Home Forums IRC Chat Resources FAQ

Welcome Guest ( Log In | Register )

modding *chan irc utilities downloads filehost pastebin[Big|Medium|Small] -



Post new topic Reply to topic  [ 59 posts ]  Go to page 1, 2  Next
Dargor
  Sun Jun 22, 2008 9:22 pm
Official Boytoy
User avatar
Retired Staff

Location: Québec / Canada
Action Order
by Dargor
Version 1.9


Introduction

This script displays who's turn is next in a battle, based on the battlers attack speed. Exactly like in FF10 for those who have played this game.  

Screenshots

Image

Script

Expand to see the code.


Credits and Thanks

Thanks to J4iru5 for requesting this script.

_________________
Image

Final Fantasy VI SDK - Demo Beta 3.0 OUT NOW!

Tutorial: How to use RGSS2 with RPG Maker XP


If you're ever sad, you just need to stop being sad and start being awesome. It works for me.


Last edited by Dargor on Sat Jun 28, 2008 6:11 pm, edited 1 time in total.

Top Top
 Profile  
 

Krobelus
  Sun Jun 22, 2008 10:56 pm
User avatar
Member

Location: Ecruteak City
Dude wow!

Does it work exactly like Final Fantasy X?

Now you just need to do the battle algorithms and it'd be set!
-Krobe

_________________
http://img249.imageshack.us/img249/2530/brolysigcopyim1.png[/img]
Credit [url=http://www.pkmncommunity.com/member.php?u=63084\]BreD[/url] for the Sig~Avvie!
~`<3 Rose`~
~~`RPG Maker User`~~
~~~`Recently Razmazter`~~~
~~~~`Pokemon Retire-er`~~~~
~~~~~`PKMN Platinum Screenshots!`~~~~~


Top Top
 Profile  
 

Xemnas13
  Sun Jun 22, 2008 11:02 pm
User avatar
Member

Location: Bronx, New York
Request... can you make it so that the window only appear during the command input phase of the battle.. I'm using a sideview CBS and it obstructs the battle view... great script btw...


Top Top
 Profile  
 

van helblaze
  Sun Jun 22, 2008 11:52 pm
User avatar
Member

Location: Pittsburgh, PA
I noticed that the window doesn't disappear after battles with RPG Tankentai's Sideview Battle System Version 2.6

_________________
Final Fantasy versus XIII | Final Fantasy XIII sig


Top Top
 Profile  
 

iceplosion
  Mon Jun 23, 2008 12:49 am
User avatar
Member
Great script but it would be nice if window height and opacity could be added to the customisation module.
Also if it showed actions for the next turn as well as the current turn that would be useful as well.

_________________
Image


Top Top
 Profile  
 

NunoAle
  Mon Jun 23, 2008 1:23 am
User avatar
Member

Location: Portugal
Great script man, but, is it exactly like FFX? Like, if I choose "Quick Atack", will it change the "Who's Next" table?

_________________
Click to view my Personality Profile page

I.T.T.S. - Breaking The Timeline


Top Top
 Profile  
 

Dargor
  Mon Jun 23, 2008 3:05 am
Official Boytoy
User avatar
Retired Staff

Location: Québec / Canada
@NunoAle
Yes it will.

@iceplosion
I have added the opacity and height options. The height is determined bu the number of battlers visible at the same time in the window.

@van helblaze 
Fixed

@Xemnas13
Done.

_________________
Image

Final Fantasy VI SDK - Demo Beta 3.0 OUT NOW!

Tutorial: How to use RGSS2 with RPG Maker XP


If you're ever sad, you just need to stop being sad and start being awesome. It works for me.


Top Top
 Profile  
 

iceplosion
  Mon Jun 23, 2008 3:30 am
User avatar
Member
Dargor you're awesome.

_________________
Image


Top Top
 Profile  
 

Lost_in_Exsistance
  Mon Jun 23, 2008 5:37 am
The Dark West
User avatar
Member

Location: Wisconsin
Oh god, i love this script, its great, thank you so much!

_________________
Image


Top Top
 Profile  
 

seven
  Mon Jun 23, 2008 5:46 am
LOL MSPA HEH.
User avatar
Member
Can I modify how big faces have to be? Is there a limit?
  -KRoP

_________________
can't stop (lose job) mind gone (silicon) stockholm (what bomb?) get away (pay day) make hay (break down) need fix (big six) click click (hold on) oh no! BINGO.


Top Top
 Profile  
 

NunoAle
  Mon Jun 23, 2008 11:06 am
User avatar
Member

Location: Portugal
Dargor, you're God to me.

_________________
Click to view my Personality Profile page

I.T.T.S. - Breaking The Timeline


Top Top
 Profile  
 

J4iru5
  Mon Jun 23, 2008 2:53 pm
User avatar
Member
WOOOOO! Thanks Dargor, this script owns!
lol, i feel so cool being credited, Dargor, you're like a hero dude.
But, do you think it could be so that when a character executes a move, it is done right away, so that the character might have several moves in row (depending on agi)?
Love it, if this were to happen! Thanks again Dargor

Edit: I think this means the one with the most agi goes first in battle

_________________
http://r3.fodey.com/1f4f10c70e60b484ca791040a1abcc53f.1.gif[/img]


