

Totally agree it can't just happen with the standard engine, I don't know if it's easier to just say put my Advance pose where default Shooting is and it's then a matter of getting a code alteration or new plug in which shows that pose as the character/enemy moves towards the target. It's not like that now and like you said there's a standard default. The old XP battle system is what I expanded on and was more user friendly when it came to adding rows and assigning what they did. The two I'd need to include: Advance (moving towards the target) - Enter (Plays that the start of battle and after revived) The four removable ones: Ready/Physical - Swinging - Shooting - Magic Skill (Flexibly on this one) I've already got like 100 images ready to shift around.Įxactly why it's been troubling me, I don't want to have to do this but there's 4 default poses that I'd not need/want/use and 2 that are missing that I use/need/want But I'd like to work with a group (like here/discord etc) to get something like this going.įuture wise I'd love to see things like visual weapon equipment, battler pets etc.īut yeah firstly without having much knowledge of the goings on within MV and MZ being not to far away I'd like to get something started with this. I have a couple of concepts of pose layouts, and one leaving a blank pose for credits. Obviously it would need a plug in to change what each pose does and when to show it. So how flexible is the sheet when it comes to altering what it does within the engine? Is it possible to do whilst keeping user friendliness and compatibility open. The 18 poses that are within the default layout has a number of poses which I feel are redundant to many custom made characters (Understand that they'd be relevant to the generator and such). However there's some issues I'm finding that put me off initially from doing these. I'm looking to reformat/duplicate my battlers into the Default MV/MZ layout.
