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Ok, so I'm using Falcao Pearl ABS for battling and a detection script (by Prof Meow Meow?) for detecting.

The goal is to have an NPC (lets call him Bob) who walks around and interacts with you. However, if youre in a zone you're not supposed to be in, then Bob begins to try and find you. If he does detect you, he attacks you. The ABS script requires <enemy: xx> in the name (and uses almost all self-switches), and the detection script requires "tracer" in the name. My idea (to simplify it) is to have 3 simultaneous events: Bob (normal), Bob_tracer (detecting), and Bob<enemy: xx> (attacking), and switch between them.

This is the way I've done it:

You enter a bad zone: Switch "Badzone" is turned on.

For [Bob] - Parallel process
Condition: If Switch Badzone is On: Set Event Location: [Bob], Switch with [Bob_tracer], and Erase Event.

For [Bob_tracer] - Parallel process
Condition: If Switch "Trace" (the switch thats triggered if youre spotted) is On: Set Event Location: [Bob_tracer], Switch with [Bob<enemy: xx>], and Erase Event.

That works, in the sense that Bob starts to look for you if youre in a bad zone, and then attacks you if he sees you, but obviously means that you can't switch back (from [Bob_tracer] or [Bob<enemy: xx>] back to [Bob]) because the events are erased.

Is there any way of doing this? Not erasing the events just loops them chaotically.

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Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
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