GGZiron

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  • Engine: RPG Maker MZ
  • Tested on Engine Version: 1.5.0
  • Plugin Version: 1.1.3
  • Download: From itch.io
  • Introduction: This plugin allows you to set different Formations for the side battle view. Each formation can have different coordinates for the actor battlers, and each formation can set coordinates for as many members you want. If formation allows more members than have registered, the rest would be positioned according formula, that orders them like in the default side view.
    Those formation allow more than visual change, they also allow you to give param bonus. If you want to give additional bonuses, you can give state bonus too. The state will work only as traits object, and nothing will remove it as long the formation stays. Those bonuses can be for the entire formations, for individual party, members, or combinations of both.
  • Terms:
    • For non-commercial project: Free to use, as long credits are given to GGZiron.
    • For commercial project: You have to donate me at least $5, for each commercial project. Doesn’t matter how many peoples work on that project, one donation per project is enough. You still have to credit me as GGZiron.
    • Do not redistribute. If you want to share it, use link to my itch.io page instead.
    • Edits allowed for personal use, but do not distribute edited version. Only way you can distribute this plugin, edited or not, is as part of your game.
    • You are allowed to make and distribute extension for the Plugin.
  • Other Features:
    • Option to hide or to deactivate a formation with the game switches. When hidden, formation doesn't display at all. When deactivated, it show alternative data(name "???" or "locked", alternative conditions that explains what must be done to unlock it, alternative description).
    • Options to set one global background picture, as well one picture for each formation.
    • Resize windows. Some sizes are changed directly, others – indirectly.
    • Set Battleback for the window "Formation Display".
    • Set motion for the actors.
    • Set color tone and motion for the ghost actors (which represent the empty slots).
    • Party Members can change formation position without changing their party index.
    • The option to hide the condition window, in case you intend all formations to be without condition. That is not something you can change in-game, with plugin command.
  • Screen Shots:
    DYr3nC.png
    R9nhI8.png
    HMpY7y.png
    1YvAlD.png
  • Contact me if:
    • You found bug with my plugin. Bug reports help me make it better. If reason is it doesn't go well with other plugin, might do or not do, depending how much free time I have and how popular is the other plugin.
    • You want to say thanks.
    • You got question about the terms.
    • You want to suggest how to improve it.
    • You want to commission me to adapt it for your project's specific needs.
    • You want to send me published game that uses some of my plugins.
  • Special thanks to: @JacSkulls and @Vuono87, for providing with me feedbacks and ideas!
 
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Puppet Knight

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Love the idea of using this plugin, a quick question/request. Would you be able to add update the "Default Member Position" plugin parameter to affect all of the formations available?

The battlers by default (in my case) are super close to the enemies in battle scenes, Lot of math needing to be done to update every formation manually otherwise.

The parameter as it stands only impacts the "Default Formation"
 

GGZiron

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Hmmm, can you give me example when it doesn't work as you want? My "Default Member Position" parameter should work for all formations, as long you didn't assigned data for certain member index. Or you want to assign data(parameters, state for traits) but use default coordinates?
 

Puppet Knight

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Hey, I did a big overhaul of my project so sorry for never responding.

This is what I meant:

1685575871832.png

Thats the Default formation with adjustments to the formation display

1685575901418.png

and Default Member position:

1685575927937.png

When I highlight over another formation, say Triangle:


1685575981591.png

The Home point set from default doesn't seem to carry over.

Do I have to set each individually? Or is there away to make the home point universal if not changed


.

Separate Ask as Im not seeing a way.

Is it possible to formation switch or position switch at least, mid battle? If so how would I set that up
 
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GGZiron

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Hello!

The first picture is not "Default Formation", but "Window Formation Display". Here, the X and Y offsets apply for all formations, within the Formation Scene only. Does not affect the actual formation coordinates in battle. You gave too big negative values for x offset, which is why triangle goes outside.

And you gave too big X for the default, which is why it still fits in. The "Default Member Position" are actual coordinates, that will affect the formation in battle.

If you really need to be those coordinates for the default, then you need to abjust triangle formation coordinates to be about same X and Y too, so they can fit in the same box.

My plugin doesn't support switching formations mid battle. The only way you can do this is via script call, using the formation index, but that will not lead to visual change until the next battle, only logical. Also, changing it this way would not care about formation conditions. May think something about it, when I get the time.

