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Hello! This is fantastic work. Thank you for sharing it with all of us! :)

Just one quick question: For [Input Attack], it seems that after the timer turns to 0, the battle forcefully ends, and exits regardless whether the battle is over or not. This includes exiting the battle test immediately as well.

Thank you for letting me know about this! I'll update the AS Pack soon, but in the meantime if you don't want the battle to end when the timer runs out, add a Script Call at the beginning of the [Input Attack] Common Event:

__gameTimerOnExpireSave = Game_Timer.prototype.onExpire;
Game_Timer.prototype.onExpire = function() {};

In order to return the timer back to how it normally works, at the end of the Common Event, add:
Game_Timer.prototype.onExpire = __gameTimerOnExpireSave;

By default, MZ ends battles when timers run out. A script call or simple plugin can change this, but I forgot about the default when I made the attack.

(+1)

Thank you again, Human! Really appreciate it! :)