+ Glasses 606 Posted June 14, 2014 Author: Mr Trivel Name: Simple Battle Rows Created: 2014-06-15 Version: 1.2 What does it do? This scripts adds basic Battle Row functionality. You can switch rows in menu Formation command by selecting same Actor twice. Battlers in back row will receive less damage than the ones in the front. Battlers in back row will receive full damage if front row is wiped. Battlers attacking from back row will have damage penalty, unless stated in exceptions. Requirements: None Instructions: Use <backrow> note tag for enemies to set them in Back Row. Plug, Customize, Play Script: <Link: Pastebin> Blog: <Link: On blog> 1 Share this post Link to post Share on other sites
Fhizban 96 Posted June 21, 2014 Sounds nice - A few more features and Im sold! Would like to use this in my current project, but it still lacks some stuff: 1. certain weapon types to be usable only from the front or back row (like missile weapons only from the back row). 2. melee weapons deal less damage when used from the back row, unless its a special weapon ("pole arm" or whatever). and well... 3. enemies also make use of battle rows (but, i think this is too difficult to script). Share this post Link to post Share on other sites
+ Glasses 606 Posted June 21, 2014 Well, I guess you're sold then since it's v1.1 now. Attacking from back-row has a penalty to damage unless attacked with specific weapons (ranged weapons/long reach melee weapons) And some weapons can be used only in back row/front row. Edit: v1.1a, Enemies have rows now, too. 2 Share this post Link to post Share on other sites
Fhizban 96 Posted June 23, 2014 (edited) Oh yeah! *sold* Edited June 23, 2014 by Malagar Share this post Link to post Share on other sites
THEAQIB 59 Posted June 23, 2014 Cool script!! Will use later.. Following!! Share this post Link to post Share on other sites
+ Glasses 606 Posted June 24, 2014 Woops, there was a bug with damage display, while dealing correct damage, it wouldn't show up correctly. If you dealt 25 damage with 50% backrow reduction, it'd still show 50 damage. That's fixed now, re-grab who needs it. Share this post Link to post Share on other sites
Redmage1000 2 Posted June 27, 2014 Is there a way to make some type of visual cue in battle for this? This seems like a good script so far. Share this post Link to post Share on other sites
+ Glasses 606 Posted June 27, 2014 @redmage1000, Nope, there's too many battle systems to do visual hints. The only one I'm going to do that is my own. Share this post Link to post Share on other sites
Redmage1000 2 Posted June 28, 2014 Ok thanks, I will try and figure it out myself. Share this post Link to post Share on other sites
Fhizban 96 Posted June 28, 2014 @redmage1000: Depends on the battle system you are using. Im using YANFLY's Visual Battlers and its fart simple to add a visual representation to it. You can loop through the actors and get their battle_row variable. 0 - front row, 1 - back row. Share this post Link to post Share on other sites
THEAQIB 59 Posted June 28, 2014 Will this work with battle engine symphony? Me and some people from another forum are planning an RPG. Is it possible this can be used with symphony? I wanted it for differeciating attacl types of different units like sniper and soldier. Share this post Link to post Share on other sites
+ Glasses 606 Posted June 28, 2014 @THEAQIB If it doesn't overwrite the make_damage_value method, then it should work fine. Share this post Link to post Share on other sites
THEAQIB 59 Posted June 28, 2014 Thanks and can you help out with your script if I have a problem? The plan is to make a free game based on Dune Series. I have given the idea and got a good response till one of them told me about range problems. Hence I came here and posted. Share this post Link to post Share on other sites
+ Glasses 606 Posted June 28, 2014 @THEAQIB The only problem you should have is compatibility problem and even that's a low chance to occur. On the other note, I just now realized that I can tinker with skill formulas and battle rows. (100 + a.atk - b.def) unless b.battle_row = 0 Share this post Link to post Share on other sites
Redmage1000 2 Posted July 1, 2014 @redmage1000: Depends on the battle system you are using. Im using YANFLY's Visual Battlers and its fart simple to add a visual representation to it. You can loop through the actors and get their battle_row variable. 0 - front row, 1 - back row. I'm just using YANFLY's Battle Engine, I have tried making it a state to some effect, but it goes away if they die :/ Share this post Link to post Share on other sites
Fhizban 96 Posted July 1, 2014 (edited) You should add "YANFLY Visual Battlers" script to your project, its available from Yanflys script site. Just put it below the other yanfly scripts. 1. Locate the line that says "setup_coordinates" (187) 2. Before @actor.create_move_to(screen_x, screen_y, 1) you can insert code to manipulate the position of battlers 3. What you insert there depends what facing direction you use (see script instructions) The battlers in my game face upward, so i added the following code BEFORE the line stated in point 2.) This makes characters in the back row appear a bit lower than characters in the front row. Quick and easy: if @actor.battle_row == 0 # Front Row @actor.origin_y = @actor.screen_y else # Back Row @actor.origin_y = @actor.screen_y+16 @actor.screen_y += 16 end Edited July 1, 2014 by Malagar Share this post Link to post Share on other sites
Redmage1000 2 Posted July 1, 2014 You should add "YANFLY Visual Battlers" script to your project, its available from Yanflys script site. Just put it below the other yanfly scripts. 1. Locate the line that says "setup_coordinates" (187) 2. Before @actor.create_move_to(screen_x, screen_y, 1) you can insert code to manipulate the position of battlers 3. What you insert there depends what facing direction you use (see script instructions) The battlers in my game face upward, so i added the following code BEFORE the line stated in point 2.) This makes characters in the back row appear a bit lower than characters in the front row. Quick and easy: if @actor.battle_row == 0 # Front Row @actor.origin_y = @actor.screen_y else # Back Row @actor.origin_y = @actor.screen_y+16 @actor.screen_y += 16 end Thanks, I didn't see the visual battlers before, I kinda like it. And this helps with what I wanted. Share this post Link to post Share on other sites
Fhizban 96 Posted July 1, 2014 Just ask me if you need help. You can also send me your project and Ill edit the lines for you, Share this post Link to post Share on other sites
Redmage1000 2 Posted July 2, 2014 It worked just as I wanted it to, thank you very much for you help. Share this post Link to post Share on other sites
THEAQIB 59 Posted July 2, 2014 Can you make a modified version of this? If you can't help me modify this script? Because I needed this but not the present version. Share this post Link to post Share on other sites
Fhizban 96 Posted July 2, 2014 Depends what you need, I guess Trivel (the creator) can do this for you. Love Dune BTW, got 2 games (Genesis + PC) as well as the old movie, the movie remake and this horrible series type thing they tried to do. Have to look up the name when Im back from work. :-) Share this post Link to post Share on other sites
+ Glasses 606 Posted July 2, 2014 @THEAQIB What do you exactly need modified and how? Share this post Link to post Share on other sites
Sophien 0 Posted July 2, 2014 Hey there Maybe you can make it compatible with Yanfly's Parts System + Addon? Share this post Link to post Share on other sites
THEAQIB 59 Posted July 2, 2014 It's mainly for Dune. Not all characters can change row. How much rows does this have? I wanted four rows. 1 for close combat(sword, knife) 2 for mid range combat(gunners, grenade launchers) 3 for long range(sniper, mortar) 4 for a person who can sit behind and call in altillery/ use predator drone to attack. When mixed with symphony engine can draw the characters in the row as set for the characters. Also some guys can change from mid to close, long to close etc. while in battle and out the battle also. If you can help do as much as you can. Thanks for the reply. It's a bit big but can allow your script to evolve into one which can be used modern warfare styled games. Also the game is not commercial. Share this post Link to post Share on other sites