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Nitroxone

Falcao Pearl Abs Liquid v3 — Prevent enemy respawning

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With that script, when an enemy dies and you save-load or leave-reenter a map, the enemy comes back to life. It seems to be an intended purpose of the script.

 

But is there a way I can prevent this ? My games tends to be a little more "realistic", and human beings are not supposed to resurrect when you leave their house.

 

I've tried using local switches, erasing events, and other things, but none of this has worked. I'd just like the enemies I kill to remain dead, forever (even if I leave the map etc).

 

I desperately need help on that as I cannot see myself going deeper in my game's development without solving this issue.

 

Thanks in advance.

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First of all, go through the settings for every Pearl ABS script that affects enemies, sprites, the battle engine, anything from the Pearl package you feel might have a respawn setting.

 

If you have no luck finding an easy button, research all enemy note tags, make sure there isn't a spawn setting tag you've forgotten or mismanaged somehow.

 

If this still yields nothing, try examining enemy sprites, and see if you can hard-wire a perma-death option using self-switching and event pages.

 

 

I should know more about this because I have and adore the engine, but I hit a wall with controller usage that has prevented me from tinkering much further. I won't make a Zelda-like unless I know my players can use a controller if they wish.

 

Edited by That One NPC

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Already have went through everything you said, multiple times 😕 That's why I posted this. Falcao doesn't seem to have implanted a direct option to prevent this

Went through the full documentation, every doc of every script related to this engine and found nothing

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Found this i the Pearl Documentation script:

 

 ## New Notetags!##

** Enemies

Enemy Respawn Seconds = x       - Time in seconds the enemy can respawn 
Enemy Respawn Animation = x     - Respawn animation id
Enemy Knockback Disable = true  - Make enemy unable to be knocked back

Now in terms of respawning on map loading, this may not address the issue, but that time it takes for an enemy to respawn while the player is on said map. But you can most likely use event pages and switching to make enemies disappear forever once defeated.

 

Personally, I find games where you are able to kill everything, forever, very ghostly, boring, and forgettable. Traveling anywhere becomes a boring, ghostly trek through familiar territory, in a setting that has primed us to be stimulated by real time. combat. In these games we crave it. We want nothing more than to run everything through, from monster to NPC. King to peasant. Man to child. '>.> I get a little hack-happy in these games.

 

But yeah, lol. My point is, maybe always having enemies around is something to consider. It adds difficulty to the game, so you can't keep killing stuff and safely running back to inns and shops for restoration. People these days want worlds crawling with stuff to kill, farm drop tables, and challenge and stimulate their play time and adventures.

 

Just something to consider.

 

Were I you, I'd have monsters go away after the local boss is defeated or something. That way you can rig all enemies in an area or dungeon to 1 global switch that flics on boss defeat. Problem solved, and your player won't be bummed by the fact that everything they kill is gone for eternity. It'll then feel more like making an area safe by defeating the rotten influence in the area; Saving the monsters from the boss.

Edited by That One NPC

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Well I actually have many zones where enemies (either ghosts or spirits) do respawn when you kill them and change maps.

 

But as I said, humans are not supposed to behave this way. And even more annoying : after a long and exhausting boss battle, if you just kill the boss, save and leave, then come back later and load your save ... the boss will be back and you'll have to fight it again. That's the annoying part.

 

As for the documentation you've provided, I've already seen it, but it doesn't seem to affect anything. In fact it's a delay for respawning mobs without the player leaving the map.

 

EDIT : apparently when scrolling through Falcao's Wordpress blog, there is this feature implemented in the v2 version of the engine : "  – Now able to erase an enemy forever when dead (if tagged with self switch)". That means it is actually possible... but I don't know how.

Edited by Nitroxone

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What about switching? Because I noticed the event name is how the engine identifies that an event is a monster. This is not good. You may need some pro help with this one.

 

All I can do at this point is fire up the @Kayzee signal.

 

Spoiler

maxresdefault.jpg

 

 

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Okay here's a little update.

 

I have found kind of a solution (yay) ! Using the notetag "Enemy Die Self Switch", and adding a page to the event with a self-switch D and a dead pose, the enemy WILL remain dead even if I leave and re enter the map.

 

The only problem (not a big one but I'd be glad if it can be fixed) is that when I leave and re enter the map, the enemy is indeed dead BUT it is back at his "spawn point" ... not very annoying, but still, that would be better if it stayed where it died.

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You can create a process upon death that takes the position on the map, and stores it in a variable you can late draw on. I'm not good at this stuff, but I know it ca be done. A good fix is having them just disappear. Instead of a downed sprite, maybe have no sprite. That way they can be looted (if have click looting), and are gone once you leave the map.

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