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- May 2, 2012
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- 233
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Hi everyone!
I need some help getting battles to go down the way I want... I've recently been experimenting with Yanfly's Battle-related scripts. There's a steep learning curve to all of this, so I'm hoping an expert can give me some guidence.
I have three questions.
#1
My characters don't have TP or MP. TP is disabled already. MP bars show up in the battle and the menu. How can I eliminate both of these references to MP? Note: I looked in the Battle Engine script and found the following code:
If I delete everything after and including that IF statement, it appears to work, but I' don't know if I'll miss that later...
#2
I have some two types of characters.
One who can either attack or use a skill with no variations, with an ideal Command List like this:
*Attack
*Skill (without a submenu)
*Guard
*Item
The other type cannot attack but may instead use a skill with variations, with an ideal Command List like this:
*Skill (with submenu)
*Guard
*Item
How can I get it to work like this?
#3
This one is related to some bugs that are certainly a result of my own idiocy... When a player attacks, it shows the HP damage on the enemy followed by "null". Also, when I do a buff it will show text that says something like "AGI?{" or "DEF?{"... Finally, the view appears to have become wider, making the battle and title screen images not wide enough. How can that be resolved?
I know that's a lot of questions... Guidance on any is greatly appreciated. This is my first attempt at changing core functionality like this.
But I truly thank you!!
I need some help getting battles to go down the way I want... I've recently been experimenting with Yanfly's Battle-related scripts. There's a steep learning curve to all of this, so I'm hoping an expert can give me some guidence.
I have three questions.
#1
My characters don't have TP or MP. TP is disabled already. MP bars show up in the battle and the menu. How can I eliminate both of these references to MP? Note: I looked in the Battle Engine script and found the following code:
Code:
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
return if index.nil?
clear_item(index)
actor = battle_members[index]
rect = item_rect(index)
return if actor.nil?
draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
draw_actor_name(actor, rect.x, rect.y, rect.width-8)
draw_actor_action(actor, rect.x, rect.y)
draw_actor_icons(actor, rect.x, line_height*1, rect.width)
gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
if draw_tp?(actor) && draw_mp?(actor)
dw = rect.width/2-2
dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
draw_actor_tp(actor, rect.x+2, line_height*3, dw)
dw = rect.width - rect.width/2 - 2
draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
elsif draw_tp?(actor) && !draw_mp?(actor)
draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
else
draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
end
end
#2
I have some two types of characters.
One who can either attack or use a skill with no variations, with an ideal Command List like this:
*Attack
*Skill (without a submenu)
*Guard
*Item
The other type cannot attack but may instead use a skill with variations, with an ideal Command List like this:
*Skill (with submenu)
*Guard
*Item
How can I get it to work like this?
#3
This one is related to some bugs that are certainly a result of my own idiocy... When a player attacks, it shows the HP damage on the enemy followed by "null". Also, when I do a buff it will show text that says something like "AGI?{" or "DEF?{"... Finally, the view appears to have become wider, making the battle and title screen images not wide enough. How can that be resolved?
I know that's a lot of questions... Guidance on any is greatly appreciated. This is my first attempt at changing core functionality like this.
But I truly thank you!!

