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- Jun 9, 2014
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- RMMV
@Tomozow @Chaosicaa Actually it seems like any event with a parallel or autorun trigger on the map will crash the battle system, at least from what I saw in my own tests so far.
Also two other things I noticed when I did some more advanced testing yesterday:
Also two other things I noticed when I did some more advanced testing yesterday:
- Using the battle system's built in "battle_end" trigger for events (the one you put into the comments on the event page) should run them after the battle is over, right? I tried to use this, and it seems like the event is actually run before the battle processing is really over? If you use this trigger and put for example a player transfer into the event, the game will "freeze" (without throwing an error). Just displaying text works fine. I haven't been able to figure out another way to automatically get the player back onto the actual map from the battle map after the battle is over. Is there a proper/intended way to do anything after the battle ends?
- When making custom sequences, there is the "f: string" option for the damage ("obj") of the "effects" command...However, it apparently doesn't work. It throws an error in the console. I tried to put something like f: 100, but it gave me the error. Maybe I'm using it wrong? Otherwise I believe this may be a bug. "skill_ID" doesn't seem to be working either, or again I am using it wrong. I tried to put something like skill_19 or skill_0019, but neither worked.