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- Oct 15, 2017
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- RMVXA
Your'e the best, Sixth. Gonna try parsing that other bit below. Thing is, I'm not going to be using more party members than the formation grid can sustain. But here's the "parsed" version
EDIT/UPDATE: Sixth, so I think I almost solved it. It seems the game is allowing animations and Vlue's formation layout in camp menu. But it's calling the default positions according to symphony and not setting the actor locations based on the formation locations in Vlue's script. I'm going to play around with it a bit - try to get it to call Vlue's FORMATION_LOCATIONS rather than Symphony's ACTORS_POSITION. Tried something similar before without much luck, though.
AHA! I just figured out what part you meant about not importing the script as I was doing that! ^ I think it's going to work from here out, thanks!
UPDATE: Got the formation working with symphony. Everything seems fine with those two. But it made my suikoden II script stop working at all. From Estriole - If you happen to take a look and can point me toward the issue, that would be great. If not, it's fine, you've been more than helpful with the script this thread is about and concerning the fixes you posted. It seems the applied states just don't do anything as far as assigning what attacks (using notetags) can hit enemies with N state applied.
CORRECTION: After some testing, it's definitely applying states, but it isn't reading the notetags. Might be over-riding this script that notetags weapons for replacing the attack skill https://github.com/Archeia/YEARepo/blob/master/Gameplay/Weapon_Attack_Replace.rb
but also isn't using the notetags from the other script either, it seems.
EDIT: But it IS using the notetag for <RANGED>
MORE EDIT: So, I took out the extra scripts, so it's just symphony and vlue's. The notetags for weapons doesn't seem to be working when ranged is true. It works for skills, I had to add the notetag to the guard skill for it to be used in back row, but notetagging the weapons with <RANGE> does not allow the weapon to attack from back row.
FINALLY: I think I got it all down. The methods were overriding each other (namely Vlue's was overriding the other two scripts) so I just had to cut out pretty much any methods that defined rows for the purpose of targeting. Now, I have the formation and with the other script, I can assign states to enemies to define what skills can hit them by note tags in the skills, and with the weapon replace script, I can assign what default attack skill the weapon will use with weapon note tags. IE: Pretty well got everything working how I want now!
UPDATE: Found it was better to change the method names for what I'm doing (ie: middle_row becomes middle_rank as middle_row was being used by another script). Now, I just need to figure out how to assign states dependent on what row/position the actors are in.
EDIT to include unscramble of YEA party engine as well
# By default, all of your actors will appear in the Formation Bonus Scene, but only in the actual position window.
# There is no way to select them, but still, they will be there if your active party member's size is lower than the
# whole party size, aka you got more characters than you can take into battle. This is annoying for two reasons:
# 1. Not very decorative, which is the least of our problem now.
# 2. They will count to the actual formation. Just an example:
# We got a 3-man battle party system, so 3 characters can participate in the battle at max.
# During the game, we recruited 3 other characters to the party. Now we got 6 party members total.
# But we can still take only 3 into the battle. So, logically, the other 3 should not appear at all in the Formation Bonus Scene,
# because they are not in the battle, which also means they should not be in the formation at all.
# Yet, by default, they are. They will count toward the needed positions also, which actually breaks the whole system.
# But with my really little edit below, this can be fixed.
# However, by doing these edits, you will not be able to change your active party members from the menu
# without Yanfly's Party System script. What? Ohh, right, you were not able to do that from the moment you
# inserted the Formation Bonus script. Which is another side effect which will need to be fixed for those who are not using
# Yanfly's Party System. But, as I don't really need it, I am not planning to do anything about this one for now.
# The thing that needs to be edited for this is 'def item_max' as that one is actually bound
# by your maximum battle members' number. You would also need to change which number from the items (items are your actors now)
# are counted towards the formation bonus, and which one will actually appear in the position window. This number should be
# equal to your maximum battle members' size. And that should be the basics of it, but it is always easier in theory than
