The platforms don't have to be traversed in any particular order. As for the entrance/exit, you come in right where the crystal is near the bottom left, and proceed towards the right uppermost 3*3 platform with a chest in the middle.
I'm currently trying to piece together a gate-swapping puzzle. The initial objective is to get across the room (which I don't anticipate being very difficult) but the chests seen in this picture can be optionally obtained and are actually more tricky to reach than simply crossing the room.
Update - the issue seems to be caused by using the Turn condition on any particular entry, no matter what the order of the entries are. If I use the Turn condition on any entry within the list at all, Counter-Lock doesn't receive the 2000 Speed bonus.
Yeah, I noticed that and immediately fixed it in the program, with no noticeable change.
I've also tried experimenting with both Dynamic Actions and Dynamic Turn Count both on, both off, etc. etc. and the result is the same across all tests.
I'm honestly not sure what's going on.
I'm using the most up-to-date version of Yanfly's Battle AI Core, and I'm having some unusual trouble getting enemies to correctly use skills that have a high 'Speed' parameter - as in, the skill should always come first in the turn. Instead, the plugin seems to use the enemy's AGI to...
In the default build of MV, you can use %1 to reference the Skill name and have it display in the Battle Log.
What I'm looking to for (without using needlessly complex and hard-coded common events) is a script that'll allow me to use %2 in the message window to display all targets being affected...
Going into this project, my primary goal was to make a combat system that was simple in execution - yet deep and complex in mechanics and customization.
Allow me to deliberate. Imagine a combat system if you will that utilizes no elements, rather focusing purely on physical and magical damage...
Is the enemy countering, too?
Check the enemy's CNT rate.
If the enemy's countering too, try editing the plugin settings. There should be a default setting to where counters can't counter other counters.
I did a while ago after I read your first reply - the counter occurs as intended, but with a rather critical flaw; my attacks use action sequences that displace the battler. If an enemy physically attacks me during an action sequence, the counter occurs before the sequence is done playing. Worse...
What exactly IS your setup? All that <Evade Counter> seems to do for me is cause the battler to dodge when a counter is triggered. Nothing happens when he evades an attack normally. I'd like to trigger a counter WHEN my battler dodges - not dodge when a counter is triggered.