Great script! But would we be able to use pictures for monsters. Standard ones, I might add, like in FFX it's used? (Monster A, Monster B, BOSS)
You can see that here:
http://img84.imageshack.us/img84/9871/49093vy3.jpg
http://img241.imageshack.us/img241/6841 ... eenyp1.jpg
And maybe you know what that means in FFX, when one character's face is closer to the left than the other one? Showing how much more say 'passive' attacks you should use instead of 'active' attacks to get more or sooner turns? You can see that really clear in screen 2, and I believe no one has implemented this in a script like this.
EDIT:
I got some points of critique after testing it out. Hope you dont mind?
1. The bar is set every turn at the moment. Meaning that after you perform the actions, the bar refreshes fully. In FFX, and I find this the better way, the bar is always refreshing in the sense that it always stays active and changes on the different actions of the player. It doesnt disappear for a moment and start the battle all over again. Which brings me to point 2.
2. In this script, the bar changes/refreshes when you select a command. Meaning, you would have to press ESC and perform a different action for your tactical way of playing (which is what this system is pretty much meant for). In FFX, and again this is an important feature, you already see how the action order will change when you put your select arrow on a command (meaning you do not select it yet!). This way, it's a lot easier to choose your strategy.
3. The monsters dont disappear! The graphic that is. It's action order is gone, so the monster is not active anymore, but it is still visible in the battle screen. Odd...
Other than that, the design is very nice and the action order works in the basic sense, props!
You can see that here:
http://img84.imageshack.us/img84/9871/49093vy3.jpg
http://img241.imageshack.us/img241/6841 ... eenyp1.jpg
And maybe you know what that means in FFX, when one character's face is closer to the left than the other one? Showing how much more say 'passive' attacks you should use instead of 'active' attacks to get more or sooner turns? You can see that really clear in screen 2, and I believe no one has implemented this in a script like this.
EDIT:
I got some points of critique after testing it out. Hope you dont mind?
1. The bar is set every turn at the moment. Meaning that after you perform the actions, the bar refreshes fully. In FFX, and I find this the better way, the bar is always refreshing in the sense that it always stays active and changes on the different actions of the player. It doesnt disappear for a moment and start the battle all over again. Which brings me to point 2.
2. In this script, the bar changes/refreshes when you select a command. Meaning, you would have to press ESC and perform a different action for your tactical way of playing (which is what this system is pretty much meant for). In FFX, and again this is an important feature, you already see how the action order will change when you put your select arrow on a command (meaning you do not select it yet!). This way, it's a lot easier to choose your strategy.
3. The monsters dont disappear! The graphic that is. It's action order is gone, so the monster is not active anymore, but it is still visible in the battle screen. Odd...
Other than that, the design is very nice and the action order works in the basic sense, props!