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$D13x - Battle Rows

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$D13x - Battle Rows
Dekita



Introduction
 This script creates "Battle Rows".
 Most people should know what this feature is, as its a very well known
 aspect of most RPG games..

 For people who dont know..
 Battle Rows allow you to have different rows while in battle..
 EG. front row / middle row / back row, typically if you are in the front row
 your damage output will be higher, but so will the damage recieved.
 middle row damage is normal for both damage dealt and recived.
 Back row damage (recieved & dealt) is reduced.

 A new command will be added to the actor command battle window,
 This command will change your current row position.
 You can only change your row position while in battle.

 Basically, this allows for slightly more tactical thinking while in battles.

 The only way to change your row is in battle.

Screenshots
RowSS_zps9f42d18f.png
How to Use

 

Place this script Under Materials and Above Main in your script editor.


Script

LINK TO SCRIPT


Credit and Thanks
- Dekita / Dekita-RPG


Author's Notes

 If you can design a "good looking" screen for changing rows / formation during the menu screen, i will happily add that feature into the script.
 The reason i have not already implemented the ability to change row via menu is because i could not think of how i wanted to place the information..
 If you wish to take up this task, feel free, but be warned.. i am very very picky with how my information is displayed :P

Edited by Dektia

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Man, you might have just completed the whole Suikoden battle situation for me. lol. Basically, i can use your script as a "Shift" command to move my actor from the "front row" to the "back row" or vice versa. Which is amazing! But, i'm having a little bit of trouble going about doing this correctly.

 

1szdz5.png

 

The picture above shows me adding in the "Shift command" (Don't mind the menu displacement. lol) and it is working properly as the script is suppose to work. How would i go about making the "Shift command" to where as soon as i choose that command, it will automatically know to switch to the front row or the back row? <- If this isn't possible... Then, how would i go about having it to where if i choose the "Shift command", it would bring up the dialog to switch my character position, but.. it would only allow to switch one position. For example. If the character is in the front frow, it would only allow him to switch to the back row and vice versa on that as well. I know this is a lot, but maybe you could leas me in the right direction on this well made script :)

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i can do a small update to allow for "instant change" when the option is selected if you wish..

 

i assume you do not want the middle row ?

 

this should "solve" the problem just now...

Hashtag ' #' line 434, it should look like this when you are done...

 

  #-----------------------------------------------------------------------------
  # Create Command List
  #-----------------------------------------------------------------------------
  def make_command_list
    add_command(Rows::Vocab[:frnt], :fron_row, enable_row?(0))
#    add_command(Rows::Vocab[:midd], :midd_row, enable_row?(1))
    add_command(Rows::Vocab[:back], :back_row, enable_row?(2))
  end

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i can do a small update to allow for "instant change" when the option is selected if you wish..

 

i assume you do not want the middle row ?

 

this should "solve" the problem just now...

Hashtag ' #' line 434, it should look like this when you are done...

 

  #-----------------------------------------------------------------------------
  # Create Command List
  #-----------------------------------------------------------------------------
  def make_command_list
    add_command(Rows::Vocab[:frnt], :fron_row, enable_row?(0))
#    add_command(Rows::Vocab[:midd], :midd_row, enable_row?(1))
    add_command(Rows::Vocab[:back], :back_row, enable_row?(2))
  end

 

It would be greatly appreciated if the instant change is implemented to know which row to switch to :) 

 

Yes, for my sake personally, I do not need the middle row and was just about to go about remove the "middle row" command. So, i appreciate the quick and simple solution for now.

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hmm... replace the command _rows method within scene battle around line 480 with this method...

 

  def command_rows
    actor = @actor_command_window.actor
    case actor.battle_row
    when 0, 1 then actor.battle_row = 2
    when 2    then actor.battle_row = 0
    end
    on_actor_ok
  end

 

pretty sure that will do it for you :P

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hmm... replace the command _rows method within scene battle around line 480 with this method...

 

  def command_rows
    actor = @actor_command_window.actor
    case actor.battle_row
    when 0, 1 then actor.battle_row = 2
    when 2    then actor.battle_row = 0
    end
    on_actor_ok
  end

 

pretty sure that will do it for you :P

 

Well, as far as i can tell, It did the job and automatically does the battle row swap automatically. My own personal issue is to somehow show the battlers swap and show the names swap on the battleStatus. I'm using the Kread-EX Animated Battlers and EST - ENEMY POSITION for the rows, so.. you can see where i am running into trouble when showing the actual switch and on my BattleStatus..

