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(Scripting: RMVXA) Redecorating BattleStatus in Ace Battle Engine (FTB)
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.

(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.
Etrian Odyssey In-Battle Portraits?
EDIT: I've found my solution to this after another hour of scrounging around. Sorry to waste a bit of bandwidth with this thread.
http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT09.html
After some unsuccessful searching, I've been at a loss to find a way to emulate the way the Etrian Odyssey games display portraits in its battles in RPG Maker VX Ace, like thus:

From scrounging around on google, this is the closest script I could find, http://forums.rpgmakerweb.com/index.php?/topic/423-ve-actors-battlers/ but it doesn't seem to have a function of only displaying the selected actor's image, and is an otherwise pretty roundabout way of handling what I'm going for, which is just a brief image display.
So would anyone happen to know a method of just displaying a portrait of the selected actor (assuming all graphical resources are available) while giving that actor a command during battle?
It's probably worth mentioning that the project is using Yanfly's Free-Turn Battle, so the ideal is something like
(Sorry that these images are in VX, the request is still primarily for VX Ace.)


http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT09.html
After some unsuccessful searching, I've been at a loss to find a way to emulate the way the Etrian Odyssey games display portraits in its battles in RPG Maker VX Ace, like thus:
From scrounging around on google, this is the closest script I could find, http://forums.rpgmakerweb.com/index.php?/topic/423-ve-actors-battlers/ but it doesn't seem to have a function of only displaying the selected actor's image, and is an otherwise pretty roundabout way of handling what I'm going for, which is just a brief image display.
So would anyone happen to know a method of just displaying a portrait of the selected actor (assuming all graphical resources are available) while giving that actor a command during battle?
It's probably worth mentioning that the project is using Yanfly's Free-Turn Battle, so the ideal is something like
(Sorry that these images are in VX, the request is still primarily for VX Ace.)


Dungeon Crawling
As I look over the few games that I've contrived and attempted to create, I notice one distinct similarity between each of them:
They're all dungeon crawling games.
Why? There's just something about dungeon crawlers and roguelikes that I'm just taken with. But what?
Is it the loot? The absence or rarity of stores? I can get gold, but God knows if I'll have any use for it. I just know that I want it. I can find items that I'd otherwise have no use for: mirrors, whistles, and broken equipment, but cling to them in the off-chance that I could use them as opposed to simply discarding them for a sack of money from some dead-NPC merchant.
Is it the customization? The fact that I can pick and choose one and two for my character(s)?
Is it the exploration and crawl? The feeling that you're dwelling in such hostile territory that you must cautiously advance lest be slain by a horde of orcs...or worse, a floating eyeball in a narrow hallway?
There are many more virtues of these games than I've listed here, but I think I've summed up the purpose of this thread well enough.
I want to hear what you think about dungeon crawlers. In essence, what do you think makes them fun?
They're all dungeon crawling games.
Why? There's just something about dungeon crawlers and roguelikes that I'm just taken with. But what?
Is it the loot? The absence or rarity of stores? I can get gold, but God knows if I'll have any use for it. I just know that I want it. I can find items that I'd otherwise have no use for: mirrors, whistles, and broken equipment, but cling to them in the off-chance that I could use them as opposed to simply discarding them for a sack of money from some dead-NPC merchant.
Is it the customization? The fact that I can pick and choose one and two for my character(s)?
Is it the exploration and crawl? The feeling that you're dwelling in such hostile territory that you must cautiously advance lest be slain by a horde of orcs...or worse, a floating eyeball in a narrow hallway?
There are many more virtues of these games than I've listed here, but I think I've summed up the purpose of this thread well enough.
I want to hear what you think about dungeon crawlers. In essence, what do you think makes them fun?
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