11/7/2022 0 Comments Rpg maker mv yanfly zoom![]() ![]() # targeted enemies are highlighted and their names are shown at the top of the # When targeting enemies, the window is no longer displayed. # fashion without requiring the player to read lines of text. Popups deliver information to the player in a quick or orderly # striking weaknesses, missing attacks, you name it, there's probably a popup # Dealing damage, inflicting states, adding buffs, landing critical hits, # than needing to select "Fight" in the Party Command Window. # end of a turn, players will start immediately at command selection rather # On that note, there is now the option that when a battle starts or at the # cancel all the way back to change one person's skill and reselect everything. # between (alive) actors to change their skills. # While choosing actions, the player can press Left or Right to move freely # the status window is and relative to the position of each party member. # than just sound effects and the screen shaking. Before in RPG Maker VX Ace, it was nothing more # Enemies now show battle animations when they deliver attacks and skills # between two dual wielding normal attack animations. # (and making the screen look really ugly) and prevents animation clashing The animation fixes prevent excessive animation overlaying # the battle script in the event someone chooses not to work with the Ace Core # these fixes are included in this script as well to ensure it's working for # Though the Yanfly Engine Ace - Ace Core Engine script contains these fixes, # Furthermore, this script provides some new features. # that RPG Maker VX Ace didn't originally give them. # the Ace Battle Engine isn't an entirely new engine, it gives users control # features, allowing users to customize what they want as they see fit. # allows for easier management of the battle engine without adding too many # Ace Battle Engine works as a foundation for future battle engine add-ons. # - Bug fixed: Popups didn't show for straight recovery effects. # - Bug fixed: Surprise attacks that froze the game. # - Bug fixed: Didn't wait for boss dead animations. #Rpg maker mv yanfly zoom update## 2011.12.10 - Compatibility update for Automatic Party HUD. # 2011.12.12 - Bug fixed: Turn stalling if no inputable members. ![]() # 2011.12.13 - Compatibility Update: Command Party # 2011.12.14 - Compatibility Update: Lunatic Objects # 2011.12.15 - Compatibility Update: Battle Command List # 2011.12.17 - Compatibiilty Update: Cast Animations ![]() # 2011.12.20 - Bug fixed: Death state popups against immortal states. # 2011.12.22 - Bug fixed: Elemental Resistance popup didn't show. # 2011.12.26 - Bug fixed: Multi-hit popups occured even after an enemy's dead. # - Compatibility Update: Lunatic Objects v1.02 # - Multi-hit actions no longer linger when a target dies during the # - Groundwork is also made to support future battle system types. # - Default battle system bug fixes are now included from YEA's Ace # 2011.12.27 - Bug fixed: TP Damage skills and items no longer crash game. # - Added Option to center the actors in the HUD. # 2011.12.30 - Compatibility Update: Enemy Levels # - Random hits now show animations individually. # 2012.01.02 - Compatibility Update: Target Manager # 2012.01.05 - Bug fixed: Game no longer crashes with escape skills/items. # - Damage Popups are now separate for damage formulas and recovery. # 2012.01.09 - Anticrash methods implemented. # 2012.01.10 - Compatibility Update: Battle System FTB # - Reduced lag from battle system constantly recreating bitmaps. # 2012.01.11 - Added tag for multi-hit skills to play an # 2012.01.18 - Bug Fixed: Help Window clears text upon selecting nil items. # 2012.01.24 - Compatibility Update: Enemy Levels # 2012.01.29 - Visual Changes: Buff stacks now show one popup upon one skill. # 2012.02.12 - Bug fixed: Displayed damage in combat log is correct now. # 2012.02.13 - Bug fixed: Odd Victory game crash fixed. # ¥ Yanfly Engine Ace - Ace Battle Engine v1.22 I've attached an image of a before/after comparison of what I have and what I want. In my game, MP is called SP, and SP is called MP. I want TP to only have a width of about 33 (since max TP is only 10 for any actor at any given time). Currently, the HP bar is 124 pixels wide, so the MP and TP are split half and half on that width. I want to switch this around and shorten the TP bar to give more room for the MP bar. Right now, the MP is on the right and the TP is on the left. I'm here because I know how I want to reorganize a small portion of the UI. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |