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Just like in 2k battle, the 2k3 battle notifications have a mechanic where there are 2 times. There is a 2k3 battle "Wait" function which takes 2 parameters.
The first value is an unconditional wait. RPG_RT will always wait this number of frames. The second value is a conditional wait. RPG_RT will wait for those frames unless you press the decision key or the shift key. Finally, during this wait if you hold the escape key, it will pause the battle until you release the key.
For example if a wait is (10, 80), it will wait 10 frames, and then 80 additional frames, which can be skipped if decision key is pressed, or delayed indefinately if escape is held.
The notifcation window is what pops up and dissapears for battle start, skills etc.. This window is followed by a Wait(t1, t2) which dictates how long it is displayed. While you can use the input keys to affect the wait, you cannot interact directly with this message window.
Battle End Messages
This window shows victory, defeat, exp, gold, and items. This is a regular message window, with a single line. It responds to key input like any other regular message box does. You progress using the decision key and wait is not used here.
All input keys react to whether the key down or up state, not the event of key pressing.
Immediately cancels the window after the first wait frames have passed
Same as decision
The notification window is kept open and the battle scene is paused for as long as you hold the escape key. The frame timer however still ticks down to 0.
Waits and notifications
On battle start if the start message is not empty
Immediately after battle start. If condition is initiative, surround, or normal and the first_strike flag is set
If BattleInitiative message was not displayed, and the condition is back or pincers, does a wait with no message
After playing victory music, but before displaying the battle awards (exp, gold, item, etc..) the game pauses for 30 frames with no message.
After playing game over music, but before displaying defeat message, the game pauses for 60 frames with no message.
Only in battle test mode! After the battle ends and the screen is erased. If battle test mode, RPG_RT waits 30 frames while screen is erased before exiting. I guess this is to make it so the RPG_RT window doesn't disappear immediately after transitioning out, maybe the application exit a bit more smooth.
If actor escape command failed
When processing escape action, waits immediately after playing flee sound effect
"Double Attack "
When a monster does a double attack, before the action is processed
When a monster defends, before the action is processed
When a monster observers, before the action is processed
When a monster charges, before the action is processed
When a monster self destructs, before the action is processed
When a monster escapes, before the action is processed
When a skill or skill item is used
When a non-skill item is used
Has all above described wait mechanics
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