Skill icon same as Equipped Weapon Icon

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Started by Oriceles 18 posts View original ↗
  1. Hi Dev's title explains pretty much everything, but thread: 

    AttackWeaponIcon_zps225b0d50.png

    Background:

    This is a feature that we had back in VX but we lost it in Ace since now "Attack" is a database skill and not a default command, I can remember back in VX using Melody, when you used the default attack the icon displayed on the battle status was the equipped weapon as the picture above displays. So I'm wondering if someone would like to help me bring this feature back?

    Idea outline:

    It would be something like a tag on the skill:

    <Skill icon>if actor has any weapon equipped? equipped weapon on slot 1 icon else default skill icon</skill icon>I ask for a tag because I wouldn't use this just to tag the default Attack skill haha. 

    Also this is just a cosmetic script that shouldn't be hard but my RGSS skills are -0%. Any helps that come will be really is appreciated. 
  2. This is a feature that we had back in VX but we lost it in Ace since now "Attack" is a database skill and not a default command, I can remember back in VX using Melody, when you used the default attack the icon displayed on the battle status was the equipped weapon as the picture above displays. So I'm wondering if someone would like to help me bring this feature back?
    Then it's not a feature of VX as you only have it when you use Yanfly's Melody. XD


    Also, attack command and attack skill are two different things.. The attack as a command is still there, it never left.


    You should simply get Yanfly's Battle Engine for Ace...
  3. Yanfly only shows the icon for skill 1 by default. I think he wants it to show the icon of the equipped weapon. Now, we could get around that by using Yanfly's battle engine + Weapon Attack Replace, and replace the attack for each and every weapon. However, if you have many weapons and skills you could run out of skill slots with this idea.
  4. Nope. Yanfly's Ace battle engine's attack icon works the same way like it did on his melody engine. It shows the weapon icon if you choose attack command.


    Though it seems like he wants to do it not just for the attack skill.. Hmmm...


    @OP:


    Now since you don't show action icons by default on the engine, which battle engine script are you using exactly?


    Or do you want to change the skill icon to the weapon icon for all menus that will show the skill?
  5. You sure you don't have a different script installed? I have Yanfly installed, and it only shows the icon for skill 1 when I select attack.

    Edit: Just tested, yep, that's icon for skill 1, not my weapon icons. I can post a screenshot if you doubt me.
  6. It doesn't really matter now as he wants to do it not just for the Attack command but for other skills too... Which clearly Yanfly's doesn't do.

    It would be something like a tag on the skill:


    <Skill icon>


    if actor has any weapon equipped?


    equipped weapon on slot 1 icon


    else


    default skill icon


    </skill icon>


    I ask for a tag because I wouldn't use this just to tag the default Attack skill haha.
    @OP:


    Now since you don't show action icons by default on the engine, which battle engine script are you using exactly?


    Or do you want to change the skill icon to the weapon icon for all menus that will show the skill?
  7. Ah....I see what you are saying now there. I think I might crack open Yanfly's though and see if I can tweak how they did icons, your posts might have given me an idea how to do what the OP wants.
  8. It should be easy enough to change those action icons depending on the skill tag.. :)
  9. You don't need a great big note tag for this. Just a one-liner on the skill that, when present, indicates to use the weapon icon rather than the skill icon, would be sufficient.
  10. @bgillisp: thanks for clarify while i was afk xD

    @Adiktuzmiko: Yes I want to change it on menus and everything else if possible, it is because in some skills it is too relevant that the damage is based on weapon and stuff... I'm using Yanfly Engine Ace with Melody

    @Shaz: How can i achieve that? :o
  11. Wait, Melody works on Ace?


    depending on the script set-up even a simple


    <use_weapon_icon>


    can be used as a tag to determine if the skill would use the weapon's icon or not.
  12. No it doesn't :( that why we have symphony i guess
  13. I figured. Melody was made by yanfly for VX. Then he made Engine Ace for Ace. XD
  14. I'm rethinking this that just changing the icon of the attack command to the weapon would be enough > _ <
  15. then just probably get weapon attack replace, and use a different skill for the attack of each weapon. XD
  16. Engr. Adiktuzmiko said:
    then just probably get weapon attack replace, and use a different skill for the attack of each weapon. XD
    lol no, my database has like 300+ weapons so it would require to clone 300 skills just for the icon?...
  17. That was my issue with the idea too, as that takes out 300 of your skill slots, and you still have your skills on top of that as well. Could use a database limit breaker to get around that problem though if needed.
  18. I think it's more of an unnecessary hassle. Especially if they're gonna use the same damage formula and animation. If not, then it might be a nice hassle. :)