JavaScript:
GGZiron.FormationManager.setCurrentFormationIndex(index);
Index must be number starting from 0 (default formation) and ending with the count of your inserted formations in the "Formations" List.
 

Puppet Knight

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You gave too big negative values for x offset, which is why triangle goes outside
Slightly confused on this one since I'd assume all the formations should be janky then, but I'll take another peak. I'm reading this as I have to update the other formations to start where I have default. I'll sort that when I come back around to it.


The only way you can do this is via script call, using the formation index, but that will not lead to visual change until the next battle, only logical
Heard. My main goal with this ask is effectively a "Switch" or "Shift" sort of command in battle that allows lined up Front and Back Row Party Members to swap places.

Since we can set specific parameter changes by position I have some cool ideas in my head about ways for my players to gain access to specific skills based on who's "leading" a pairing.


So if there is any script call that involves changing party index from one position to another would be awesome and give me something to work from


If not I'll see what I can work up ^_^
 

GGZiron

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Slightly confused on this one since I'd assume all the formations should be janky then, but I'll take another peak. I'm reading this as I have to update the other formations to start where I have default. I'll sort that when I come back around to it.
Yes, you got to update your other formations too, to be correctly positioned.

About your other request, currently, cannot give you script call. But will think what I can come up with, and will post update, if I come up with something.
 

Puppet Knight

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But will think what I can come up with, and will post update, if I come up with something
I'll try to write up a more detailed use case this weekend and message it to you
 

Puppet Knight

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Asking here since its less a personal request. Is there a way to set the Battle Formation via Script Call or Plugin Command?
 

GGZiron

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It is possible, but isn't good way.

If done mid battle, as explained above, formation will not change visually, only logically. But for even outside battle, you need to know the formation index position, as so far it doesn't allow changing formation according ID name. Default formation is with index 0, others start from 1 and go to n. Changing this way doesn't care for conditions either, or if is visible and active, as that is very raw way to simply set to new formation.

The code is the following:
JavaScript:
GGZiron.FormationManager.setCurrentFormationIndex(n);//replace n with desired index

I didn't really meant this to be used as script call, that's why is bit longer.

Changing formation through index may lead to issues. One such issue is, if you later decide to add more in the Formations List, and you move it above others, you may need to change the index you use in the script call too.

Will try to give plugin command for this with my next update.

Edit: Just realized I gave this script call above. I am just back from tiring travel, so wasn't too focused when posting :D.
 
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Puppet Knight

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Hey found a bug, not sure the cause.

Having your this plugin enabled is preventing save files from being loaded. I disabled every other plugin but your Core and this one to test.
 

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Hey found a bug, not sure the cause.

Having your this plugin enabled is preventing save files from being loaded. I disabled every other plugin but your Core and this one to test.
That should be expected.
When plugins modify data then your save files must have that modified data or else the game will not recognize the save file as a valid save file.
To illustrate this start a new game with the plugin enabled and save a game.
Then close the game and reload, and load the save game you just made. It should work.
Then disable the plugin and try to load the new save game, it should not work.
 

GGZiron

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Think I discovered the issue, will release hot fix as soon as possible (before the new features update). By as soon as possible, probably tomorrow.

That issue should happen when you save with default formation,right? My code bring id's to lower case and then trim the formation IDs, but forgot I set the default formation ID to be numeric. And when tries to bring numeric value to lower case, it brings the error. I tested saving and loading, but I always wanted to check it properly changed the formation, so I saved with some of the non-default, when been testing.

Sorry for the issue, and thanks for reporting.

@Roninator2 , I made my code create new data, if doesn't find the data related to my plugin in the save. Though, still not impossible error to occure in this situation, but would be again, error in my coding.
 
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GGZiron

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Uploaded the new version. Now, it should be fixed.
 

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Confirming to be working as designed now it seems. Thank you for the fix @GGZiron
 

GGZiron

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The source code of my js file is open, and everyone who know little scripting, and took my file from the itch . io page, could see there are no trojans.

Edit: My Avast doesn't complain about it either.
 

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The source code of my js file is open, and everyone who know little scripting, and took my file from the itch . io page, could see there are no trojans.

Edit: My Avast doesn't complain about it either.
Windows Defender and Malwarebytes are crazy about your .zip here, it didn't happen with any other .zip plugin i downloaded, but it could be a false positive so who knows, if possible just put the .js file to download in itch
 

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