I've added Yanfly's Ace Battle System script to my game with a view to showing pictures of the player's party members and enemy attack animations that target them, but I'm not sure how to activate it. It says to put "<atk ani 1: x>" in an enemy's "notebox" in the database. Is that literally just referring to the text box titled "Note"?
That doesn't really matter though until I can figure out how to get the party members' faces (or figures, or whatever) to show. I can't really find any evidence that the Battle System script enables that, but if it does, could someone tell me how to make that happen? If the script doesn't enable that, could someone tell me which script does?
Using Yanfly's Ace Battle System (and do I need another script?)
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Yes that textbox in Database with Note is the place you want to put the notetags.I've added Yanfly's Ace Battle System script to my game with a view to showing pictures of the player's party members and enemy attack animations that target them, but I'm not sure how to activate it. It says to put "<atk ani 1: x>" in an enemy's "notebox" in the database. Is that literally just referring to the text box titled "Note"?
What do you mean by "That doesn't really matter though until I can figure out how to get the party members' faces (or figures, or whatever) to show"That doesn't really matter though until I can figure out how to get the party members' faces (or figures, or whatever) to show. I can't really find any evidence that the Battle System script enables that, but if it does, could someone tell me how to make that happen? If the script doesn't enable that, could someone tell me which script does?
By default the script will display all battle members face in the window at the bottom of the screen. -
Thanks for answering!
Oh, okay. Looks like it does, just not in the Battle Test for Troops.By default the script will display all battle members face in the window at the bottom of the screen.
By the way, is it possible to have the attack animations on top of the actor's face instead of behind it? -
Actually, it does work in the Battle Test. You just have to save your project before newly installed scripts take effect.
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Like Susan said it should work in BTEST. If not in yours I don't know.
Well, by default the system set the viewport for animation in the lower layer from the viewport of Battle Status Window, that's why the animation is played behind the Battle Status window. There are a reason doing this, if the animation played above the window battlestatus, it will interfere the player when he/she look at the HP/MP or else. But if you insist, paste this thing into your script editor in new slot below Sprite_Base slot(measn you need to insert a new slot) :By the way, is it possible to have the attack animations on top of the actor's face instead of behind it?
Code:class Sprite_Base < Sprite def make_animation_sprites @ani_sprites = [] if @use_sprite && !@@ani_spr_checker.include?(@animation) 16.times do sprite = ::Sprite.new(nil) sprite.visible = false @ani_sprites.push(sprite) end if @animation.position == 3 @@ani_spr_checker.push(@animation) end end @ani_duplicated = @@ani_checker.include?(@animation) if !@ani_duplicated && @animation.position == 3 @@ani_checker.push(@animation) end endend -
Yeah, it works in the Battle Test now too. Once again I was being too hasty.
That script works great. Thanks a lot!