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dailyminerals

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About dailyminerals

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  1. Okay, I have a question. How can I reference an enemy battler within a script that will execute during battle? I want to play an animation and then deal damage to an enemy whose index is defined with a game variable, but I don't know the syntax for actually accessing enemy battlers. It'd be something like this for examle: X.animation_id = 34 where "X" is something like $game_data.troops.index(4) or something...But I don't actually know what that something is.
  2. dailyminerals

    Segmented MP Bar Graphic for VX Ace Request

    That's awesome, thanks!
  3. dailyminerals

    Segmented MP Bar Graphic for VX Ace Request

    Thanks so much! It looks great! I'm a super duper amateur when it comes to coding, but I'm cautiously optimistic I figured out how to get it working with Yanfly's Battle Engine by simply commenting out his battle engine's overwrite of draw_actor_mp from lines 1917-1924 (in version 1.22) and putting the segmented gauge script below yanfly's core script and above his battle system script. Crude, I know, but it works...? I haven't tested it too exhaustively, but they seem to both be cooperating for the moment!
  4. dailyminerals

    Segmented MP Bar Graphic for VX Ace Request

    That's all I'd want, I suppose - having the skills cost 1, 2, and 3 MP as appropriate, and giving each character 3 MP. The only thing I want changed from the default is the presentation of the MP to be a segmented bar where each segment corresponds to how much MP a character has, and then an accompanying unsegmented bar for HP (or HP can be segmented too, if having two seperate display mechanisms is too complicated). How would you suggest I implement my own graphic if I made one myself? I also know that Yanfly created a script for MV which would be more or less perfect: http://yanfly.moe/2017/08/11/yep-151-segmented-gauges-rpg-maker-mv/ But of course...That's MV. I suppose I figured something of similar functionality could be "ported/translated" to VX Ace without being too difficult, maybe I'm wrong.
  5. dailyminerals

    Draw depth for battle animations - Yanfly Battle Engine

    Hmm...Nothing seems to work. It must be something inherent to the battle system script. I'll keep playing with it to see if I can fix it, but at this point I'm not too optimistic. Thanks for giving it a shot though.
  6. dailyminerals

    Draw depth for battle animations - Yanfly Battle Engine

    Thanks for giving it a shot, but curiously with this fix the enemy animations just pop up with a "failed" tag every time they attack now. Thanks for taking a crack at it though. Maybe I'll play around with it some more and see if I can get something to work.
  7. dailyminerals

    Draw depth for battle animations - Yanfly Battle Engine

    Here you go. At the bottom you can see the HUD is behind the battleback.
  8. dailyminerals

    Draw depth for battle animations - Yanfly Battle Engine

    Right. Without his edits. Any insight to how it could be fixed?
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