Thanks for responding! I really appreciate you taking the time to write back and I hope your plugin is a massive success.
A few more questions...
1) I'm interested in having battle maps that correspond to the terrain the player is on. For example, if they are in the woods on the world map, the battle would take place on a map with woods. Could this map be randomized such that the woods appear different each time?
2) I plan for these maps to be open. Is there a way to:
A) have the party's formation set by the player in a menu ahead of time such that it remains the same for each battle?
B) have the enemies randomly generate on the battle map?
C) have different types of enemies randomly generate depending on the player's location on the world map?
D) allow the enemies to randomly appear behind the characters in the case of a surprise attack?
3) If I were to have obstacles on the map, is it possible that damage from AoE spells be blocked by these obstacles if the player is behind them? Or in a similar fashion, the player would be unable to cast spells on enemies that are out of the LoS?
Thanks again for taking the time to answer my questions!
Viewing post in Finally, a TBS that meets my expectations!
1) All it takes to start a TBS battle is simply teleporting the player to the constructed map. Nothing more. If you make those maps, you can make an event to give you a random number and teleport the player to that map based on that random number. This is best setup in a common event so that you can keep track of it.
2 A) I am not entirely sure what you mean here. The player controls what units they want placed but if you want to force actors to appear on the map, you can use the place actor plugin parameter in the map configuration to force place them. You can even make them auto battlers by giving the placed actor an auto battle state in the placement settings. You can force add non-party members but they won't appear if it would exceed the map actor limit. You can also add/remove player actors by event commands.
2 B) Yes.
2 C) If you want to, you can, instead of using numbers, use script calls to use game variables instead and have parallel events update those game variables to determine what enemies spawn.
2 D) I do not know how this would work in an SRPG?
3) This is the case for conical facing attacks when I tested them but with no move region tile flagged. Players can cast spells on enemies not in line of sight.
Ok, this all sounds good, so I plan on going ahead with the purchase. As far as 2A is concerned, it seems to me at the beginning of the battle the player chooses where to place the actors within designated areas on the map... I am asking if it is possible to set up a formation outside of battle that is used every time there is a fight rather than having to manually do it each time. Does that make sense?