Ok this look fantastic and I want to try to work around it but I have 2 questions...Is this compatible with Yanfly's Doodads and Region restrictions and 2nd does this work with 2 block tall sprites? I'm using PV game resources so It would definitely be needed for the 2nd part
At first glance, it is not compatible with Doodads and Yanfly Region in the battle system. What do you mean by "working with 2 block tall sprites"? If you mean with a sprite that takes two cells from the map and the system recognizes it, it's impossible.
This looks amazing so far! I can't wait to see where this goes... Is there anything you're having trouble with? I would be more than willing to dedicate some time into researching and good ol' trial and error to help you with any current issues or challenges!
Thanks. If you can test the system performance on different maps, this will be useful to me. Use Graphics.show Fps (); with the script command (page 3 in Advanced section) of an event before startBattleTS to display fps on the screen. Let me know if the fps are below 60. (it doesn't matter if there are small drops)
So I ran into a bug where I can't cancel an action. The window doesn't close when I press the cancel button. Can anyone help me?
Indeed, I forgot a line during the last edition of the code (refactoring). I updated this. Thank you for this report.
Edit : I have temporarily disabled the states of a unit for the next update.