# in practice, so I will just leave it in theory for now.
# If you don't want to bother with this, just use Yanfly's Party System, easy "fix".
# So, after all these words, let's get started!
# Search for the first two lines like this in the script:
members.each do |actor|
# And replace both of them with this:
battle_members.each do |actor|
# This will hide any actor that is currently not in your active battle party from the Formation Bonus Scene.
# And that's all, folks! This was a really quick one, right?
# There is no way to select them, but still, they will be there if your active party member's size is lower than the
# whole party size, aka you got more characters than you can take into battle. This is annoying for two reasons:
# 1. Not very decorative, which is the least of our problem now.
# 2. They will count to the actual formation. Just an example:
# We got a 3-man battle party system, so 3 characters can participate in the battle at max.
# During the game, we recruited 3 other characters to the party. Now we got 6 party members total.
# But we can still take only 3 into the battle. So, logically, the other 3 should not appear at all in the Formation Bonus Scene,
# because they are not in the battle, which also means they should not be in the formation at all.
# Yet, by default, they are. They will count toward the needed positions also, which actually breaks the whole system.
# But with my really little edit below, this can be fixed.
# However, by doing these edits, you will not be able to change your active party members from the menu
# without Yanfly's Party System script. What? Ohh, right, you were not able to do that from the moment you
# inserted the Formation Bonus script. Which is another side effect which will need to be fixed for those who are not using
# Yanfly's Party System. But, as I don't really need it, I am not planning to do anything about this one for now.
# The thing that needs to be edited for this is 'def item_max' as that one is actually bound
# by your maximum battle members' number. You would also need to change which number from the items (items are your actors now)
# are counted towards the formation bonus, and which one will actually appear in the position window. This number should be
# equal to your maximum battle members' size. And that should be the basics of it, but it is always easier in theory than
# in practice, so I will just leave it in theory for now.
# If you don't want to bother with this, just use Yanfly's Party System, easy "fix".
# So, after all these words, let's get started!
# Search for the first two lines like this in the script:
members.each do |actor|
# And replace both of them with this:
battle_members.each do |actor|
# This will hide any actor that is currently not in your active battle party from the Formation Bonus Scene.
# And that's all, folks! This was a really quick one, right?
EDIT/UPDATE: Sixth, so I think I almost solved it. It seems the game is allowing animations and Vlue's formation layout in camp menu. But it's calling the default positions according to symphony and not setting the actor locations based on the formation locations in Vlue's script. I'm going to play around with it a bit - try to get it to call Vlue's FORMATION_LOCATIONS rather than Symphony's ACTORS_POSITION. Tried something similar before without much luck, though.
AHA! I just figured out what part you meant about not importing the script as I was doing that! ^ I think it's going to work from here out, thanks!
UPDATE: Got the formation working with symphony. Everything seems fine with those two. But it made my suikoden II script stop working at all. From Estriole - If you happen to take a look and can point me toward the issue, that would be great. If not, it's fine, you've been more than helpful with the script this thread is about and concerning the fixes you posted. It seems the applied states just don't do anything as far as assigning what attacks (using notetags) can hit enemies with N state applied.
CORRECTION: After some testing, it's definitely applying states, but it isn't reading the notetags. Might be over-riding this script that notetags weapons for replacing the attack skill https://github.com/Archeia/YEARepo/blob/master/Gameplay/Weapon_Attack_Replace.rb
but also isn't using the notetags from the other script either, it seems.
EDIT: But it IS using the notetag for <RANGED>
MORE EDIT: So, I took out the extra scripts, so it's just symphony and vlue's. The notetags for weapons doesn't seem to be working when ranged is true. It works for skills, I had to add the notetag to the guard skill for it to be used in back row, but notetagging the weapons with <RANGE> does not allow the weapon to attack from back row.
