I'm posting this to request for some script tweaking and fusion. Most of the things we would like to tweak are cosmetic. The scripts we’d like to fuse are Fomar0153’s FFV System Script, Moghunter’s Mog Menus, and Cogwheel’s RTAB (Real Time Active Battle) system. If that’s not feasible (or possible) we’re willing to go with something else.
I don't do these types of posts very often, so I hope that it doesn't turn out too lengthy--I researched how best to do this a lot before I finally posted, so hopefully I got it down! I’ve also included a demo and links to all scripts used for our game. They’ll be at the bottom of the post.
Introduction
The project name is Final Fantasy: Eternal Twilight. The game is a FFV fangame to be completed over the course of the summer. We’ve made good progress so far on the graphical end of things, but due to our limited amount of Ruby knowledge, we've been unable to work out some script conflicts and cosmetic issues with the menus.
Being a Final Fantasy V fangame, it includes a Job System (if you’re not familiar with FFV, it’s a class swapping system similar to the one featured in the Final Fantasy Tactics games, Final Fantasy III (JPN and DS), Disgaea, Phantom Brave, ect…). The Job System is probably the single most important aspect of the game, so we really want to do it right. Fomar’s is great, but there are some pretty severe conflicts that I’ll discuss below.
I've compiled a lot of screenshots, and can explain most of the conflicts and glitches we're encountering. I’ll break the request thread up into several categories to keep it nice and organized.
Known Conflicts and Glitches
Fomar0153’s FFV System
The Job System itself is the biggest problem. It’s script conflicts with both the RTAB and Mog Menu scripts (both were tested individually with the Job Code.) in multiple areas. I’ve tried tweaking the various scripts to get them to work together, but lack the ability to solve this problem (hence why I’ve come asking for help!). The conflicts are game crashing, and involve lots of different parts of the script, so I haven’t bothered with screenshots. If you guys would like some of the error messages, let me knowâ€â€I can get them for you pretty quick.
I’m not sure if the script will even be usable at this rate, so if it would be easier to start from scratch, please let me know. All of our other scripts work in harmony nicely.
The Mog Menu scripts
The Mog Menu Script fused nicely with most of the RTAB scripts thus far.
UPDATE: Thanks to Gando's script editing, the Mog Menu no longer has its graphical glitches!
The RTAB
Also thanks to Gando's help, these problems have been taken care of.
Desired Features
Main Menu
Aside from the Job System, most of our preferences are cosmetic tweaks, and of course, the interfaces for the Job and Ability menus. I’ve included some screenshots below showing the different parts of the menu.
I don't do these types of posts very often, so I hope that it doesn't turn out too lengthy--I researched how best to do this a lot before I finally posted, so hopefully I got it down! I’ve also included a demo and links to all scripts used for our game. They’ll be at the bottom of the post.
Introduction
The project name is Final Fantasy: Eternal Twilight. The game is a FFV fangame to be completed over the course of the summer. We’ve made good progress so far on the graphical end of things, but due to our limited amount of Ruby knowledge, we've been unable to work out some script conflicts and cosmetic issues with the menus.
Being a Final Fantasy V fangame, it includes a Job System (if you’re not familiar with FFV, it’s a class swapping system similar to the one featured in the Final Fantasy Tactics games, Final Fantasy III (JPN and DS), Disgaea, Phantom Brave, ect…). The Job System is probably the single most important aspect of the game, so we really want to do it right. Fomar’s is great, but there are some pretty severe conflicts that I’ll discuss below.
I've compiled a lot of screenshots, and can explain most of the conflicts and glitches we're encountering. I’ll break the request thread up into several categories to keep it nice and organized.
Known Conflicts and Glitches
Fomar0153’s FFV System
The Job System itself is the biggest problem. It’s script conflicts with both the RTAB and Mog Menu scripts (both were tested individually with the Job Code.) in multiple areas. I’ve tried tweaking the various scripts to get them to work together, but lack the ability to solve this problem (hence why I’ve come asking for help!). The conflicts are game crashing, and involve lots of different parts of the script, so I haven’t bothered with screenshots. If you guys would like some of the error messages, let me knowâ€â€I can get them for you pretty quick.
I’m not sure if the script will even be usable at this rate, so if it would be easier to start from scratch, please let me know. All of our other scripts work in harmony nicely.
The Mog Menu scripts
The Mog Menu Script fused nicely with most of the RTAB scripts thus far.
UPDATE: Thanks to Gando's script editing, the Mog Menu no longer has its graphical glitches!
The RTAB
Also thanks to Gando's help, these problems have been taken care of.
Desired Features
Main Menu
Aside from the Job System, most of our preferences are cosmetic tweaks, and of course, the interfaces for the Job and Ability menus. I’ve included some screenshots below showing the different parts of the menu.
http://www.aliasworkshop.com/transfer/landreia/MenuEX8.png[/img]
Fomar0153’s FFV System didn’t include an interface, and we’d love (if possible) to be able to make the interface look as close to FFV as possible (as in the picture).
The different job sprites would appear as the jobs become available in the game (as in FFV, the jobs are granted by the Crystals, so they would be activated by simple events). When not selected, the sprites appear in black and white. The information at the bottom displays the name of the job that you’re moused over, it’s current job level, and what items can be equipped (displayed by the icons assigned to their weapon classes)
http://www.aliasworkshop.com/transfer/l ... nuEX14.png[/img]
When selected, the sprite enters its victory animation, and a window pops up, asking if the player would like to confirm the job change.
http://www.aliasworkshop.com/transfer/l ... nuEX15.png[/img]
After the conformation, the character’s sprite changes to reflect the new job.
http://www.aliasworkshop.com/transfer/l ... enuEX9.png[/img]
We’re hoping to make the skills menu look as much like FFV as possible. Skills with a “!â€
Fomar0153’s FFV System didn’t include an interface, and we’d love (if possible) to be able to make the interface look as close to FFV as possible (as in the picture).
The different job sprites would appear as the jobs become available in the game (as in FFV, the jobs are granted by the Crystals, so they would be activated by simple events). When not selected, the sprites appear in black and white. The information at the bottom displays the name of the job that you’re moused over, it’s current job level, and what items can be equipped (displayed by the icons assigned to their weapon classes)
http://www.aliasworkshop.com/transfer/l ... nuEX14.png[/img]
When selected, the sprite enters its victory animation, and a window pops up, asking if the player would like to confirm the job change.
http://www.aliasworkshop.com/transfer/l ... nuEX15.png[/img]
After the conformation, the character’s sprite changes to reflect the new job.
http://www.aliasworkshop.com/transfer/l ... enuEX9.png[/img]
We’re hoping to make the skills menu look as much like FFV as possible. Skills with a “!â€