Fixed a bug where decorations with some sort of event when interacted with wouldn't function properly when placed against a tile that has a counter flag (since the bottom tile of a wall should have the counter so posters, clocks, etc. get put up higher).
This is my code for my game:
class Scene_Intro
def main
FILE_COUNT.times do |file|
if SaveData.exists?(file)
Graphics.transition(0)
@eventscene = IntroEventScene.new
@eventscene.main
Graphics.freeze
return
end
end
Game.start_new...
If every extra attack is put after the main attacks, you'll end up with instances with moves like Avalanche and Trick Room occuring before other moves, and then also having moves like Protect just not do anything whatsoever because it's oossible no one else besides itself has any more attacks to...
Not sure I understand. "After all battlers moved every turn" section implies to me that you think it would be better to have every move for the initial turn go first, then handle any extra moves for the turn. That feels kind of sloppy to me as we're just kind of shoving everything to the end...
That is a plugin I wasn't really focusing on since it wasn't related to any of my work, and I can't exactly adjust another person's plugin. I'm not even sure why a plugin related to the overworld crashes because of an in-battle plugin. However, if you got it to work, that's good to hear!
I'm going to need more information than that. Clearly a trainer did not get made when it should've, but what trainer, what map are you trying to battle said trainer on, and what's the code around the trainer?
Ok, so I'm stuck when it comes to fixing some of these issues in this plugin. Like Protect just doesn't work for example. If anyone wants to take a stab at fixing the issue, go ahead. Otherwise, I don't suggest downloading this since quite a few important moves just do not work.
This is for...