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cant really help with that sorry, i generally dont use animated battle systems, im currently writing an ABS which i will be using, i only wrote this script cause i could, and i noticed no one else has done one yet :P

 

im sure there would be a way of re-positioning your characters based on the actor.battle_row and no doubt it would be quite easy...

probably somewhere within Spriteset_Battle or one of those scripts :D

Hope that helps slightly ?

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Hmmm.. I think i might have run into a problem. Well, not really a problem, but.. Okay.. lets say i decide to "shift" my entire front row of my team, which is 3 characters. They will all move to the back row and the 3 back row characters will move to the front row. Now, i choose the choice "shift" for the front row 3 characters i have, it still gives me the shift option available to use on my back row characters. Their needs to be a way to unhighlight/disable the "shift" corresponding to the front or back row character. Does this make sense?

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Hmmm.. I think i might have run into a problem. Well, not really a problem, but.. Okay.. lets say i decide to "shift" my entire front row of my team, which is 3 characters. They will all move to the back row and the 3 back row characters will move to the front row. Now, i choose the choice "shift" for the front row 3 characters i have, it still gives me the shift option available to use on my back row characters. Their needs to be a way to unhighlight/disable the "shift" corresponding to the front or back row character. Does this make sense?

Do you  mean, make the "Change Row" command disabled unless actor is in the front row ? i can add that no problem..

 

 

Is it possible to add a skill that changes the row of an actor(or target) on use?

I will add this to my "To-Do List also i guess :D

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Hmmm.. I think i might have run into a problem. Well, not really a problem, but.. Okay.. lets say i decide to "shift" my entire front row of my team, which is 3 characters. They will all move to the back row and the 3 back row characters will move to the front row. Now, i choose the choice "shift" for the front row 3 characters i have, it still gives me the shift option available to use on my back row characters. Their needs to be a way to unhighlight/disable the "shift" corresponding to the front or back row character. Does this make sense?

Do you  mean, make the "Change Row" command disabled unless actor is in the front row ? i can add that no problem..

 

No, let me try to explain this as much as possible. Okay..

 

Key: Actor[1], Actor[2], Actor[3, ]Actor[4], Actor[5], Actor[6]

 

Here is my formation in battle:

[1], [2], [3]

[4], [5], [6]

 

*Shift = Switch Rows (Just in case ;) )

 

- Now, If Actor[1] decides to shift, once i get to Actor[4] to choose a command, his shift will be disabled (Still showing, but cant choose it). Because, Actor[1] already chose to shift with Actor[4]. 

- Now, if I decide to attack with Actor[1] and get to Actor[4], i will have the option to shift with Actor[4] from the back row. Because, Actor[1] is attacking, Actor[4] is allowed and has the option to shift. 

 

Make sense?

Edited by Hytporsche

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i'm using animated battle victor's script and sometimes it crashes with this message

script "animated battles" line 3931 : NoMethodError ocurred

undefined method 'magical'? for nil:NilClass

usually it works well if i dont do any attack,,,after you attack it sometimes crashes,,,so weird.

i have readen u are not on the way to test the script with animated battles...its a pity but well, your choice, all fine.

Anyway is someone available for check whats happening? i have 0 chance to help in this one, absolutly unusefull for this things, but im really really interessed to work with animated battles and battle rows togheter.

Well. Anyway is a great script. so strategic,clean and simple. Great job man

Edited by rapture

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No, let me try to explain this as much as possible. Okay..

Key: Actor[1], Actor[2], Actor[3, ]Actor[4], Actor[5], Actor[6]

 

Here is my formation in battle:

[1], [2], [3]

[4], [5], [6]

 

*Shift = Switch Rows (Just in case ;) )

 

- Now, If Actor[1] decides to shift, once i get to Actor[4] to choose a command, his shift will be disabled (Still showing, but cant choose it). Because, Actor[1] already chose to shift with Actor[4]. 

- Now, if I decide to attack with Actor[1] and get to Actor[4], i will have the option to shift with Actor[4] from the back row. Because, Actor[1] is attacking, Actor[4] is allowed and has the option to shift. 

 

Make sense?

Yea i understand what you mean, this is basically a complete formation setup, with 3 actors per row , and if the front row actor moves back, then it basically "tags in" the back row actor, who moves forward.

