EST - Battle Royale EVO

estriole

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■ Information ╒══════════════════════════╛
EST - Battle Royale EVO
Version: 1.1
By Estriole
File name: EST_BATTLE_ROYALE_EVO.js

■ Introduction ╒══════════════════════════╛
This plugin allow us to have battle royale in our game...
what is battle royale? it's a battle with three or more combatant
that is fought until only one combatant remain. This plugin also
can make your actor 'bribe/recruit/persuade' enemy to fight for you
so you can have

[Party + Allied Enemies] vs [Enemies] vs [Enemies] vs [Enemies] vs [Enemies] vs [Enemies]

they will attack each other and party. also... Allied Enemy cannot be controlled.
it will become auto battler.

■ Features ╒══════════════════════════╛
- Have BATTLE ROYALE. player + allied_enemy vs enemy vs enemy vs enemy vs enemy
- you can bribe / recruit enemy to fight for you (automatic battle though)
(also you cannot heal the battler)
- your skill that attack all enemies will not hit bribed enemy
- use state so it's simple if you want to make certain enemy change sides.

■ Changelog ╒══════════════════════════╛
v1.0 2015.10.27 Initial Release

■ Plugin Download ╒══════════════════════════╛
(update the dead dropbox link)
warning: this plugin created using earlier MV version. this might not work in updated MV.
you can ask other scripter to create compatibility patch since i already retired.
i only update the link for people who want to make the patch.

Demo
(update the dead dropbox link)
warning: this plugin created using earlier MV version. this might not work in updated MV.
you can ask other scripter to create compatibility patch since i already retired.
i only update the link for people who want to make the patch.


■ Screenshot ╒══════════════════════════╛


■ How to use ╒══════════════════════════╛

1) Give the enemy the state that mark it's faction in battle
you could also add state that mark enemy as bribed to make it battle for you.
2) if you use Tsukihime Enemy Reinforcement...
and add enemy more than 8 member...
you might need script call / plugin call to add the state for the rest of the troop.
plugin call:

add_state_to_troop_member troopIndex stateId WARNING!! index start at 0. so first enemy in troop have 0 as index
ex:
add_state_to_troop_member 2 14
will add state 14 to third enemy in the troop
script call:

this.addStateToTroopMember(troopIndex,StateId); WARNING!! index start at 0. so first enemy in troop have 0 as index
ex:

this.addStateToTroopMember(2,14);
will add state 14 to third enemy in the troop

3) since the faction and bribe is marked by state.
you could just create a skill to add / remove that state
or use battle event to add / remove that state.

4) ready for epic Battle Royale !!!

5) to check how many enemy has certain id in troops
$gameTroop.checkHowManyEnemyHasId(id);

example:
$gameTroop.checkHowManyEnemyHasId(1);
will return how many enemy id 1 in the troop.

you can use this scriptcall in conditional branch
example:
$gameTroop.checkHowManyEnemyHasId(1) == 3;
will return true if troop have 3 instance of enemy id 1

6) to check how many enemy has certain state in troops
$gameTroop.checkHowManyEnemyHasState(stateId);

example:
$gameTroop.checkHowManyEnemyHasState(17);
will return how many enemy in the troop inflicted with state 17
you can use this scriptcall in conditional branch
example:
$gameTroop.checkHowManyEnemyHasState(17) > 2;
will return true if troop have more than 2 member that inflicted by state 17

7) now you can add 'neutral' enemy... neutral enemy is like faction enemy.
it form it's own faction containing all neutral enemy...
it will attack party or other enemy that's not neutral. but you don't have
to kill it to win the battle. there's a catch though... if you kill it...
you will get exp and loot from that enemy. else... no loot and exp from it.

8) for ADVANCED coder... you could manually set friend and opponent unit
to enemy. by creating Game_Troop unit and filling it with enemy / actor.
then assign it to enemy._manualOpponent and enemy._manualFriend

example script call:
var tmp = new Game_Troop();
tmp._enemies = [];
tmp._enemies.push($gameActors.actor(1));
tmp._enemies.push($gameActors.actor(2));
en = $gameTroop.members()[0];
en._manualOpponent = tmp;
en2 = $gameTroop.members()[1];
en2._manualFriend = tmp;

will set first member of enemy in troop to have actor 1 and 2 as it's enemy...
and second member of enemy in troop to have actor 1 and 2 as it's friend...


■ Dependencies ╒══════════════════════════╛
Optional:
Tsukihime Enemy Reinforcement
to add more enemies... it won't be royale enough with just 8 enemies

■ Compatibility ╒══════════════════════════╛
I'm new in JS... and MV is new engine... so i cannot say for sure.
but it should be compatible with most things.

