My thoughts are as follows. While this is not considered to be a new encounter by MS script, this is still considered a completely new encounter by the game engine. In other words, from the engine's point of view player does not destroy the enemy party during the first encounter, and then during the second encounter player does not destroy it again because it's removed from the map manually.dunde said:4. after displaying battle debrief menu, clicking continues will push the main party to rest for scpecific time based on step 2 measurement result. I save the parties encountered ids to global variables.
5. In the end of resting, it calls start_encounter with the parties Id I saved on step 4.
6. The auto encountered will recall simple_encounter menu again but not being considered as new encounter.
(0.0, 0, 0,
[
(key_clicked, key_e),
],
[
(start_encounter, "$g_research_party"),
],
),
(0.0, 0, 0,
[
(key_clicked, key_n),
],
[
(store_num_parties_destroyed_by_player, reg0, "pt_research"),
(display_message, "@Counter: {reg0}."),
],
),
(eq, "$g_encountered_party", "$g_research_party"),
(jump_to_menu, "mnu_research"),
# Prevent rest of the code from executing
("research", mnf_disable_all_keys,
"You kicked their ass!",
"none",
[
(party_clear, "$g_research_party"),
],
[
("doit", [], "Leave.",
[
(leave_encounter),
(change_screen_return),
]
),
],
),
("research", mnf_disable_all_keys,
"You will never see this menu!",
"none",
[
(party_clear, "$g_research_party"),
(leave_encounter),
(change_screen_return),
],
[
("you_will_never_see_it", [], "Leave.", []),
],
),
player_set_gold = 408 # (player_set_gold, <player_id>, <value>, <max_value>), #set max_value to 0 if no limit is wanted
line: 5493 Not enougha args player_set_gold ":dead_agent_player_id", ":player_gold"
line: 7890 Not enougha args player_set_gold ":player_no", ":initial_gold"
line: 7917 Not enougha args player_set_gold ":player_no", ":initial_gold"
set_spawn_effector_scene_prop_id = 427 # (set_spawn_effector_scene_prop_id <scene_prop_id>)
line: 12226 Too many args set_spawn_effector_scene_prop_id ":assigned_flag_count" ":flag_of_team_1"
line: 12236 Too many args set_spawn_effector_scene_prop_id ":assigned_flag_count" ":flag_of_team_2"
line: 12240 Too many args set_spawn_effector_scene_prop_id ":assigned_flag_count" -1
cur_agent_set_banner_tableau_material = 1986 # (cur_agent_set_banner_tableau_material, <tableau_material_id>)
(assign, reg0, ":banner_mesh"),
(cur_agent_set_banner_tableau_material, ":tableau_no", reg0),
MadocComadrin said:Hmm, I can think of a few delightfully terse ways to abuse that.