Last edited by J4iru5 on Mon Jun 23, 2008 3:10 pm, edited 1 time in total.

Top Top
 Profile  
 

mufffin
  Mon Jun 23, 2008 5:31 pm
rpg maker newbie,100% lazy/slacker
User avatar
Member

Location: The one
Really cool!!!  love this script thanks alot, it really looks good on the battle screen.

_________________
Image
View my tutorial/Game challenge
Current Project
ImageImage


Last edited by mufffin on Mon Jun 23, 2008 5:34 pm, edited 1 time in total.

Top Top
 Profile  
 

Hyper Wind
  Mon Jun 23, 2008 7:40 pm
Member
I'm curious, would this happen to be compatible with the RPG Tankentai battle system?

EDIT: Never mind...just saw J4iru5's script request.:) This should be really great, (not at my home computer, so can't try it out) considering I'm also using the RPG Tankentai battle system.


Last edited by Hyper Wind on Mon Jun 23, 2008 7:52 pm, edited 1 time in total.

Top Top
 Profile  
 

van helblaze
  Mon Jun 23, 2008 8:21 pm
User avatar
Member

Location: Pittsburgh, PA
Hyper Wind wrote:
I'm curious, would this happen to be compatible with the RPG Tankentai battle system?

EDIT: Never mind...just saw J4iru5's script request.:) This should be really great, (not at my home computer, so can't try it out) considering I'm also using the RPG Tankentai battle system.

the new version of the script works just fine with the SBS

_________________
Final Fantasy versus XIII | Final Fantasy XIII sig


Top Top
 Profile  
 

psymastr
  Mon Jun 23, 2008 10:44 pm
Member
Just one question, what does WLH stand for in the script?  (Trying to mod this a bit to get it more to my tastes, I can get it the way I want fine, just was wondering what it stood for, Window_length_height?)


Top Top
 Profile  
 

Dargor
  Mon Jun 23, 2008 11:11 pm
Official Boytoy
User avatar
Retired Staff

Location: Québec / Canada
It's Window Line Height.

@J4iru5
I'll try to do that. 

_________________
Image

Final Fantasy VI SDK - Demo Beta 3.0 OUT NOW!

Tutorial: How to use RGSS2 with RPG Maker XP


If you're ever sad, you just need to stop being sad and start being awesome. It works for me.


Top Top
 Profile  
 

seven
  Tue Jun 24, 2008 12:04 am
LOL MSPA HEH.
User avatar
Member
King Red Of Pancakes wrote:
Can I modify how big faces have to be? Is there a limit?
  -KRoP

_________________
can't stop (lose job) mind gone (silicon) stockholm (what bomb?) get away (pay day) make hay (break down) need fix (big six) click click (hold on) oh no! BINGO.


Top Top
 Profile  
 

psymastr
  Tue Jun 24, 2008 1:04 am
Member
Dargor, lets say I wanted to make the faces horizontal, I've already hacked it up so it works like that perfect, only thing is the box that shows the current selection, sort of like a show_choice box or w/e.  How would I get it to resize the thing to go horizontal and only size wide instead of being the entire width and only 20 high?


Top Top
 Profile  
 

Blitz_Star_7
  Tue Jun 24, 2008 12:55 pm
Member
Wonderful script, its going straight into my game. I loved the FF10 Battle System

_________________
http://www.ff-fan.com/chartest/banners/reno.jpg[/IMG]
Which Final Fantasy Character Are You?
Final Fantasy 7


Top Top
 Profile  
 

New2Ya
  Tue Jun 24, 2008 3:35 pm
Member
Great script! But would we be able to use pictures for monsters. Standard ones, I might add, like in FFX it's used? (Monster A, Monster B, BOSS)

You can see that here:
http://img84.imageshack.us/img84/9871/49093vy3.jpg
http://img241.imageshack.us/img241/6841 ... eenyp1.jpg

And maybe you know what that means in FFX, when one character's face is closer to the left than the other one? Showing how much more say 'passive' attacks you should use instead of 'active' attacks to get more or sooner turns? You can see that really clear in screen 2, and I believe no one has implemented this in a script like this.

EDIT:
I got some points of critique after testing it out. Hope you dont mind?

1. The bar is set every turn at the moment. Meaning that after you perform the actions, the bar refreshes fully. In FFX, and I find this the better way, the bar is always refreshing in the sense that it always stays active and changes on the different actions of the player. It doesnt disappear for a moment and start the battle all over again. Which brings me to point 2.
2. In this script, the bar changes/refreshes when you select a command. Meaning, you would have to press ESC and perform a different action for your tactical way of playing (which is what this system is pretty much meant for). In FFX, and again this is an important feature, you already see how the action order will change when you put your select arrow on a command (meaning you do not select it yet!). This way, it's a lot easier to choose your strategy.
