Movement Mod for Animated Sprite Battle
August 4,2010
SummaryA simple mod to add to an animated sprite battle system (I use YEM (http://wiki.pockethouse.com/index.php?title=Category:Yanfly_Engine_Melody)) The purpose is to make a dynamic battle system with movement and some tactics, but not as involved as a full TBS. Also this takes place in the Battle Scene and not on the map.
Features Desired
- Limited Movement based on character AGI OR a new MOV stat (Inputable for actors in script, enemies in noteboxes) - if target is too far away, you move and stop.
- Move Battle Command - The ability to tactically position the character simply by moving. If using ATB or CTB this does not take a full action unless move limit is reached.
- Control Moveable Area on battle background (So you can't walk on "walls" or "sky") - compatible with background switchers and resize scripts - assign dimensions to the called image?
- Enemy AI target function (set in notebox): Attack Closest, Attack Farthest, Attack Strongest (HP), Attack Weakest (HP)
- Range Item/Skill tag (Sets it so that the item or skill can be used at range) - When using this tag, if the user is too close to the target, will automatically take a step back.
- ~ When hit, the target will automatically turn to face the one that hit it. Adding an option that increases damage done from behind by a definable percent would also be nice. It would also be nice if this can be defined by Actor Class.
- ~ Encounter Types controlled by variable: (Scramble): Have all combatants start at random locations in battle field. (Face off): Two combatant teams start at default ends of the field. (Surprise!) The Enemy Team starts facing the Actor Team's back and moves immediately. (Preemptive Strike): The Actor Team starts facing the Enemy team's back and moves immediately. (Pincer): The Actor Team starts on both sides of the enemy. (Surrounded): The Enemy Team starts on both sides of the Actors.
- ~ Move Effect skills:
- <halt> place in skill, or state to make a skill that prevents the target from making a move. Can still Act if has ranged or target is next to it.
- <grounded> place in skill, or state to make a skill that prevents the target from being moved. Can still make move actions.
- <push x> place in skill (item?) pushes the target away from the user x spaces. No x means push until something is hit. (Possibly have damage done to all hit targets?)
- <pull x> place in skill (item?) pulls target towards user x spaces. No x means pull all the way to user.
[li]NEW! Range Limitation: Able to define a difference in range of different items (like some equipment/spells have more range than others.) so <range 3> or <range 5> limits the range. Otherwise the "range" trait is unlimited. (suggested by Venima)
MockupsNo mockup.
Games its been in
- Lunar (series: SSSC Gameplay Sample (http://www.youtube.com/watch?v=WHkaxBZhMBU), EB, SSH)
- Star Ocean (series)
- Grandia (Series)
Did you search?Yes
Where did you search?
- RMRK Discovered This (http://rmrk.net/index.php/topic,34218.msg410921.html#msg410921)
- RMVX.net
What did you search for?
Quote from: Terra-chan on August 04, 2010, 06:14:55 PM
Where did you search?
- RMRK Discovered This (http://rmrk.net/index.php/topic,34218.msg410921.html#msg410921)
- RMVX.net
Man, that's old...
As for the request itself it looks pretty easy to do, but would require to add a battlefield and it's properties for movement (Probably a color passage image if pixel movement) and edit the sprites to allow movement to any point.
I will try to make it compatible with my own base for movement in battle tonight and see how that goes.
I mentioned the concept to Wij weeks ago and he said the same thing. :3 I was only speculating on it then but recently SLP wanted more dynamics for combat, so I figured I should request this ^_^
Added in some more options from someone on RMVX being interested in the same sort of script.
New feature added!
Oopsidaisy.
I'm open to other people offering input on this too. Like ideas of things you think it should have.
Is this request still open? I might try it if I have the time. Doesn't sound too hard, but I've never worked with Melody before so idk.
Still open. No one seems to be working on it at all. If you do want to work on it, it would be nice to get updates, since I know it's rather complex to compensate for Melody's diversity. This script is not a top priority for us, it's just a nice added bonus for our project.
My other request is a bit more important to us, but we're overall rather laid back.
Added a new suggestion that was provided me on RMVX.
Cozziekuns has resigned from working on this project, so no one is working on it anymore. If someone else would like to take up the challenge, it would be appreciated.