[Battle Processing]

 

Function

·Enters a battle with enemies.

 

Settings

bm188

 

·Under [Encountered enemy group], choose one of the following methods to specify the enemy group to fight.

Fixed

Battle a specific enemy group. Choose the enemy group using the dropdown menu.

Variable

Uses the enemy group with the same number as the value stored in the given variable.
For example, if variable no. 2 is specified which contains “5” at the time the command is processed, actor no. 5 will become the target of this command.

Choose the variable to use from the [Variable] window which can be opened by clicking the [...] button.

 

·Under [Battle Format], choose the battle style from [Normal], [Surprise Attack], [Back Attack], [Preemptive Attack] or [Pincer Attack] using the radio buttons.

The specifics of each type of battle will be handled on the battle screen. If manual placement is chosen on the “Battle Screen” tab, [Pincer Attack] cannot be chosen. Under [Battle background], specify the background image to use in battle.

 

oUse terrain settings: Use the battle background as assigned to the terrain that the player is standing on when this command is carried out. If a battle background is set for the map, it will be used (similar to normal encounter battles).

oSpecify: Uses a specific background image. Click [...] to display the [Battle background graphic] window, select the file to use from the list, and click the [OK] button to specify the image.

 

·Under [If escaped], specify handling for when the [Escape] command is selected during the battle.

oCan't Escape: The “Escape” command is disabled.

oInterrupt Event: Event handling will end at that point.

oConditional Branch: Creates a branch for when the player escapes from the battle.

 

·Under [If Defeated], specify handling for when the player's party is wiped out.

oGame Over: Treated as a Game Over.

oConditional Branch: Creates branches for both win and loss cases.

 

·If [Preemptive attack] is enabled under [Option], the battle will begin with a pre-emptive attack (starts with the time gauge at MAX) by the player party.