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Implement Maniacs Battle Common Events #3307
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…tles & dual attack not being represented. Also made stylistic changes requested by Ghabry.
The way how you do parallel process updating looks completely different to how it is done on the map. For the map the common events all have a parallel process directly attached to them: Lines 1283 to 1308 in d9dd9be
(ignore the async stuff for now) Maybe add What needs to be tested: On the map parallel processes can be suspended and they will continue where they stopped. Does Maniac Patch do this in battle? To test this run two parallel processes: PP1 (has run condition S1 = ON):
PP2 (has run condition S2 = ON):
The expected message output is A, C, B. D never shown. At least when battle pps are like map pps. Also worth testing if they keep the progress across battles: For this simply do something like PP1:
When it resets it will always show A. When it remembers the state it will show B when a 2nd battle starts. Also parallel processes can run... in parallel. So you can do stuff like this: PP1:
PP2:
I think the output should be A, B, C, D. |
@Ghabry I tested all of the exact scenarios as you outlined them and here are the results!
No. It seems to work in a much more simple/diferent way. Suspension Test: Resume Test: Parallel Test: |
When using maniacs patch and we have a "Battle Begin" trigger set in the editor like this:
In battle we now have it get triggered like this:
When we use a "Battle (Parallel)" trigger in the editor like this:
In battle it will result in a repeated common event getting triggered every 5 seconds (since that is what my wait time it set to in the above image) like this: