Well, I remade the menu to fill it up with all kinds of stuff.
The windows and boxes are animated.
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I mean, they slide in and out.
So far, the script doesn't know if a skill is physical or magical at all.
I gotta admit that the box's borders are a lot thinner nowadays.
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I think the system looks for @int_f > 0 to determine if a skill is magical. See how they determine what skills are disabled when a battler is inflicted with Silence/Mute, I think it's just the simple @int_f > 0 check, but there might be other factors. (I don't have access to RM right now :3) Maybe the skill_can_use? method tells ya.
You were close. Game_Battler blocks skills if no physical attack factor is in use for a skill
Code:
# If silent, only physical skills can be used
if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
return false
end
Battle HUD looking pretty fire. If there is aught I would change, it's the party_manager and actor_HUD to match with the rest of what lies here. Make it all clean and crisp!
![[Image: xgXSY45.png]](https://i.imgur.com/xgXSY45.png)
But for now, I will consider this a most glorious HUD indeed.
Here you can take a look at how the new chest script in its beta stage actually works.
So what do you think about them, guys?
Entertaining. Different than my chest script. I will say that my windows are a bit more fixed while yours are adjustable. A good move on your part in my perspective
But you're not accounting for the gold (or whatever currency) is in the chest.
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I think I've never heard about Seliel's tilesets before. Interesting.
They are heavily inspired by the Mana series especially Trials of Mana and they look really awesome. And there are more than enough to make an actual game with them.
They just don't fit with any RMXP stuff at all due to the lower resolution.
https://selieltheshaper.weebly.com/assets.html