Caedmon 4 Posted September 17, 2012 Lawfirm question for you. Is there a way with this engine to create a full scale map battle. Like a Shining Force game? I played the demo and saw that it spawned the smaller battles but was curious about a larger battle. Great work though on the translation. Share this post Link to post Share on other sites
lawfirm 4 Posted September 17, 2012 Its possible likely, you talking have more than say 8 enemies and your players fighting them? I know there's yanfly's script I believe that makes it so you can have lots more enemies in the field. Share this post Link to post Share on other sites
Caedmon 4 Posted September 18, 2012 Yeah anywhere from 8-15 enemies I was thinking. Spread out a lot more though. Share this post Link to post Share on other sites
Digital Raze 0 Posted September 27, 2012 Who do I give credit to if I use this script in a game? And would I have to obtain permission to be allowed to expand on the script further? Share this post Link to post Share on other sites
saevio 0 Posted October 25, 2012 (edited) Note to the user the battle order is determined by agility. In a sense if a characters agility is so high, they can in turn go twice or more in one turn without the enemy or another character going next. I don't suppose there is any way to remove this "feature" I don't like everyone in a battle getting two turns or more before anyone else. Example: With everyones AGI set to 5, 25, or even 100[including enemies], every battler will get two turns in succession. Eric, Eric, Monster1, Monster1, Monster2, Monster2, Eric, Eric, etc. Edited October 25, 2012 by saevio Share this post Link to post Share on other sites
Anderson88 26 Posted October 27, 2012 You'll just have to do a good job making monsters then, huh? Share this post Link to post Share on other sites
Holy2Tack 0 Posted November 4, 2012 (edited) I've been fooling around with this and was able to get the enemy party on the opposite side of the map when put transferred to a new battle map. But it's very weird to do, and if there are obstacles in the map it stops them and puts them by the first obstacle instead. It involves messing with the position variables and methods. I've been trying to figure out how to make it compatible with YEA - Party System, to allow more than 4 actors in your battle party, but I'm having no luck. Anyone figure it out? Update: I was able to increase party members in the battle with a problems. The max amount of battlers (actors and enemies) i could get working is 12. I tried messing with a few settings and options but 12 battlers was the max no matter what. Edited November 4, 2012 by Holy2Tack Share this post Link to post Share on other sites
Omen613 8 Posted November 7, 2012 Thanks Lawfirm for translating this... I've been playing around with it and tried the Immobilize state...i set the tag on the state <move 103> and the actor's equipment is set to <move 3> but when inflicted with the state...the actor can still move 1 space. Did I do something wrong here? I tried changing the state to <move 104...105...106...etc> and its always letting the actor move 1 space. I haven't added any scripts or anything...just what came with the demo. Share this post Link to post Share on other sites
saevio 0 Posted November 8, 2012 (edited) Thanks Lawfirm for translating this... I've been playing around with it and tried the Immobilize state...i set the tag on the state <move 103> and the actor's equipment is set to <move 3> but when inflicted with the state...the actor can still move 1 space. Did I do something wrong here? I tried changing the state to <move 104...105...106...etc> and its always letting the actor move 1 space. I haven't added any scripts or anything...just what came with the demo. Why are you setting it to <move 103> set it to <move 0> so the unit can't move. Unrelated to that, anyone figure out how to get this to not factor in AGI at all and just give everyone one turn? I can't seem to get it to do that myself. But I'm no scripter. Edited November 8, 2012 by saevio Share this post Link to post Share on other sites
Omen613 8 Posted November 8, 2012 (edited) Thanks Lawfirm for translating this... I've been playing around with it and tried the Immobilize state...i set the tag on the state <move 103> and the actor's equipment is set to <move 3> but when inflicted with the state...the actor can still move 1 space. Did I do something wrong here? I tried changing the state to <move 104...105...106...etc> and its always letting the actor move 1 space. I haven't added any scripts or anything...just what came with the demo. Why are you setting it to <move 103> set it to <move 0> so the unit can't move. When i set it to <move 0> it doesn't restrict movements at all...they can move as if the state wasn't there...only with <move 103> does it restrict movement. I thought the script says it calculates movement by 100 - 100....so if the player has +3 from equip..its 103 - 100 = 3....so if you do 103 - 103 = 0 but like i said...even with that scenario they can always still move 1 space. when you put in <move 0> does it stop them from moving in your project? Edit: @ Holy2track How did you increase the number of party members in battle to 12? Edited November 8, 2012 by Omen613 Share this post Link to post Share on other sites
