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[RMMV] LOOKING FOR A SUITABLE PLUGIN

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Hello! I am looking for a plugin that can change the format and design of MV's default battle system.

The attached pictures detail features I am looking for, as well as references to other games that exemplify what I would like.

Notes will be labelled in red text.

Since I do not have experience with JS, I'm posting this to ask you if you know of an available plugin which closely approximates the kind of system I am looking for. Otherwise, I'd like to know if I would be better off looking elsewhere and commissioning a plugin.

Keep in mind the attachments you are about to see are as crudely drawn as concept art comes.

Please let me know if you need more information about the battle system I am looking for, I will try to respond as quick as possible.








Marrend
Guardian of the Description Thread
21806
I don't know if there is a single script/plugin that does all of this, but, as for how difficult it might be to code them?

Concept Sketch 1 - Command Bar location, and arrangement of menu items
The default layout is for the command bar to be along the bottom, displayed in a vertical manner. I'd have to look at the class structure for MV, but, there might be a [Window_HorzCommand] class that would arrange a menu in a horizontal manner instead. Moving the window to the top of the screen is probably the easiest part of this concept.

Concept Sketch 2 - Change graphic based on state, or inputted command
So, I think the main point here is setting graphics of the busts, because the note about the battle log is default functionality. Setting a bust to reflect a state might not be so bad. Setting the busts when an action is pushed onto the action queue? Well, I have some experience attempting to detect what's on the action queue in Ace. The game had a Unite/Combo system in place, so, I needed to know what characters to skip over during the command input phase when a Unite command was done.

Concept Sketch 3 - Character positioning, and action input indicator
This could be another place where you could use an instance of [Window_HorzCommand], or something like it, for the actual arrangement of the actors. In theory, the cursor would follow suit with the actor that's in focus (ie: whose turn it is).
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