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[RMVX ACE] Battle initiation sequence / changing terms in-game

Forgive me if there's already another thread about this. I couldn't find it because what I'm asking uses similar terms to a much more commonly discussed subject. I'm trying to use battles for two different functions. When the battle starts there is a whooshing animation and an accompanying noise (battle1 (SE) by default). For one type of battles I want a different noise/animation and, if possible, I'd like to be able to change the terms around when the battle starts.

The reason for this is that I want to have one type of battle in which skills can't be used (otherwise this will function like a normal battle). I want the second type of battle to have ONLY skills available, and this is the type of battle that I want to have a different battle entrance for. I'm doing this because I want the player to use skills as a form of input to some other scripts. I need this because I'm trying to build a system that would be really hard to write entirely with a script with dozens of conditionals and player choices.

If this doesn't make sense I can go into more detail but this might be enough for the question. TL;DR: How can the battle start animation and sound be changed and is it possible to change terms like "item", "weapons" in real time? Thanks for any help.

Hello !

Hi. I'm rikame. I'm pretty new to RPG Maker (using VX Ace) and I came here to ask a question because I couldn't figure something out even with Google.

I never really could get into JRPGs (other than Pokemon) and I don't really know why, but RPG Maker seemed really cool when I first saw it. When it suddenly appeared on HB I had to get it and kinda bought a bunch of other DLCs through Steam in the process. I attempted to make a game last Summer, but I gave up because it was a stupid idea (it was called "Meme Master 420", why I gave up should be obvious even though it was good for a few funny screenshots). Recently, I decided to try to make a game again, although this time it's a lot less ambitious and I'm more motivated to learn how to use Ruby. It's probably a quarter of the way done (maybe more, depends on how long balancing the game takes or if I try to rebuild my maps now that I know about parralax mapping), and it's supposed to be based off of In The Groove 2 / Stepmania, both being Dance Dance Revolution clones (I think ITG2 is way better than what Konami puts out but only because custom content is enabled). It was supposed to be a parody game of Kairosoft's sim-management games, but now it looks like it will be a bit different. I also want to make a much larger game (maybe in RPG Maker, maybe not) with an environmental theme, because I'm winding up getting my BA in Environmental Studies rather than Computer Science, but that's another story.

So, yeah, there's my long introduction. Brevity isn't really my thing (sorry). I look forward to posting here more maybe.
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