3. The monsters dont disappear! The graphic that is. It's action order is gone, so the monster is not active anymore, but it is still visible in the battle screen. Odd...

Other than that, the design is very nice and the action order works in the basic sense, props!

_________________
http://img134.imageshack.us/img134/9527/ff13kf0.png[/IMG]


Last edited by New2Ya on Tue Jun 24, 2008 6:50 pm, edited 1 time in total.

Top Top
 Profile  
 

psymastr
  Wed Jun 25, 2008 2:25 am
Member
So, I was just messing with the Tankentai sideview battle system, and there is an option to have an enemy attack more then once per turn.  When I enable that for an enemy to attack twice per turn, it adds its name onto the list twice, but it removes both once it attack once.

I noticed in your script and in Tankentai, that you both modify the make_action_orders.

Any suggestions?


Top Top
 Profile  
 

Dargor
  Wed Jun 25, 2008 2:33 am
Official Boytoy
User avatar
Retired Staff

Location: Québec / Canada
Thanks for the comments and suggestions, these are all very pertinent.
The basic idea of the script was simply to display a single turn based on the VX action speed algorithm, but I was also planning on doing it more 'FF10' like.
Besides that, with all your comments and suggestions, I'm going to release an even better version of this script very soon.

Thanks a lot ant take care!
-Dargor

_________________
Image

Final Fantasy VI SDK - Demo Beta 3.0 OUT NOW!

Tutorial: How to use RGSS2 with RPG Maker XP


If you're ever sad, you just need to stop being sad and start being awesome. It works for me.


Top Top
 Profile  
 

seven
  Wed Jun 25, 2008 2:37 am
LOL MSPA HEH.
User avatar
Member
King Red Of Pancakes wrote:
King Red Of Pancakes wrote:
Can I modify how big faces have to be? Is there a limit?
  -KRoP


_________________
can't stop (lose job) mind gone (silicon) stockholm (what bomb?) get away (pay day) make hay (break down) need fix (big six) click click (hold on) oh no! BINGO.


Top Top
 Profile  
 

Dargor
  Wed Jun 25, 2008 3:04 am
Official Boytoy
User avatar
Retired Staff

Location: Québec / Canada
You can modify the height in the draw_face method of Window_ActionOrder. The default value for width is 96 and height is 20.

_________________
Image

Final Fantasy VI SDK - Demo Beta 3.0 OUT NOW!

Tutorial: How to use RGSS2 with RPG Maker XP


If you're ever sad, you just need to stop being sad and start being awesome. It works for me.


Top Top
 Profile  
 

NunoAle
  Fri Jun 27, 2008 12:12 am
User avatar
Member

Location: Portugal
Dargor, I have a problem...

Like, I have hidden monsters in most of my battles. And, while they are hidden, their names appear, even though they aren't seeable or do nothing in the battle.

How can I fix this?

_________________
Click to view my Personality Profile page

I.T.T.S. - Breaking The Timeline


Top Top
 Profile  
 

seven
  Fri Jun 27, 2008 12:23 am
LOL MSPA HEH.
User avatar
Member
NunoAle wrote:
How can I fix this?

With scripting.

_________________
can't stop (lose job) mind gone (silicon) stockholm (what bomb?) get away (pay day) make hay (break down) need fix (big six) click click (hold on) oh no! BINGO.


Top Top
 Profile  
 

NunoAle
  Fri Jun 27, 2008 12:32 am
User avatar
Member

Location: Portugal
Well...

Can someone fix it for me then xD?

_________________
Click to view my Personality Profile page

I.T.T.S. - Breaking The Timeline


Top Top
 Profile  
 

van helblaze
  Fri Jun 27, 2008 12:37 am
User avatar
Member

Location: Pittsburgh, PA
is there a way I can change the coordinates of the Action Order box?

_________________
Final Fantasy versus XIII | Final Fantasy XIII sig


Top Top
 Profile  
 

Dargor
  Fri Jun 27, 2008 1:05 am
Official Boytoy
User avatar
Retired Staff

Location: Québec / Canada
NunoAle wrote:
Dargor, I have a problem...

Like, I have hidden monsters in most of my battles. And, while they are hidden, their names appear, even though they aren't seeable or do nothing in the battle.

How can I fix this?


I'll fix that, I have never though about hidden monsters. Thanks for pointing this out.

_________________
Image

Final Fantasy VI SDK - Demo Beta 3.0 OUT NOW!

Tutorial: How to use RGSS2 with RPG Maker XP


If you're ever sad, you just need to stop being sad and start being awesome. It works for me.


Top Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 59 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: Ask Jeeves [Bot], berka, dricc, Gu574v0, Landarma, Loofah, swick and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to:  

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Hosted By: