Jolt Android 36 Posted September 29, 2014 (edited) Dhoom Manipulate State for YSA Battle System: Classical ATB Version 1.01 Introduction Just like in Final Fantasy VII, successfully manipulated enemies are under your full control (wears off when you hit them). They are added to the player's party until they die, run way, the state wears off, or you end the battle somehow (victory or escape). Features Add any/as many skills as you want to the enemy's skillset. Easy to set up via notetags. Many enemies can be manipulated at once Manipulated enemies are added to the party's battle window and you use the same way you would use your player. Added compatibility for YEA-SkillCostManager, Tsukihime's Cursor Memory, VE Toggle Target, VE Materia System, - DoubleX (YSA Battle System: Classical ATB Bug Fix) Screenshots (the script in action in my game) Adding the manipulate status effect to an enemy via player skill After having the manipulate status applied, the enemy is now part of your party for this battle (or for however long the state lasts) Select the skill you want your enemy to perform the same way you would choose a player character's action. With VE Toggle script, you can set up skills to target whomever you want. How to Use To install the script, open up your script editor and copy/paste the script to an open slot below Materials but above Main. Place below DoubleX RMVXA Bug Fix to YSA Battle System: Classical ATB if installed. Remember to save. Add <control skill: x, x, x, x...> in the enemy's comment section, where x is the skill's number you want the enemy to have access to when manipulated. For example: <control skill: 3, 9, 12, 43, 66, 90> Make a status effect, put <manipulate> in the comment section. Add whatever restrictions you want to the status effect. Make a skill that adds the status effect. Presto. ScriptGet the script here.UpdatesReleased 1.01. Change control skill notetag to array, and bug fixes CreditCredit DrDhoom as he's the one who made the script, and me for commissioning it.I will let you use this in commercial projects, just let me know about your game so I can play it Edited October 3, 2014 by joeyjoejoe 1 DrDhoom reacted to this Share this post Link to post Share on other sites
Jolt Android 36 Posted October 3, 2014 The script's been updated, and the post has been made easier to read (sorry, can't use editor properly at work...) Share this post Link to post Share on other sites
Coolie 147 Posted October 25, 2014 This is awesome, but I think a better way to execute this would be to replace the actor who applied the state's commands with that of the enemy, and revert it when the state wears off. This is how it was done in FF games. i.e. Relm uses Control on an enemy, Relm's commands are replaced with that of the enemy she's controlling until she is no longer in control of it. Forcing a 5th party member past the default four may not be what people want to do. You could use a note tag setting for each command, using the ID of the skill and a string for what will appear as the command text, like so... <control skill: 1, "Attack"> <control skill: 63, "Firaga"> <control skill: 90, "Trine"> <control skill: 120, "Haymaker"> <control skill: 127, "Special"> Just my suggestions! Share this post Link to post Share on other sites
Jolt Android 36 Posted October 30, 2014 (edited) Yeah, I like the original (Final Fantasy) way of doing it too... it was kind of more of what I had in mind initially, but the way Dhoom scripted it for me has really grown on me though. Although it can be a bit cumbersome to have extra monsters join your party as characters. But since I already have up to 5 characters at a time (I use 640*480 resolution) at this point an additional 6th character isn't really a huge stretch to me. Edited October 31, 2014 by joeyjoejoe Share this post Link to post Share on other sites
DrDhoom 36 Posted October 30, 2014 Sorry i didn't know that, the only FF game that i played was Tactics XD You could use a note tag setting for each command, using the ID of the skill and a string for what will appear as the command text, like so... <control skill: 1, "Attack"> <control skill: 63, "Firaga"> <control skill: 90, "Trine"> <control skill: 120, "Haymaker"> <control skill: 127, "Special"> Just my suggestions! That's a great idea actually, I'll think about it Share this post Link to post Share on other sites
Coolie 147 Posted October 31, 2014 Cool, looking forward to it (even if it wouldn't work with Victor's battle and ATB, a script like this should be available anyway). Share this post Link to post Share on other sites