MOGHunter Chrono Engine Battle Abort?

Lex1253

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Hi!

So, I've been using MOGHunter's Chrono Engine for a while, and I've been trying to make a sparring system/Evented Battle Abort. The closest I've gotten was to fade out the screen and turn off the Chrono Engine, but this doesn't help, as it locks up everything, not allowing any events to play out.

My question is: Is there a way to completely abort a battle mid-way with Events (As they can run parallel to the ATB Battle), or with some obscure plug-in command?
 

Uranium

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I believe in @ct_bolt !!!! If any one is able to do this he will be the guy! I also believe he is working on something like this. I am not 100% sure but I will pay him if he is able to make this happen! Or something similar possibly!??! I will message him today and see what he says.
 

ct_bolt

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My question is: Is there a way to completely abort a battle mid-way with Events (As they can run parallel to the ATB Battle), or with some obscure plug-in command?
I believe in @ct_bolt !!!! If any one is able to do this he will be the guy!
On it! Thank you for your confidence. :cutesmile: :thumbsup-right:
Edit: See below...
 
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ct_bolt

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My question is: Is there a way to completely abort a battle mid-way with Events (As they can run parallel to the ATB Battle), or with some obscure plug-in command?
Something like this work?

Enable the plugin and then use the following script call:
Code:
$gameChrono.forceEscape()
 

Uranium

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Would this keep the enemy on the map still?
or would the enemy disappear similar to when using the escape function?
 

ct_bolt

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Would this keep the enemy on the map still?
or would the enemy disappear similar to when using the escape function?
Currently just makes them disappear... I could possibly turn on a switch though or something and maybe keep the enemies and just have them function as "non-battle" events... right now the only way to return the "battler events" is to transfer back & forth from maps.
 

Uranium

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Nice okay! So maybe what I could do is fade out screen> force escape> Transfer player> Fade in screen> Switch trigger event with cut scene dialog etc.!
 

ct_bolt

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Nice okay! So maybe what I could do is fade out screen> force escape> Transfer player> Fade in screen> Switch trigger event with cut scene dialog etc.!
Yep yep :cutesmile:
That is how I ended up doing something with this also for now at least... I also might add in some other things like triggering self switches or running custom eval code to possibly try to prevent the events from disappearing but also prevent them from re-attacking immediately...
 

Lex1253

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Thanks a million, CT! I'll definitely try and use this in my project.
 

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