Valerien An "advanced" tutorial I'm sure will help out many others that are also interested in making an RPG with Construct 2. The more methods people know that they could potentially use for certain things can help them grow. Using your advice earlier with the "id = Self.UID" I had created a new layout and event sheet, since I figured I could probably work better in setting up the pieces together with it going from the beginning.
There has been two issues I've ran into somewhat in the battle system remaking it. I've done some a work around for both of them at the moment. One of them the work around can hold fine, the other one I'm going to need to actually find a better way to do it for future additions.
One of them is something you've completed for your prototype Dan the Rabbit. Which is the Attack buttons that pop up above his head. Now I'd tried a part where "Turn = Character.ID. Trigger Once" for the spawning of my BattleAction Icons, Watching it in just Run Layout it looks fine. But watching it in Debug Layout it's actually ignoring the trigger once and constantly spawning them on the character.ID who's turn it is. So modified it to an Opacity and Start of Layout set up that works. Which isn't too bad for a turn based menu atm for me, also changed the amount of events it used from 22 in my old system to 7 now. Works yes, but probably not the most ideal.
This is the way my current one for the BattleActions are for players being run: [attachment=2:1nzy1992][/attachment:1nzy1992]
So my question for you though are you using an opacity type for your Actions or were you able to come up with a way to actually get them to stop spawning rapidly?
The other thing that I've been having some issues with that I've tried a few different things is setting up something in the Families for the Rotation of Turns. While using a single avatar for the character and setting it as the following:
[attachment=1:1nzy1992][/attachment:1nzy1992]
It works perfectly fine. It will set up PlayerLowest and PlayerHighest on each instance of CharacterMage. But if I have it spawn the other Characters as well from the spawn script with it set to the Family Character, and then change it from CharacterMage to Character in the setting the PlayerLowest it will only set the lowest ID with the Lowest ID and the Highest ID with the Highest ID. If I set it for each it sets the Lowest and Highest as the current ID. Hmm while typing and still thinking just had an epiphany so going to set up a method I just thought of.
Yup it works. Before when I had it set up and it was working fine I only had Characters on both sides. Earlier today I had added Enemy on the opposite side and then started getting the issues I described above. But I've done the change I had an epiphany on and it works the way I wanted it to with the variables.
For those that might run into an issue like this for their event set up, and want to see what I did to solve it:
[attachment=0:1nzy1992][/attachment:1nzy1992]