show a screen shot of your event, usually helps pin down the problem. Oh also you can simply inflict the state 'death' instead of damage to make it look smoother. 1 Share this post Link to post Share on other sites
RaisinCane 0 Posted November 1, 2015 (edited) Took your advice and changed the 9999dmg to death. Here is the common event for naming a monster: (Note: The reason the entire troop dies is because the player can only recruit--and thus name--the last surviving monster, so everything else is already dead by this point.) Edited November 1, 2015 by TenWren Share this post Link to post Share on other sites
devonm0 37 Posted November 2, 2015 Well if you're feeling really creative, you can do like I'm doing and give each troop its own unique intro message. If you make text come up on turn 0, the generic intro message won't show up, and I just tested to see if bringing the name input processing menu up would make the generic message pop up after making a custom message, and lo and behold, no generic message. If you have the time and patience, it might be worth looking into, not only for this purpose, but also for some additional flair. 1 Share this post Link to post Share on other sites
RaisinCane 0 Posted November 2, 2015 Adding text on Turn 0 didn't stop the intro message for me, but I figured out what to do. I made it so the "%s emerged!" message doesn't ever display. Giving my troops unique intros sounds like a great idea. My problem's solved. Thank you! Share this post Link to post Share on other sites
devonm0 37 Posted November 2, 2015 That's weird, but at least it got resolved. And it always makes me happy when someone says that like one of my ideas. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted November 2, 2015 Closing as solved Share this post Link to post Share on other sites