10-06-2024, 03:34 AM (This post was last modified: 10-06-2024, 06:10 AM by kyonides.)
An Very Convenient Update is Coming Your Way!
Now version 1.0.5 of your favorite turn order script includes a future proof feature: it will correctly show any attacker's head on screen as many times as your battle systems or patches need them!
It also provides you with a way to adjust the HUD's Y coordinate at will. Just change the value of the OFFSET_Y constant accordingly.
Code:
ENEMY_HEADS = []
Inside that array you can leave as many enemy ID's as needed. These enemies will use a custom head found in Graphics/Heads instead.
Default Size: 32x32 pixels
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
Hey kyonides! May I request a tweak to this script?
1) The turns move in the opposite direction (instead of left to right, it moves from right to left, with the leftmost slot being the current active unit?) So the animation looks like you are "reading" the order and keeping the action towards the center of the screen. A column with the faces moving down might also work so the active unit is closest to the bottom status bar and the line is less likely to overlap a battler sprite?
2) Is there a way to show the turn order before the player inputs commands? That way it becomes part of strategy as the player can see who will be acting first.
3) Is there a way to include a setting where the custom heads are the default? I don't mind doing new graphics for all the monsters--and characters--on my database despite having over a hundred now, because this way I can keep the heads' graphics style more uniform. Though I definitely understand why custom heads is an exception rather than the default.
1. I'll consider it, but I can't make any promises.
2. Request rejected. The reason is the way the DBS works.
While selecting your heroes' actions, the system ignores what ANY battler will do until you put an end to the input phase (aka Phase 3). At the beginning of Phase 4, aka as the battle itself, it calls make_action_orders. This is the key moment where it will decide who goes first and who attacks later on.
3. The same answer as #1.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
Yay! Thanks for this new option! I'm still eventing a very lengthy cutscene, but once that's done, I'm going to try to implement this script and work on the custom heads.