I'm looking for a Script that allows more then 4 to battle and is compatible with Victor Engine

Zeldafreakneo

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Hello all! I'm a returning RPGmaker user from the 95&98 era and I've been doing alot of research about this new RPG maker. I'm just about ready to start making a serious attempt at something resembling an RPG but I cant seem to find a script I could use to have more then 4 party members that is compatible with Victors side view battles and animated battles.

Would someone be so kind as to point me in the right direction?

Thank you so much!
 

Andar

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There are several scripts that allow for more than 4 battlers, but they are usually part of some bigger party system, and that might raise compatibility problems.

If you want nothing more than a change to another (fixed) number of battlers, you can make that by changing the maximum battler definition in the default scripts.

That's in the script editor, Game_Party, line 70 following.

Just change the 4 to the number you want.

You might need to modify something in victor's script to display the additional battlers correctly - but with some luck, Victor automatically adjusts that.
 

Taien

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Andar have you given this a run through to see if it works with reasonable stability?

I really did go back and forth with sidebattlers - front battlers for some time, the biggest selling point to me of front battlers, is the ability to have a very large party, swapping them in and out/morphing, summoning etc. It just gave me so many options eventually I went for that.

So not to take this too far off topic but how stable is something like you suggest?
 

Celianna

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I've moved this thread to script requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

Andar

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Andar have you given this a run through to see if it works with reasonable stability?

I really did go back and forth with sidebattlers - front battlers for some time, the biggest selling point to me of front battlers, is the ability to have a very large party, swapping them in and out/morphing, summoning etc. It just gave me so many options eventually I went for that.

So not to take this too far off topic but how stable is something like you suggest?
Stability depends on your other scripts.

A lot of people used that point to modify the battler number in their scripts, and as long as you keep to default scripts it will function - because that's how the default engine was written to make it changable.

However if you modify the scripts to (for example include faces on the battlescreen), it depends on how those other scripts are written. I know that Yanfly's Battle Engine adjusts for different numbers of battlers - but no one can test such a thing for every battle script out there.

Testing for that form of stability is always the duty of the game's developer, and no one else can do that because everyone uses a different mix of scripts...
 

Zeldafreakneo

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Changing the Game_Party, line 70 value works well but it lines up all the actors where they all obscure each other.

Is there a way I can Dictate where the actors can go?

EDIT: Im not talking about the Slimes. I know how to move those!  :D
 

 
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Zeldafreakneo

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I figured it out!

At line 105 in the Animated Battlers script is where you can dictate X,Y coordinates for each member.

Thank you everyone for their help! You guys are a very helpful community!
 

Andar

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Changing the Game_Party, line 70 value works well but it lines up all the actors where they all obscure each other.

Is there a way I can Dictate where the actors can go?
Those positions are set in the sideview script you're using, and they need to be edited there.

Sorry, I can't help you finding that place because I don't have that script, but those scripts are usually well documented - try to find that place by going through the script's comment lines.

Edit delayed posting  - didn't see the post above before submitting ;-)
 
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