-
Notifications
You must be signed in to change notification settings - Fork 0
Triggers in battle
This element is a part of the incubator, it is not "technically" achieved and validated.
This addition makes the basic combat's system customization possible. It only consists in annotations, telling a common event to execute itself as if it was an event in parallel process during battle. We call that a short circuit because we can inject substential events (like pictures' displaying) during battle.
It is really important to keey in mind that, as stated in this page's introduction, if we define a common event as a short circuit, it automatically becomes a "parallel process" during battle. Therefore, in order to make that happen, only add the command in_battle
(thanks to a script call) as the first line.
Be aware that a common event starting whith in_battle
will no longer be callable or executable anywhere but in combat.
As for custom triggers, you can specialize a "in battle trigger". For instance: in_battle{ V[1] == 9 }
will trigger the event in combat only if the variable n°1 equals 9.
You can also restrict a short circuit to given enemies' troops, using the command current_troop
, for instance in_battle{ current_troop > 10 }
states that this event will only be executed if the player is facing a troop of enemies whose ID is above 10.
Introduction
Revised Syntax
- Switches and variables
- Local switches and local variables
- Tags and local tags
- Displaying informations in messages
Commands
Extended events
Advanced tools
RMEx use examples
- Create basic gauges
- Create gauges in battle
- Create easily a QuickTime Event
- A minimal multi-agents system
- Custom names typing system
- Titlescreen's skipper
Scripters corner