You can setup a 'battle_event' parallel event that will check conditions of something in the battle. Then at the appropriate time, launch another event or flip his own page during battle.
You can ask if you're in battle using $game_party.in_battle. You can query to find out who is still alive using SceneManager.scene.tactics_alive (This will list all enemies and actors)
If you want to find out if someone is at a particular x,y. Use SceneManager.scene.occupied_by?(x,y) This will return nil if there is no one at the x,y coordinates.
If you want to force an actor to move to a particular x,y. First you get the actor object using one of the above (or perhaps they are the active battler, SceneManager.scene.active_battler) then call 'calc_pos_move'. You will want to make sure that you give it a large range just in case they have been walking away from this point up to now. Perhaps 2 times the distance to the location?
Anyway, it will return a route and cost dictionary. You then ask for the route for the particular xy you want using and assign it to the actor like this:
route, cost = SceneManager.scene.active_battler.calc_pos_move(30) if (route.keys.include?([x,y])) SceneManager.scene.instance_eval("@cursor.moveto(x,y)") SceneManager.scene.active_battler.run_route(route[ [x,y] ]) endIf you add 'attr_reader :cursor' to the top of the gtbs scene you can read the cursor using SceneManager.scene.cursor so you dont have to use the reflection technique I did above.
And yes, you can disable or enable the TBS as desired using 'enable_tbs' or 'disable_tbs' commands in the script console.
Is the documentation downloadable? Yes, but it had to be downloaded 1 page at a time currently. If you visit the Wiki page, in the lower right there is a 'Also availabe in PDF | HTML | TEXT' links. Choose the desired format and save the file. So you might want to drill to the level that you are getting the information you want, then save off the files accordingly.