 

Might need an add-on for that as it sounds like it could be quite a bit of code needed to implement it properly, but i have still to add some other features so maybe not, ill see how it goes when i get time to update it :P

Just finishing off a customizable HUD script :D

 

 

 

i'm using animated battle victor's script and sometimes it crashes with this message

 

script "animated battles" line 3931 : NoMethodError ocurred

 

undefined method 'magical'? for nil:NilClass

 

usually it works well if i dont do any attack,,,after you attack it sometimes crashes,,,so weird.

 

i have readen u are not on the way to test the script with animated battles...its a pity but well, your choice, all fine.

 

Anyway is someone available for check whats happening? i have 0 chance to help in this one, absolutly unusefull for this things, but im really really interessed to work with animated battles and battle rows togheter.

 

Well. Anyway is a great script. so strategic,clean and simple. Great job man

As i said, i never use any other battle scripts (except yanflys in my master demo (for now) )  but if you send me a copy of your prohject with victors script already setup i will look into the issue. 

but im not gonna sit and setup victors animated battle script, that would take me hours, not to mention i would need to go and get some animated battlers downloaded :P

 

if i remember correctly, victor uses the magical? method for skills/items to check if the item used deals magic damage or physical or certain hit, if you didnt get this error before you inserted my script , try moving the position of my script either above or below the animated battle script. and if all else fails just upload a copy of your project, or a replica project to demonstrate the issue and ill see what can be done :)

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No, let me try to explain this as much as possible. Okay..

Key: Actor[1], Actor[2], Actor[3, ]Actor[4], Actor[5], Actor[6]

 

Here is my formation in battle:

[1], [2], [3]

[4], [5], [6]

 

*Shift = Switch Rows (Just in case ;) )

 

- Now, If Actor[1] decides to shift, once i get to Actor[4] to choose a command, his shift will be disabled (Still showing, but cant choose it). Because, Actor[1] already chose to shift with Actor[4]. 

- Now, if I decide to attack with Actor[1] and get to Actor[4], i will have the option to shift with Actor[4] from the back row. Because, Actor[1] is attacking, Actor[4] is allowed and has the option to shift. 

 

Make sense?

Yea i understand what you mean, this is basically a complete formation setup, with 3 actors per row , and if the front row actor moves back, then it basically "tags in" the back row actor, who moves forward.

 

Might need an add-on for that as it sounds like it could be quite a bit of code needed to implement it properly, but i have still to add some other features so maybe not, ill see how it goes when i get time to update it :P

Just finishing off a customizable HUD script :D

 

Well, I'm not necessarily asking the Battle Row script to setup the formation like i explained above. My Animated Battle System already does that, I would just need the battle row to know the Actor spots to be able to do the "Shift" correctly and disable the other actors command when needed be.

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i'm using animated battle victor's script and sometimes it crashes with this message

 

script "animated battles" line 3931 : NoMethodError ocurred

 

undefined method 'magical'? for nil:NilClass

 

usually it works well if i dont do any attack,,,after you attack it sometimes crashes,,,so weird.

 

i have readen u are not on the way to test the script with animated battles...its a pity but well, your choice, all fine.

 

Anyway is someone available for check whats happening? i have 0 chance to help in this one, absolutly unusefull for this things, but im really really interessed to work with animated battles and battle rows togheter.

 

Well. Anyway is a great script. so strategic,clean and simple. Great job man

As i said, i never use any other battle scripts (except yanflys in my master demo (for now) )  but if you send me a copy of your prohject with victors script already setup i will look into the issue. 

but im not gonna sit and setup victors animated battle script, that would take me hours, not to mention i would need to go and get some animated battlers downloaded :P

 

if i remember correctly, victor uses the magical? method for skills/items to check if the item used deals magic damage or physical or certain hit, if you didnt get this error before you inserted my script , try moving the position of my script either above or below the animated battle script. and if all else fails just upload a copy of your project,

or a replica project to demonstrate the issue and ill see what can be done :)

 

i dont really know what info do you need for check it, btw i uploaded a sample test with victor's module script, animated battle and actor battlers (all from his scripts) with your one below them (tested moving it but didnt seem to work).

 

If do you require any more info just tell me. Thx for taking your time with that

 

Do you prefer continue the replies PM via for leave this topic clean? as u want.

 

http://www.mediafire.com/download/eogadm16rpo7w94/testing+anim+batl%2Brows.rar

 

really thanks :)

Edited by rapture

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Could u try to make the rows changeable per menu, please? (maybe moving the actorface to show what row he is)

That would be awesome and i would use this script for sure!

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nope sorry, someone wrote a better* script that works with animated battlers and such, may as well use that.. HERE is the link

I only wrote this as no one else had done one :)

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