End Phase Triggers MV
Have you ever had a situation where your troop events didn’t seem to run in battle? For example, when the last enemy has been defeated and you want more enemies to appear, you found that instead of the enemies appearing, you simply won the battle?
By default, when the last actor or enemy has been defeated, the game will immediately go to victory or defeat processing. This means that if you have an event that should run after the last enemy has fallen, that event will be ignored.
You may have discovered workarounds such as setting your enemies to “immortal” so that you can run your events, but is there an easier way to handle this?
The purpose of this plugin is to address the issue that I have described. By simply inserting this into your project, the game will perform an extra check before the end of battle to see whether there are any events that can be run, and proceed to run them!
Plugin: download here (right-click and save as)
You may be interested in reading some dev logs I’ve written about the issue while designing this plugin:
Download the plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the EndPhaseTriggers plugin.
Once it is in your list of plugins, turn the plugin on.
Plug and Play. Just enable it and it should work.