[RGSS] QUESTION ABOUT CUSTOM BATTLE SYSTEM
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Hello guys I'm new to Ruby so please be gentle. I went through all the tutorials and so far I do understand how to define methods, variables, if and else, etc.
What I would like to know is what are the classes responsible for the game's battle?
What are the variables that should be taken notice of in building these battle system?
I want a definition as well for these stuff cause the comment line are really a pain in the ass. It doesnt give enough information.
What I would like to know is what are the classes responsible for the game's battle?
What are the variables that should be taken notice of in building these battle system?
I want a definition as well for these stuff cause the comment line are really a pain in the ass. It doesnt give enough information.
Check out my Slip into Ruby series: I'm going through all the default scripts and explaining them line by line. The most recent part covered BattleManager, which is one of VX Ace's battle handler scripts.
author=Trihan
Check out my Slip into Ruby series: I'm going through all the default scripts and explaining them line by line. The most recent part covered BattleManager, which is one of VX Ace's battle handler scripts.
How about RMXP? Will it be the same?
XP is similar. There are some differences where Enterbrain has streamlined or removed/added stuff, but for the most part they're interchangeable. I might do a series on the XP scripts after I finish the VX Ace ones if there's demand for it. In the meantime, if there's anything in an XP script you need help with just ask.
Edit: Just for future reference, the main classes in XP that handle battles are Game_BattleAction, Game_Battler, Game_Enemy, Game_Troop, Scene_Battle, Sprite_Battler, Spriteset_Battle, Window_BattleResult and Window_BattleStatus,
Edit: Just for future reference, the main classes in XP that handle battles are Game_BattleAction, Game_Battler, Game_Enemy, Game_Troop, Scene_Battle, Sprite_Battler, Spriteset_Battle, Window_BattleResult and Window_BattleStatus,
It'll be covering the VX Ace implementations of their equivalents; as I said, if there's demand for it I'll cover the exact XP ones as well.
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