FINALLY: I think I got it all down. The methods were overriding each other (namely Vlue's was overriding the other two scripts) so I just had to cut out pretty much any methods that defined rows for the purpose of targeting. Now, I have the formation and with the other script, I can assign states to enemies to define what skills can hit them by note tags in the skills, and with the weapon replace script, I can assign what default attack skill the weapon will use with weapon note tags. IE: Pretty well got everything working how I want now!
UPDATE: Found it was better to change the method names for what I'm doing (ie: middle_row becomes middle_rank as middle_row was being used by another script). Now, I just need to figure out how to assign states dependent on what row/position the actors are in.
EDIT to include unscramble of YEA party engine as well
# These 2 scripts use the same button from the menu by default.
# Obviously, anyone who uses both scripts would not want it like this.
# So, let's fix this little issue!
# Let's start with commenting out these lines in the Formation Bonus script:
class Scene_Menu
def command_formation
SceneManager.call(Scene_Formation)
end
end
# This will eliminate the button for this script, so we will need to make a new one to use.
# To do that insert these lines below the commented lines from before:
class Window_MenuCommand < Window_Command
alias formation1_command add_original_commands
def add_original_commands
formation1_command
add_command("Formation1", :formation1)
end
end
# Now the only thing we need to do is to insert these lines below the above lines:
if $imported["YEA-AceMenuEngine"]
#This line is optional only for Yanfly's Menu Engine script
class Scene_Menu < Scene_MenuBase
alias formation1_menu13211
create_command_window
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
formation1_menu13211()
@command_window.set_handler
formation1,
method
command_formation1))
end
#--------------------------------------------------------------------------
# * New Formation Command
#--------------------------------------------------------------------------
def command_formation1
SceneManager.call(Scene_Formation)
end
end
end
#This line is optional only for Yanfly's Menu Engine script# With this, there should be a new button for calling the Formation Bonus Scene.
# Note that this actually names your command button as 'Formation1' which is not a very decorative name for it...
# For renaming it to whatever you want, just change the "Formation1" to anything you like at 'Window_MenuCommand'.
# There, now you can call Vlue's Formation Bonus Scene and Yanfly's Party System Scene without any of them conflicting
# with each other. Nice!
# Extra note:
# If you are inserting the new command button with Yanfly's Menu Engine script,
# you do NOT need to add 'Window_MenuCommand' or else you will get a duplicate command button.
# Use either the normal way or Yanly's Menu Engine way, but not both!
# Obviously, anyone who uses both scripts would not want it like this.
# So, let's fix this little issue!
# Let's start with commenting out these lines in the Formation Bonus script:
class Scene_Menu
def command_formation
SceneManager.call(Scene_Formation)
end
end
# This will eliminate the button for this script, so we will need to make a new one to use.
# To do that insert these lines below the commented lines from before:
class Window_MenuCommand < Window_Command
alias formation1_command add_original_commands
def add_original_commands
formation1_command
add_command("Formation1", :formation1)
end
end
# Now the only thing we need to do is to insert these lines below the above lines:
if $imported["YEA-AceMenuEngine"]
#This line is optional only for Yanfly's Menu Engine script
class Scene_Menu < Scene_MenuBase
alias formation1_menu13211
create_command_window
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
formation1_menu13211()
@command_window.set_handler
method
end
#--------------------------------------------------------------------------
# * New Formation Command
#--------------------------------------------------------------------------
def command_formation1
SceneManager.call(Scene_Formation)
end
end
end
#This line is optional only for Yanfly's Menu Engine script# With this, there should be a new button for calling the Formation Bonus Scene.
# Note that this actually names your command button as 'Formation1' which is not a very decorative name for it...
# For renaming it to whatever you want, just change the "Formation1" to anything you like at 'Window_MenuCommand'.
# There, now you can call Vlue's Formation Bonus Scene and Yanfly's Party System Scene without any of them conflicting
# with each other. Nice!
# Extra note:
# If you are inserting the new command button with Yanfly's Menu Engine script,
# you do NOT need to add 'Window_MenuCommand' or else you will get a duplicate command button.
# Use either the normal way or Yanly's Menu Engine way, but not both!
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