- Joined
- Apr 16, 2017
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After a lot of searching, everytime I've seen this question come up, it's people looking to 100% replicate Zelda-style gameplay, and thus the answer was always to use QABS for it.
However with me, I want to make use of Zelda's puzzle gameplay with stuff like shooting arrows at switches, using certain tools for certain puzzles, etc... But I'm not interested in full ABS combat since I'm still retaining standard RPG turn-based battle transitions My goal is to have selectable tools you choose from a sub-menu, which then are "equipped", and can be used by pressing an action key on the map.
I know I can get decently far with this through eventing and Yanfly's menu plugins, however there's only so much you can do without plugins. Would ABS be worth the hassle of completely modifying my project and getting it to work with QABS? Is that plugin even stable/compatible enough yet? If so, is there a way to use an ABS but leave out the actual battling parts of it?
Any help would be incredibly appreciated!
However with me, I want to make use of Zelda's puzzle gameplay with stuff like shooting arrows at switches, using certain tools for certain puzzles, etc... But I'm not interested in full ABS combat since I'm still retaining standard RPG turn-based battle transitions My goal is to have selectable tools you choose from a sub-menu, which then are "equipped", and can be used by pressing an action key on the map.
I know I can get decently far with this through eventing and Yanfly's menu plugins, however there's only so much you can do without plugins. Would ABS be worth the hassle of completely modifying my project and getting it to work with QABS? Is that plugin even stable/compatible enough yet? If so, is there a way to use an ABS but leave out the actual battling parts of it?
Any help would be incredibly appreciated!