■ Parameters ╒══════════════════════════╛
Faction A State ID
> state to mark enemy as faction A
Faction B State ID
> state to mark enemy as faction B
Faction C State ID
> state to mark enemy as faction C
Faction D State ID
> state to mark enemy as faction D
Faction E State ID
> state to mark enemy as faction E
Bribed State ID
> state to mark enemy as our allies

YES... you could have party + allied troop vs 4 vs 3 vs 6 vs 7 vs 2
actually if you really want it... you can edit the js file... and add your new faction...

just add

Faction E State ID
Faction F State ID

and so on...
in the parameter... but i think 5 faction is lots more than enough for most games.


■ License ╒══════════════════════════╛
Free to use in all project (except the one containing pornography)
as long as i credited (ESTRIOLE).

■ Support ╒══════════════════════════╛
While I'm flattered and I'm glad that people have been sharing and
asking support for scripts in other RPG Maker communities, I would
like to ask that you please avoid posting my scripts outside of where
I frequent because it would make finding support and fixing bugs
difficult for both of you and me.

If you're ever looking for support, I can be reached at the following:
[ http://forums.rpgmakerweb.com/ ]
pm me : estriole

■ Author's Notes ╒══════════════════════════╛
Let's Battle Royale to Death !!!

if you record a video for this battle royale... please send me the link and i will add it in this post.

i'm not used to creating video :D .
 
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Shaz

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Not sure the Introduction is correct?
 

estriole

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Not sure the Introduction is correct?
Lol... you're right... it's a common copy paste mistake :p .

thank you for pointing it out. :D .

fixed the first post with correct intro...

and i got to admit it... i also do that copy paste mistake in the plugin header.

so i update the files too :p .
 
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estriole

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anyone know any free recording program which i can add text like what yanfly and victor do in his video?

and any tutorial for using it if possible. :D .

since i think this plugin really need video to show what it can do.
 

Ghost of Christmas Kloe

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anyone know any free recording program which i can add text like what yanfly and victor do in his video?

and any tutorial for using it if possible. :D .

since i think this plugin really need video to show what it can do.
Well I use Microsoft Essential's Movie Maker 2012, which lets you add text and stuff... Would that work? Its also free!

You can find that HERE and its very self explanatory, and simple to use!

Also I was going to say this is an AWESOME plugin! Just so super cool!
 

Makeratore

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Oh, I missed this. Interesting plugin! :)
 

Misaki

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Oh I remember this! Back on the Ace version I asked about inviting them after the battle(lol).

Thanks again!
 

estriole

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Well I use Microsoft Essential's Movie Maker 2012, which lets you add text and stuff... Would that work? Its also free!

You can find that HERE and its very self explanatory, and simple to use!

Also I was going to say this is an AWESOME plugin! Just so super cool!
thanks for sugestion. i will try that program. my friend also recommend me free camtasia recorder. so i will try both and see which one i like better. thanks for the suggestion. you're a great help

Oh, I missed this. Interesting plugin! :)
thanks... i hope you can make epic battle with this plugin

Oh I remember this! Back on the Ace version I asked about inviting them after the battle(lol).

Thanks again!
you're Pikalyze? :D . if yes nice seeing you again... :D .

the difference with ACE version... this actually support more than 2 faction. built in it support 5 faction. so you could have 6 way battle.

of course it's not the actual limit of this plugin. you can add as many faction as you want (currently by editing js files. but i'm planning some plugin command to add it ingame).

for the recruiting after battle part... i might not add it yet. currently got problems with asynch load data in browser online mode. and learning and gaining exp in JS first before adding that feature.
 

Misaki

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you're Pikalyze? :D . if yes nice seeing you again... :D .
the difference with ACE version... this actually support more than 2 faction. built in it support 5 faction. so you could have 6 way battle.

of course it's not the actual limit of this plugin. you can add as many faction as you want (currently by editing js files. but i'm planning some plugin command to add it ingame).

for the recruiting after battle part... i might not add it yet. currently got problems with asynch load data in browser online mode. and learning and gaining exp in JS first before adding that feature.
Hi :) , it's nice seeing you again as well. Either way, I'll be sure to use this :D
 

Ghost of Christmas Kloe

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Hmm... I was wondering whether it is possible to summon an enemy mid-battle and have it battle for you? Like with a skill or something?

EDIT: I meant be allied with you...  :|  
 
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estriole

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Hmm... I was wondering whether it is possible to summon an enemy mid-battle and have it battle for you? Like with a skill or something?

