I was wondering if anyone knows of an easy way to not use the default battle menu. I would like to continue using the battle screen so I can use the enemy models in battle, and not have to use character models on the world map. I will basically be using a custom battle system that uses the default battle look, in which I would like to have my own custom menu in. Also the enemies would walk around on screen as character models and then when you touch one a turn based battle would ensue.
A way I have found to currently get around it is to use an event battle and turn off the default enter and exit scripts, and set constant win to be on. Then in Battle fade I call a script which will be the start of my battle. Of course I could also use this with a default battle by editing battle success script to call mine. The main drawback to this is I would be unable to use the scripts set up in any of the items, direct effects, indirect effects, and battle, so essentially I would have to make scripts to mimic all of those, which although I would be able to do this, once I really dive into the inner workings of the battle system, it would be a lot nicer to just use my menu system in the battle, and be able to invoke attack, and magic.
Through toying around with this I have found a fairly efficient solution for displaying items, and magic/skills, without the default menus (basically 3 at a time using the message box at the bottom.). The items listing would also allow someone to use a bag item during battle.
The main reason I want to do this is because I don't really like the default battle menu, and I would like for a person to be able to have two weapons, and choose which one to attack with each turn and each one takes a certain amount of AP, similar to a Xenosaga style battle. I know there is an easier way to do this through magic and such but I really would like to have menu options to use the two different attacks, or just have buttons map to each command, but still not have the default menu there.
So any help is appreciate, and I am happy to explain anything that is confusing in the post should any of it need clarification.
A way I have found to currently get around it is to use an event battle and turn off the default enter and exit scripts, and set constant win to be on. Then in Battle fade I call a script which will be the start of my battle. Of course I could also use this with a default battle by editing battle success script to call mine. The main drawback to this is I would be unable to use the scripts set up in any of the items, direct effects, indirect effects, and battle, so essentially I would have to make scripts to mimic all of those, which although I would be able to do this, once I really dive into the inner workings of the battle system, it would be a lot nicer to just use my menu system in the battle, and be able to invoke attack, and magic.
Through toying around with this I have found a fairly efficient solution for displaying items, and magic/skills, without the default menus (basically 3 at a time using the message box at the bottom.). The items listing would also allow someone to use a bag item during battle.
The main reason I want to do this is because I don't really like the default battle menu, and I would like for a person to be able to have two weapons, and choose which one to attack with each turn and each one takes a certain amount of AP, similar to a Xenosaga style battle. I know there is an easier way to do this through magic and such but I really would like to have menu options to use the two different attacks, or just have buttons map to each command, but still not have the default menu there.
So any help is appreciate, and I am happy to explain anything that is confusing in the post should any of it need clarification.



5198-2124-7210 Smash



Comment