(SCRIPTING: RMVXA) REDECORATING BATTLESTATUS IN ACE BATTLE ENGINE (FTB)

Posts

Pages: 1
So, the Ace Battle Engine rearranges the way Actor status is displayed in battle to be real pretty and it works intuitively with the way the Free Turn Battle script looks,


(Since the Free Turn Battle script is centered around designating actors to use actions freely, the player sees the menu cursor around the selected actor and their options appear on the right.)

but here's a huge hole that gets punched open for a game that doesn't use VXAce's built in menu cursor.


Side Note: The blank window at the top is a part of the battle background and is only there to make information and battle messages appear seamlessly.

Since this battle system revolves around the idea of giving actors commands at will, the lack of the built-in menu cursor creates a situation like this, where the player can't see which actor is selected.

The solution I have in mind involves borrowing a method from another part of this script, shown here:



When an enemy is targeted in the Ace Battle Engine, its name and status icons are displayed at the top of the screen in a window of its own.

What I'm trying to go for is something like this mock-up:



The selected actor's name and status icons are displayed at the top of the screen, a method identical to the way a battler's name and status icons appear there when targeted.

But...connecting the function of a "selected actor" within the Free Turn Battle system to the display method of targeted enemies in the Ace Battle Engine is pretty far past my boundaries of scripting knowledge, so I was wondering if someone could throw me a bone on how I should approach this.
Pages: 1