

Enemy names show up at the top of the screen and selection is arranged from left to right screen order. This means if Ernest has made an action and you suddenly want to go back to Eric and change his, you can without needing to redo Ernest’s command choice. Pressing Left or Right during command selection will allow the player to switch battlers without needing to cancel and reselect actions. When this is the case, insert the respective tag to hide popups from appearing when the state is added, removed, or during the stand-by phases. Not everybody wants status effects to show popups when inflicted. However, if you don’t like that a certain status effect uses a particular colour setting, change “string” to one of the rulesets below to cause that popup to use a different ruleset. Status effects now create popups whenever they’re inflicted. If you want status effects to use different popup rules, use the following notetags: Popups deliver information to the player in a quick or orderly fashion without requiring the player to read lines of text. Change the setting here and even add in new rules for different popups.ĭealing damage, inflicting states, adding buffs, landing critical hits, striking weaknesses, missing attacks, you name it, there’s probably a popup for it. Popups can come in many different colours, fonts, sizes, etc.


If there’s a second animation then the second one will play after in mirrored form. Attack animation 1 is the first one that plays. To have enemies play different attack animations, use the following notetags: Ĭhanges the normal attack animation of the particular enemy to animation x. Now, animations play where the status window is and relative to the position of each party member. Before in RPG Maker VX Ace, it was nothing more than just sound effects and the screen shaking. The animation fixes prevent excessive animation overlaying (and making the screen look really ugly) and prevents animation clashing between two dual wielding normal attack animations.Įnemies now show battle animations when they deliver attacks and skills against the player’s party. Though the Yanfly Engine Ace – Ace Core Engine script contains animation fixes, those fixes are included in this script as well to ensure it’s working for the battle script in the event someone chooses not to work with the Ace Core Engine script. Combined with popups, information is delivered in streamlined fashion. It does not include all of the features of the add-ons.Įnemies now show attack animations for their actions. WARNING: This script is the base script for various battle scripts. While the Ace Battle Engine isn’t an entirely new engine, it gives users control that RPG Maker VX Ace didn’t originally give them. It allows for easier management of the battle engine without adding too many features, allowing users to customize what they want as they see fit. Ace Battle Engine works as a foundation for future battle engine add-ons.
