[RMVX ACE] LOOKING FOR A CERTAIN STYLE VX ACE BATTLE SYSTEM SCRIPT?!?!
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Is there a RPG Maker Ace FRONT VIEW battle system script out that will allow the character sprites to appear ONLY when attacking?
Well, probably not, because you would probably want to use animations instead of a script rewriting all the system. I guess you would have to work around the default animation attack though (make it so that each actor has a different normal attack). It would be that kind of script : https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/weapon-attack-replace/.
Nah, you wouldn't have to work around the default attack animation at all. Not necessarily. You can make it that the default "Attack" command wouldn't appear on the command-list as normal...
...and let the actor's skill-set have it's own "Attack" skill attached to the weapon, or possibly other equipment. However, since "Attack" wouldn't be listed in the main commands, it would have be under a skill category to be selectable. It might look weird if "Guard" was on the main command list, but not "Attack". Though, you could place both the "Attack" and "Guard" options under an "Action" skill-category for better consistency/clarity?
Yanfly's Attack Replace would probably be a good answer, though.
class Window_ActorCommand < Window_Command # Makes command list def make_command_list return unless @actor #add_attack_command add_skill_commands add_guard_command add_item_command end end class Scene_Battle < Scene_Base # Create actor command window def create_actor_command_window @actor_command_window = Window_ActorCommand.new @actor_command_window.viewport = @info_viewport #@actor_command_window.set_handler(:attack, method(:command_attack)) @actor_command_window.set_handler(:skill, method(:command_skill)) @actor_command_window.set_handler(:guard, method(:command_guard)) @actor_command_window.set_handler(:item, method(:command_item)) @actor_command_window.set_handler(:cancel, method(:prior_command)) @actor_command_window.x = Graphics.width end end
...and let the actor's skill-set have it's own "Attack" skill attached to the weapon, or possibly other equipment. However, since "Attack" wouldn't be listed in the main commands, it would have be under a skill category to be selectable. It might look weird if "Guard" was on the main command list, but not "Attack". Though, you could place both the "Attack" and "Guard" options under an "Action" skill-category for better consistency/clarity?
Yanfly's Attack Replace would probably be a good answer, though.
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