Battle Test with 5 in the party

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Kes

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Using Yanfly's Party script (found here: http://dl.dropboxusercontent.com/u/49701990/YEA/Party_System.rb) I have 5 members in the active party, therefore 5 members in battle.

The Battle Test in the Troop tab of the database only allows for 4 members, with the result that once the 5th member joins, the battle test becomes useless as inevitably the whole dynamic of the battle changes.  The only way to test a troop therefore is in-game, which adds a lot of time and effort to the process.

Does anyone know if it is possible to change the number of party members in the Battle Test?
 

Zane

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I would go into Game_Party and change this

  #--------------------------------------------------------------------------
  # * Get Maximum Number of Battle Members
  #--------------------------------------------------------------------------
  def max_battle_members
    return 4

    return 5 if $BTEST

  end

being the lazy way of doing it
 

Kes

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I'm all for lazy if at all possible.

Your suggestion brings up the party with a space for the 5th member.  Unfortunately, no one is in it.  When you do a battle test the first dialogue box you get is where you can select which party members are to be used.  There are still only 4 tabs, so there is no way of selecting and adding a 5th member.

So that seems to be the next step to crack, if you have any ideas.
 

Victor Sant

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Do it the hard way: create a test map and test your battles there. There is no way to increase the number of members without some scripting (like forcing the member on the battle test calls) since what limits the battle test is the maker interface, not the scripting.
 

Kes

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@Victor

Thanks for confirming that this is the only way.  At least I now shan't waste any more time trying to do something else.
 
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Zoltor

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@Victor

Thanks for confirming that this is the only way.  At least I now shan't waste any more time trying to do something else.
Yea sorry, but there is no way to edit how the editer itself works(not legally anyway), you can only change how things work in the actual game.

However It's not that time cosuming to test something in game, just make a temp event to  battle proc the enemy you want to test.
 

Tsukihime

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Provide feedback on usage.


OLD LINK REMOVED


For changing levels and equips, just create an event that runs on turn zero and sets up all of the equips and levels and other things you need.


Now I will go and think of an appropriate cover art for it.
 
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Kes

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@Zoltor

I think I had worked that one out rather a long time ago as my first project was also 5 in the party.

@Tsukihime

I'm on my phone at the moment but when I get home this evening I'll have a look at that. Thanks very much.
 

Zoltor

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Provide feedback on usage.

http://www.himeworks.com/2014/03/19/battle-test-actors/

For changing levels and equips, just create an event that runs on turn zero and sets up all of the equips and levels and other things you need.
lmao leave it to Hime to bypass something altogether, don't like how the editor works, don't use the editor interface at all.  You're awesome Hime.

You don't like being said no to you, do you lol?

I just have one thing to say, wouldn't it just be faster to load up the game, then to edit the script every time you want to change the party?

Do you have one that lets you bypass the tilset limitations in the map editor(aka create a external custom map editor to use instead of the RM map editor, thos maps get read, instead of the ones in the RM editor)?
 
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Tsukihime

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Creating a "battle test setup event" allows you to test custom equip setups as well if you're using scripts that increase the number of equip slots or working with custom equip types.


It also allows you to test other things that the battle test UI does not support.


Overall, you would be better off preparing this kind of event in the long-run.

Yea sorry, but there is no way to edit how the editer itself works(not legally anyway), you can only change how things work in the actual game.


However It's not that time cosuming to test something in game, just make a temp event to  battle proc the enemy you want to test.
It's too time-consuming.

Do you have one that lets you bypass the tilset limitations in the map editor(aka created a external custom map editor to use instead of the RM map editor
No, tileset limitation is built into the map object.


I don't have any code for rendering custom maps nor do I know how to make one.


You'd likely have to turn to C for anything acceptable performance-wise.


If someone provides one then we can start using external map editors.
 
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Zoltor

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Creating a "battle test setup event" allows you to test custom equip setups as well if you're using scripts that increase the number of equip slots or working with custom equip types.

It also allows you to test other things that the battle test UI does not support.

Overall, you would be better off preparing this kind of event in the long-run.

It's too time-consuming.

No, tileset limitation is built into the map object.

I don't have any code for rendering custom maps nor do I know how to make one.

You'd likely have to turn to C for anything acceptable performance-wise.

If someone provides one then we can start using external map editors.
Oh ok, that's cool, didn't realize it could do that(I'm using a custom equipment slot script myself lol, it would be faster then having to manually equip everything in that case).

Ah ha, I got you Hime, just where I want you. Now It's gonna haunt you, and make you trouble shoot/ref everything RGSS3 can do, until you figure how to do it. If your site implies anything, It's that you really hate when the RM engine says you can't do something, that's what drove you to make most of the awesome scripts around.

I hope that's not the case, although it would be the be all, end all of nightmares to code, I suppose someone can write a script that allows the system to read C++ script pages, there would definitely be limitations for what you can do with it, but for things like that, it would work lol. That's just dreaming though, noone is gonna rewrite the C++ code, just so the system knows/can read the language(you might as well just code a game from scratch at that point).
 
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Tsukihime

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There are already several scripts that use DLL's written in C for the purpose of fast processing.


I've written tutorials myself on how to write DLL's that can be used in RM, based on info provided by other more experienced scripters


There's no need to rewrite RM. Just provide a custom map.
 
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Zoltor

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There are already several scripts that use DLL's written in C for the purpose of fast processing.

I've written tutorials myself on how to write DLL's that can be used in RM, based on info provided by other more experienced scripters

There's no need to rewrite RM. Just provide a custom map.
Oh ok I see, so the problem is on the other side of the coin :) Well here's hoping someone makes a custom map editor, that is independent, not part of other engines/programs.
 

Kes

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@Zoltor

Please do not derail this thread which is about battle tests not about what you would like for a map editor.

Thank you.
 

Zoltor

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@Zoltor

Please do not derail this thread which is about battle tests not about what you would like for a map editor.

Thank you.
Yea, sorry about that.

Back on topic then: Well anyway Hime's script can make such possible.
 

Kes

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@Tsukihime

Provide feedback on usage.
I took a bit time to set up the initial event (I'm doing it as call Common Event), but it was very quick to alter when I changed my mind about one of the actors to use, so I am assuming that having got it set up, it will be no problem to update as the game progresses.

Everyone appeared in the battle screen, in the right place with the right gear and it was such a joy to be able to do adjustments and immediately try them out without having to open up the game and so forth, so yeah, this suits me very well indeed.  And I am very grateful that you came up with this; it's going to save me such a huge amount of time over the course of the game.

The only thing I'd like to double check is this:  If/when I want to change which actors appear, I think I have to amend the configuration in the script, not try and do it with some sort of script call.  Is that correct?
 

Tsukihime

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If you can add/remove actors properly you wouldn't even need this script since you can just add the additional actors using events.


Some battle systems do not support that, however, so this script would fill in the gaps.
 
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Tsukihime

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Changed the script entirely.


New title.


No more configuration section. Should be a minor change for your test event since you already have it set up.


Here's how it looks


http://www.himeworks.com/2014/03/19/battle-test-profiles/





This is much more useful than the original script since you can keep your test profiles for future use.
 
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Kes

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At first glance this looks wonderful!

I shan't have time to test this out tonight, but as soon as I can I will.

Unfortunately between my last post and yours I asked for the thread to be closed thinking that was it.  Not sure if I can get that changed, but I'll try.
 
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