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Simple Battle Rows

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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

 

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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).

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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.

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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.

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Is there a way to make some type of visual cue in battle for this? This seems like a good script so far.

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@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.

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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.

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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.

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@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

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@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 :/

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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 by Malagar

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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.

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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.

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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. :-)

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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.

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