Special skill Escape leaves you stack in battle mode

jaypee

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As the title says I setup my hero where he can use Special skill Escape (party all) which also consumes small amount of TP if ever used,using this special skill makes the hero escape but battle backgrounds, battle menu remains on screen. Im pretty sure the hero is back on the map because I can hear the BGM but the battle scene remains on the screen anyone here got the same experience with the skill escape setup?
 
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InBlast

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I don't understand well. WHen you use Escape, the other members of your party stay in the battle ?
 

jaypee

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I don't understand well. WHen you use Escape, the other members of your party stay in the battle ?
To be more specific im using the "Skill" > "Escape" which consumes a small amount of TP, all of the party members leave the screen (successfull) but the battle screen stays on the map if its confirmed a glitch/bug im gonna post one on the "Bug section" or let the admins do it.
 
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Andar

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In Ace, that skill option was specifically to be used by enemy only, because the actors had a different escape method.

I don't see the note referencing that in MV, but I think it was intended to be used the same way and they only forgot that explanation.

Your experiences with it seem to confirm this assumption.
 

Bearsmith

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There might be a better way to do it, but for now you can have the skill call a common event that just aborts the battle.
 

Grey Cain

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Thanks, Bearsmith! Thanks to that idea, I figured out a complete solution that will stop the player from escaping when they shouldn't be. Make a common event with this conditional branch script: BattleManager.canEscape();

Then you can have Abort Battle, and an else statement to let them know when they can't escape. It should look like the following:

If : Script : BattleManager.canEscape();

 Abort Battle

: Else

 Text: None, Window, Top

: : Can't escape!

: End
 

jaypee

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In Ace, that skill option was specifically to be used by enemy only, because the actors had a different escape method.

I don't see the note referencing that in MV, but I think it was intended to be used the same way and they only forgot that explanation.

Your experiences with it seem to confirm this assumption.
I see I was wondering why they have it included with default skill list when opening my first project, when testing on enemy troops that said skill works but not on map.

There might be a better way to do it, but for now you can have the skill call a common event that just aborts the battle.
Thanks for the suggestion sounds like a good idea will try it later.
 
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