[Ace] Visible active actor with Yanfly's Ace Battle Engine v1.22

Ziel

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Greetings everyone !

First, thanks for reading me. Second, I hope I'm posting in the right forum :)

That's my first post but I am visiting, using and reading this forum since I started my project, and it has been of great use !

I'll try to be quick and precise. I am working on my personal non-commercial project for nearly a year now. I am used to work with scripts/code since I'm a graphic/web designer. So I have basic knowledge in scripts which can be helpful to modify some little things here and there. But this time, I don't know how to do it...

( Link to the used script : https://dl.dropboxusercontent.com/u/17078211/Scripts/YEA/Ace_Battle_Engine.rb)

I searched across the web, and the rpgmakerweb forums about that request/question, but did not find anyone with the same needs than me.

____________________

So basically, here's a screenshot to illustrate :

( I'll slaughter an innocent slime for demonstration purpose *Devil* ) 



We are at this very moment selecting the action for the current active actor which is the black haired guy on the left. We can see a slight discrete outline glowing around his portrait. Well, I find this too discrete. I was exploring the script to find a way to set a flag for the active actor and thus being able to customize his portrait and make it more visible than the others. Maybe something with the size or the Alpha. Something like this would be perfect :



To sum this up, what is the best way to achieve this ? Do I have to modify the base Scene_Battle, or directly Yanfly's script ? Or maybe add a new snippet on its own. I don't really know :s

Hope somebody will be able to help me, thanks  :)
 

Shaz

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It does this:

draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)draw_actor_face is the default Window_Base method that draws the face ANYWHERE - battle status window, menu screen, not sure if it does message boxes - the default scripts don't, but if you're using a custom script it might.
actor.alive? is the parameter that tells it whether to make the face semi-transparent or fully opaque. Replacing that with something to determine whether it's the current actor might work.


However, you would need to make sure it updates both when it's an actor's turn to choose, as well as when the choice has been made and it's time to move on to the next actor. Also, that is just for the 'selection' phase. What is to happen during the actual battle phase - would they all be semi-transparent or all fully opaque? It's the same window and the same method, so you may have to put in a check to determine what the current phase is.


I am not sure if everything you need is in that script, or if you would have to go back to the core script or the RTP to get the missing pieces. I believe you would only have to CHANGE this script, but you might have to look at the others to get the information for the tests I mentioned above.
 
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Ziel

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Hey , thanks for the quick answer !

I will try to focus my researches on this but I understand what you say Shaz, I just don't see how this can be done since I am absolutely not familiar with these scripts enough to modify such things.

If I follow the idea here, I would personally override the actor.alive? check and use it to check if the actor is active to set it's opacity.

To show the death of an actor, an empty HP bar + the 'death' state icon should do it.

To answer to your question, during the actual battle phase, either are fine. All semi-transparent or all opaque.

In a perfect world, we could make the face of the actor performing the animation opaque, while the others are waiting in semi-alpha... But that's another thing :)

I would love a little bit of help on how to setup the actor.active? test, please. If somebody knows how to, or a least have an idea =)
 
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