EDIT: I meant be allied with you...  :|  
you mean like summoner summoning a monster to fight for him/her?

it might be possible with skill that call common event that have plugin call using tsukihime enemy reinforcement....

some check if the summon is already summoned might be good so people cannot spam the summon.

in next version i will add some scriptcall to check does in bribed enemies have certain name...

so you could use conditional branch that summon the 'summon' if that summon not summoned yet. else... do nothing.

but you also must create 'new enemy' for summon. then use this:

http://forums.rpgmakerweb.com/index.php?/topic/51625-ve-passive-states/?hl=+auto%20+state

to make the enemy automatically have bribe state.

don't forget to give the enemy 0 exp and 0 drop item... or it will be gained by actor freely.
 

Ghost of Christmas Kloe

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you mean like summoner summoning a monster to fight for him/her?

it might be possible with skill that call common event that have plugin call using tsukihime enemy reinforcement....

some check if the summon is already summoned might be good so people cannot spam the summon.

in next version i will add some scriptcall to check does in bribed enemies have certain name...

so you could use conditional branch that summon the 'summon' if that summon not summoned yet. else... do nothing.

but you also must create 'new enemy' for summon. then use this:

http://forums.rpgmakerweb.com/index.php?/topic/51625-ve-passive-states/?hl=+auto%20+state

to make the enemy automatically have bribe state.

don't forget to give the enemy 0 exp and 0 drop item... or it will be gained by actor freely.
Thats complicated but sounds so cool! I think that would be absolutely incredible!

EDIT: Well, I mean... it sorta worked? It summons the 'New Enemy' and it battles the other bad enemies but I cant target it with normal attacks and the normal enemies only attack the party not the "New Enemy" even though it has the state...  B)
 
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estriole

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Thats complicated but sounds so cool! I think that would be absolutely incredible!

EDIT: Well, I mean... it sorta worked? It summons the 'New Enemy' and it battles the other bad enemies but I cant target it with normal attacks and the normal enemies only attack the party not the "New Enemy" even though it has the state...  B)
bribed enemy is your allies... (in this case summoned enemy)... you cannot harm it...

so you cannot target them with any skill...

for normal enemy only attack party and didn't attack bribed enemy... i fix it in this update below:

updated plugin to v1.1

changelog:

 v1.1 2015.12.13        > Add scriptcall to check how many enemy have certain id in troop?

                         > Add scriptcall to check how many enemy have certain state in troop?

                         > Minor bugfix where normal enemy didn't have bribed enemy as opponent...

                         and still having bribed enemy as friend...

                         > Add New group called 'Neutral Enemy'. which you don't have to kill

                         to win the battle. it will behave like faction... all neutral enemies

                         will form it's own faction. and will attack both enemy that's not it's

                         own faction and party... but the difference is... you don't have to kill it.

                         if you kill it... you will gain it's loot and exp. but if you don't

                         you won't get exp / loot from that enemy.
 

Ghost of Christmas Kloe

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This is such an awesome update!! I love having neutral enemies!!
 

estriole

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updated plugin to v1.2

changelog

> fix neutral enemy cannot be bribed...

changed screenshot to gif image. to show how this plugin works...

thanks to makeratore which tell me how to screen capture to gif :D .
 
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Ghost of Christmas Kloe

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After updating Yanfly's plugins today, whenever an enemy attacks and this plugin is enabled, I get an error and a rather strange occurrence, where in cartoon-ish comedic fashion a sort of "Team rocket's blasting off again" happens to the enemy who attacks.
I know the error doesnt even mention your plugin but it only happens when this plugin is turned on...

TypeError: undefined is not a functionat Game_Actor.Game_Battler.startDamagePopup (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:3007:25)
at Game_Action.apply (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:2776:14)
at Game_Action.apply (file:///C:/................................../js/plugins/EllyeSimpleATB.js:2048:25)
at Game_Action.apply (file:///C:/..................................r/js/plugins/YEP_SkillCore.js:720:36)
at Function.BattleManager.invokeNormalAction (file:///C:/................................../js/rpg_managers.js:2181:18)
at Function.BattleManager.invokeAction (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:1567:14)
at Function. (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:2136:14)
at Array.forEach (native)
at Function.BattleManager.actionActionEffect (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:2133:13)
at Function.BattleManager.processActionSequence (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:1758:19)rpg_managers.js:1618 SceneManager.catchException

For privacy's sake, I have made some of it invisible...
 
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estriole

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After updating Yanfly's plugins today, whenever an enemy attacks and this plugin is enabled, I get an error and a rather strange occurrence, where in cartoon-ish comedic fashion a sort of "Team rocket's blasting off again" happens to the enemy who attacks.

I know the error doesnt even mention your plugin but it only happens when this plugin is turned on...

