Another video of some new features for the next update: Dinamic Actions and Automatic Actors
the video is a bit laggy, it's because my PC is a crap and couldn't keep all the simultaneous actions on battle + the recording program. In actual gameplay no slowdown was noticed (even on my junk pc)
I found a really interesting script for my game, which modifies the Actor Command window, replacing the text with pictures. I'm sure you are working on something like this already. I was just wondering, would you be so kind as to modify this script to be compatible with your battle systems? I know alot of RMers would appreciate this. I'll show a screenshot and give a link to the script, then maybe you can edit it to be compatible with your battle system :) I hope this saves you some scripting time.
What i will do is add are some setting options, so people can edit the window the way they like (horizontal or vertical, with text or withou text, change color of thext...)
When using the sideview option, what would be the easiest way according to you,
to have visual change of weapon on battler changing with the weapon equipped ?
(of course when battlers + all weapon game graphic are already designed)
example : Short Sword equiped = battler got a short sword
Fire sword equiped = the sword is red in battle
etc
A way would be to activate a common event (parallel process) with a switch for the whole game. Then you set it up like this:
Conditional Branch
If Actor X
Weapon Ironsword equipped
Change Battler Graphics to Actor_X_Ironsword.png
else
If Actor X+1
Weapon Firesword equipped
Change Battler Graphics to Actor_X_Firesword.png
else
.......
end
@Zarox
There will be no need for that on the next update, like it's shown on the video of "Equipment Sprite" there will be an add on for managing sprites.
@mageone
You will need to make an separated sprite for each weapon, here's the graphics i used on the video (not the actual graphics, they will be avaliable on the demo of the next update)
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EDIT
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please ignore my question about battlers, i just figured out the battler name must match the info in the configuration.... nvm
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END of EDIT
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Zarox/ Atoa, thank you for your support.
the idea of the common event is excellent however indeed if
an additional script
handling graphics properties of weapons is planed there is no
point of setting it up now.
anyway, one question, just out of curiosity thought. Is it really
possible to use Zarox common event idea with Atoa
CBS ?
because unless i'm mistaking, it seems that the battler graphic
file and the charset graphic file must have exactly the same
name.
I've found in Atoa's demo that the charset name is Leon.png, and
the battler file name is Leon.png as well.
If you change the battler file name (ex atoa.png), the battle
animation is totally messed up. how comes ?
@ Zarox :
did you solved your problem with escape glitch when using ATB ? Because i ve noticed the same as you.
When escape type > 0 the game crash and i got a message saying :
Script 'Atoa ATB' line 1054: NoMethodError occured.
undefined method 'blink=' for nil:NilClass
even in the demo i have dowloaded o.o
Fighting for peace is like screwing for virginity.
@mageone
It's possible, but would need really a lot of work since each differente battler graphic would need an configuration on the advanced settings.
The problem with the ATB is also fixed. the fix will be on the next update.