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|  KTurnOrder VX + ACE - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html) +---- Thread:  KTurnOrder VX + ACE (/thread-9973.html) | 
| KTurnOrder VX + ACE - kyonides - 10-06-2024 KTurnOrder VX + ACE by Kyonides Introduction This script allows you to show the current turn order during battles. It shows you 3 types of images on screen: the title, the backdrop and the battlers' heads! Other Features If a battler gets killed before it's his or her turn to attack, then it will display some crossed swords on top of him or her. The script will automatically remove any dead battler if he or she ever becomes the active battler. You can change the position of the turn order HUD at will! Optional Script Calls Code: $game_system.turn_hud_align = :leftNote Tags for Showing Enemy Heads on the HUD No Tag if you pick a dummy battler sprite with the same name as your actor's. Names should begin with ENEMY_CHAR_PREFIX. <turn head head> Loads a simple head sprite in Graphics/Heads directory <turn head filename n> Loads a sprite with 8 actors and picks the nth actor. Range: 1 through 8. Side Note For the initial value just change the value of the ALIGN Constant on line 17 accordingly. Compatible with: 
 Screenshots  3 Snapshots Terms & Conditions Free for use in non commercial games. Due credit is mandatory! Mention this forum in your game credits! That's it!   RE: KTurnOrder VX + ACE - kyonides - 10-07-2024 VX ACE Version Released Today! It includes pretty much all the features found in the VX port. Both versions now feature 2 new Constants: Code: HEAD_PX_DISTANCE  = 48The former helps you set the distance between 2 heads + 1 head's width. The latter defines how much the heads will move left or right during each of the 6 steps it requires to update the images. RE: KTurnOrder VX + ACE - kyonides - 10-02-2025 Script Update! Now KTurnOrder VX & VX ACE allow you to use custom actors' heads by default! ![[Image: shocked.gif]](https://www.save-point.org/images/smilies/ejlol/shocked.gif) Just set the value of the HEADS_FOR_ACTORS constant to true and you'll be fine. ![[Image: wink.gif]](https://www.save-point.org/images/smilies/ejlol/wink.gif) ![[Image: rumor.gif]](https://www.save-point.org/images/smilies/ejlol/rumor.gif) Its default value is false, just in case you didn't notice it. Here is what you should know about the heads file naming convention: 
 This means that a head file for Ralph should be named Actor1_1. And that's it!   |