Omen613 8 Posted November 16, 2012 A lot of potential in this script. Anyone else having issues where they can't get a immobilize status effect to work properly? I still can't get the actor or enemy to not be able to move at all...they can still move 1 space. Share this post Link to post Share on other sites
DreamcasterDC 2 Posted November 16, 2012 Update: I was able to increase party members in the battle with a problems. The max amount of battlers (actors and enemies) i could get working is 12. I tried messing with a few settings and options but 12 battlers was the max no matter what. Could you tell me how you made more battlers? I'm interested in this... Share this post Link to post Share on other sites
saevio 0 Posted November 17, 2012 (edited) A lot of potential in this script. Anyone else having issues where they can't get a immobilize status effect to work properly? I still can't get the actor or enemy to not be able to move at all...they can still move 1 space. In the script for actor, you'll find this #-------------------------------------------------------------------------- # ◠移動力ã®å–å¾— #-------------------------------------------------------------------------- def move n = 3 for item in equips.compact check = set_equip_add_status(item, 0) n = (check < n and check != 0) ? check : n end for item in equips.compact do n += set_equip_add_status(item, 4) end for state in states do n += set_state_add_status(state, 0) end [[integer(n), 1].max, 5].min end the second last line, change that "1" to a 0. n = is the default move amount. Hope that helped. I still can't figure out how to change AGI from affecting how many turns people get.. very frustrating. Edited November 17, 2012 by saevio Share this post Link to post Share on other sites
Omen613 8 Posted November 19, 2012 A lot of potential in this script. Anyone else having issues where they can't get a immobilize status effect to work properly? I still can't get the actor or enemy to not be able to move at all...they can still move 1 space. In the script for actor, you'll find this #-------------------------------------------------------------------------- # ◠移動力ã®å–å¾— #-------------------------------------------------------------------------- def move n = 3 for item in equips.compact check = set_equip_add_status(item, 0) n = (check < n and check != 0) ? check : n end for item in equips.compact do n += set_equip_add_status(item, 4) end for state in states do n += set_state_add_status(state, 0) end [[integer(n), 1].max, 5].min end the second last line, change that "1" to a 0. n = is the default move amount. Hope that helped. I still can't figure out how to change AGI from affecting how many turns people get.. very frustrating. That did the trick! thanks for the help For the Agi problem, im currently giving all the actors 10 Agi and all the Enemies 9 agi.....seems to give everyone a good number of turns... and if you do "slow" you can cut their agi in half and they take less turns...and haste give them plus 50%....i've been happy with those results Share this post Link to post Share on other sites
Omen613 8 Posted November 26, 2012 (edited) Bumping this up. Ideas to improve this script for people with the ability too: 1. Being able to target and empty space but still hit foes that are in the scope of an ability. As of now, foes have to be exactly one space next to each other to hit them with a 2x2 scope ability. 2. Have a scope that targets all 4 spaces AROUND the caster but not the caster itself. Like a spinning attack that hits all surrounding foes. 3. Status effects that can be seen on the battle sprite. Like showing a ZZZ above a sleeping target. 4. Simplify how the engine decides turn order. 5. Have the option to do friendly fire. (Attack Allies who are in your ability's scope) Edited November 26, 2012 by Omen613 Share this post Link to post Share on other sites
thatonegayguy 0 Posted December 10, 2012 Where do you guys find these awesome scripts? Share this post Link to post Share on other sites
JetKidd 0 Posted December 11, 2012 (edited) Mines has an error in the "character.moveto(0, 0)" please help! Its located in line 1091 in the Scene_SRPG Script. Edited December 11, 2012 by JetKidd Share this post Link to post Share on other sites
razzazzika 0 Posted December 19, 2012 (edited) Bah, not gonna worry about translating it any further until I need a specific function. I suck at scripting so far. I got it working in my game by copying all of my game into the demo... for some reason it wouldn't work vice versa EDIT: Actually same problem as above ^---- Edited December 22, 2012 by razzazzika Share this post Link to post Share on other sites