I have more questions after 8+more hours playing through the demo and working on another map.
1. When it's the player's turn the battle bgm plays correctly(same conditional as image), however, when it's the enemy attacking the player, the correct bgm isn't playing.(image pasted; no the songs are different just cutoff)
Not sure what replacement can be used if the enemy can't use its own id for a conditional branch during its turn?
2. How to prevent an npc from being distracted to fight the player when it should be focused on moving to a specific event with a target id in note?
3. How to change sprites to a "greyed out version" after moving or some graphic that makes it easier to tell that it already moved?
4. How to make it so only "status/support moves" like healing an ally or buffing, etc. with a dancer are not visible during sideview battle?(make it an in game option for the player to be visible or not?)
5. How to make battle bgm persist between battles rather than having it restart every time(entire song will never be heard since battles end too quick)?
6. How to make an "unlock" option appear for specific allies(with item or skill) on treasure chests?
(want to open treasure chests without standing on top of them but interacting with them; same goes for other objects).