TypeError: undefined is not a functionat Game_Actor.Game_Battler.startDamagePopup (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:3007:25)

at Game_Action.apply (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:2776:14)

at Game_Action.apply (file:///C:/................................../js/plugins/EllyeSimpleATB.js:2048:25)

at Game_Action.apply (file:///C:/..................................r/js/plugins/YEP_SkillCore.js:720:36)

at Function.BattleManager.invokeNormalAction (file:///C:/................................../js/rpg_managers.js:2181:18)

at Function.BattleManager.invokeAction (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:1567:14)

at Function. (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:2136:14)

at Array.forEach (native)

at Function.BattleManager.actionActionEffect (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:2133:13)

at Function.BattleManager.processActionSequence (file:///C:/................................../js/plugins/YEP_BattleEngineCore.js:1758:19)rpg_managers.js:1618 SceneManager.catchException

For privacy's sake, I have made some of it invisible...
what plugin you updated? i try updating Battle Core and Sequence Pack 2 (since it's the last update)... and it work fine...

but i don't set any sequence though... i just use normal attack. maybe any sequence you use?

also can you try putting my plugin BELOW yanfly plugin... does it fix your issues or not.

also... first of all.. you forgot the top most... it contain your name...

and coloring it white still can be seen by blocking it... you need to change it to ............. instead... it's okay to change it since changing it doesn't effect error report.

you could edit your post above for privacy and remove your name :D . in message i quote i also remove it... btw nice to meet you D _ _ _ D   :D
 
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Ghost of Christmas Kloe

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@estriole

Nice to meet you, and thanks for replying so quickly... I have updated those two as well, and it is below all of Yanfly's ones! My sequence on the attack I'm using is as follows:

<Target Action>motion attack: user

perform action

motion wait: user

action animation: target

wait for animation

action effect: target

death break

perform finish

</Target Action>

Also this is the monster one, and the one making the issue. It seems to be whenever a monster without a set faction attacks, from what I can work out anyway. The team rocket thing only happens on a sequence when the monster moves, not this one, but the error is still the same.
Does this help? Also I re-downloaded your Battle Royale since this bug, and it still happens...

 

estriole

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@estriole

Nice to meet you, and thanks for replying so quickly... I have updated those two as well, and it is below all of Yanfly's ones! My sequence on the attack I'm using is as follows:

<Target Action>motion attack: user

perform action

motion wait: user

action animation: target

wait for animation

action effect: target

death break

perform finish

</Target Action>

Also this is the monster one, and the one making the issue. It seems to be whenever a monster without a set faction attacks, from what I can work out anyway. The team rocket thing only happens on a sequence when the monster moves, not this one, but the error is still the same.
Does this help? Also I re-downloaded your Battle Royale since this bug, and it still happens...
sorry... i try adding that sequence... then i also add animated enemies plugin (one of the plugin i suspect)... i also update all sequence pack to newest version... but i cannot replicate your bug...

does your order of plugin:

YEP BATTLE CORE

YEP X SEQUENCE PACK 1

YEP X SEQUENCE PACK 2

YEP X SEQUENCE PACK 3

YEP X ANIMATED ENEMIES

in my test... the order is like that... make sure all sequence pack and animated enemies below battle core.

also there's a case when we update plugin... we must open plugin editor... double click on plugin to see plugin parameter... press ok to update the plugin parameter... it because new created plugin parameter is still have no value. it doesn't get default value set before you open the plugin parameter setting.

if it still buggy... can you copy your project... then make it as small as possible (make it 1 map with 1 battle event. delete all unused files) make sure in that one battle you can recreate the bug you encounter... then upload that project. (do not deploy it... you can zip / rar it to make it easier to upload/download). and pm me the link... i will check it out... but please make it as small as possible. because internet in my country is a bit slow... :D .
 

Ghost of Christmas Kloe

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sorry... i try adding that sequence... then i also add animated enemies plugin (one of the plugin i suspect)... i also update all sequence pack to newest version... but i cannot replicate your bug...

does your order of plugin:

YEP BATTLE CORE

YEP X SEQUENCE PACK 1

YEP X SEQUENCE PACK 2

YEP X SEQUENCE PACK 3

YEP X ANIMATED ENEMIES

in my test... the order is like that... make sure all sequence pack and animated enemies below battle core.

also there's a case when we update plugin... we must open plugin editor... double click on plugin to see plugin parameter... press ok to update the plugin parameter... it because new created plugin parameter is still have no value. it doesn't get default value set before you open the plugin parameter setting.
Yes it is in that order!

Also I would send it over but it would take forever to make it very small, so I'll do some more testig and see if I can fix it! If I havent been able to in about 2-3 days, I send it over!

Thank you for your help and co-operation! :D
 

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