@TheMadsiur
Battle Events will be handled mostly as they are handled in every other RPG Maker, in the Troop Editor. However, since I plan on integrating the event system to the Animation Editor, you will also be able to handle things in there too.
In the case of character movement, both editors (Animation and Troop editor) would be a valid place to do so. As you said, since there are no tiles in battle, the XY position will be screen pixel position, 0,0 being the top left corner of the screen. Right now I have 2 "Move Battler" option. The Absolute Move which blends the battler to X,Y and a Relative Move that blends relatively to its current position.
I will also support character facing, meaning that if you want the actor to move lets say 180 pixels in front of him, you will be able to do so. Useful when you want your event to make sense in every battle types such as Back Attack.
Also, as I said earlier, I want to implement the event system in many other places. The States Editor already supports "On State Applied" and "On State Removed" events. But obviously, not all event commands will be valid in all editors. So I will add an option to only show commands that are valid in the current context. Context means in which editor you currently are.
Battle Events will be handled mostly as they are handled in every other RPG Maker, in the Troop Editor. However, since I plan on integrating the event system to the Animation Editor, you will also be able to handle things in there too.
In the case of character movement, both editors (Animation and Troop editor) would be a valid place to do so. As you said, since there are no tiles in battle, the XY position will be screen pixel position, 0,0 being the top left corner of the screen. Right now I have 2 "Move Battler" option. The Absolute Move which blends the battler to X,Y and a Relative Move that blends relatively to its current position.
I will also support character facing, meaning that if you want the actor to move lets say 180 pixels in front of him, you will be able to do so. Useful when you want your event to make sense in every battle types such as Back Attack.
Also, as I said earlier, I want to implement the event system in many other places. The States Editor already supports "On State Applied" and "On State Removed" events. But obviously, not all event commands will be valid in all editors. So I will add an option to only show commands that are valid in the current context. Context means in which editor you currently are.