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Do note that when you Test Battle, any changes you made to a script has to be SAVED before battle testing, otherwise the changes will not apply. If you are meticulous enough, you may log any errors or so in some text file and such, or go right ahead and fix it. There is a huge difference between a game that has been playtested thoroughly and ones that has not. Click on that green triangle button at the top.
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Playtesting is very useful, and very helpful. I would do that so you can come back and copy/paste whenever you wish. Saving some scripts you may use into a notepad file may be helpful.Those always caused me headaches, but after extensive testing I usually found a way around. When implementing into your main project, check to see if there are compatibility issues or not. If you want to test out a script before implementing it into your main project, make a new project and test it out before doing anything.I had that happen a couple of times when the editor decided to crash on itself for me, so it is usually the best course of action to back up the important parts. There are times you can have big problems when RMXP decides to corrupt itself and say "Unable to load xxxxx.data", which is bad. Save your files, and whenever you can, copy and paste everything from your Data folder in your project into another directory. I myself have not gone through everything just yet, though, but I do plan on implementing new systems eventually. I hope I can inspire some neat ideas that you can try to make your battle systems more fun and more varied, somewhat. If you are looking for an action battle system, you are probably best off with Blizzard's Action Battle System right here in this forums. In this little tutorial I am writing I will share some of my ideas and what I did to change some mechanics and other ways of perhaps balancing the game (it is still a work in progress!!). In fact, I tend to use it for the most part, but I do agree that in many ways it is lacking and very limited in functions. I do understand the sentiment, but when making a classic turn based RPG, the default system is not always bad. I wrote this draft in Notepad before posting this up, just because I wanted to.Ī lot of people using RMXP criticise the default battle system for being rather boring or linear, and most of the time, it ends up with many people switching to a different battle system. I think I've done enough lurking around to see how this works, so I thought I would give it a shot and write things I have tried for projects I have made. Enhancing the Default Battle System in RMXP
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