Intro to Crystal Engine

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This is the introduction to my series of scripts for RPG Maker VX Ace unlike Yanfly and Victor’s scripts my scripts cover things that most other scripter have not made available to the public.  Most of what I have comes from Final Fantasy and Pokémon. Although I will take requests from other games, IF I HAVE ENOUGH INFORMATION!!!!!

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Categories: RPG Maker VX Ace | 14 Comments

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14 thoughts on “Intro to Crystal Engine

  1. Mitchell

    If I “gave you enough information”, which I have, you think you could replicate Pokemon Black & White’s Battle Divisions from Triple Battles, only, with 4 divisions?

  2. Mitchell

    Battle divisions are divided into 4 divisions instead of 3.
    Battler’s positions in the screen decide which division they are in, and, say,
    if it’s a wide enemy, it will take up all four divisions.
    These divisions are horizontal.
    Character battlers are also divided into 4 divisions, as well.

    If you implement compatability with Yanfly’s ability to change maximum members,
    the number will be in multiple of fours, say,
    if you have a maximum of 6 actors on the battle field at the time,
    it will be considered as 8 –>
    1st division 2nd division 3rd division 4th Division
    Eric & Natalie Terence & Ernest Ryoma & Brenda none

    whereas if there are a maximum of 4 members at a time–>
    1st division 2nd division 3rd division 4th Division
    Eric Natalie Terence Ernest

    Like Pokemon’s Triple Battle system, a battler can only attack a division to the left,
    forward, or right

    1st division 2nd division 3rd division 4th Division
    Bat1 & Bat2 Rat1 & Rat2 Wasp & Skeleton Gazer

    1st division 2nd division 3rd division 4th Division
    Eric Natalie Terence Ernest

    Eric could only select Bat1, Bat2, Rat1, or Rat2 as a target for an attack,
    whereas Natalie could select Bat1, Bat2, Rat1, Rat2, Wasp, or Skeleton as a target.

    This goes the same for using items on allies.
    Eric could only use a potion on Natalie or himself, whereas Terence could use a potion
    on Natalie, himself, or Ernest.

    However, attacks can have a notetag in order to select any battler or to Hit All enemies,
    or, again, if you choose to do Yanfly compatibility, the ability to hit all allies
    and enemies except the user, ect.

    There is a Switch Positions (or whatever you choose to call it) action above (or below)
    Items in the battle scene, where you choose to swap allies left or right.
    Eric can swap places with Natalie, and Natalie can swap places with either Eric or Terence.
    You can choose to make it so switching uses up the user’s turn.

    If at any time there is an event where an action is forced with an index,
    say, at the end of Turn 4, Eric uses Strong Attack on Gazer (which has an enemy index of
    8), this attack will be valid and bypasses the Battle Division limit.

    If there’s some difficulty with Scripting based on an enemy battler’s postion on the
    screen, you can use Yanfly’s Area of Effect for reference. That uses a similair
    function. You could also choose to do compatibility with that script, too. You don’t have
    to do compatability with Yanfly at all, but that’s just a suggestion cause I’m sure you’d
    get a trillion requests for that, hahah.
    If there’s anything I didn’t specify, or if you don’t think this script is possible or worth
    it, you can say so. But I think it makes for loads of strategy, as you have to be careful
    where you put your actors on the field, not just who’s on the field.
    Say, if you have an elemental battle, you would want to make sure you put a fire actor near ice
    enemies and out of the way of any water enemies.

  3. Mitchell

    Oh, im sorry, I did formatting on the paragraph to make the divisions obvious, but apparenly it wouldn’t let me space. But I think you get the point. Again, any confusions and I will clarify.

  4. What I am seeing is an extended triple battle.
    Triple Diagram
    Is that right?

    • Mitchell

      Yup. Only, with an option for more than four battlers (at least on the enemy side),
      but preferably on the actor’s side too, in coherence with Yanfly, etc.’s scripts that allow for more than 4 actors

      • That is do-able. Actually, it’s fairly easy. How should I sort the position for enemies?

      • Mitchell

        1 enemy
        @—-1st division——-2nd division————-3rd division———-4th division—–@
        >>>>>>Enemy 1>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
        2 enemies
        @—-1st division——-2nd division————-3rd division———-4th division—–@
        >>>>>>Enemy 1>>>>>>Enemy 2>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
        3 enemies
        @—-1st division——-2nd division————-3rd division———-4th division—–@
        >>>>>>Enemy 1>>>>>>Enemy 2>>>>>>>>>>>Enemy 3>>>>>>>>>>>>>>>>>>>>>>>
        4 enemies
        @—-1st division——-2nd division————-3rd division———-4th division—–@
        >>>>>>Enemy 1>>>>>>Enemy 2>>>>>>>>>>>Enemy 3>>>>>>>>>Enemy4>>>>>>>>
        5 enemies
        @—-1st division———–2nd division————-3rd division———-4th division—–@
        >Enemy 1, Enemy 2>>>>>>Enemy 3>>>>>>>>>>>Enemy 4>>>>>>>>>Enemy5>>>>>
        6 enemies
        @—-1st division———–2nd division————-3rd division———-4th division—–@
        >Enemy 1, Enemy 2>>>>Enemy 3, Enemy 4>>>>>Enemy 5>>>>>>>>>Enemy6>>>>>
        7 enemies
        @—-1st division———–2nd division—————–3rd division———-4th division—–@
        >Enemy 1, Enemy 2>>>>Enemy 3, Enemy 4>>>>>Enemy 5, Enemy 6>>>>>Enemy7>
        8 enemies
        @—-1st division———–2nd division—————–3rd division—————4th division—–@
        >Enemy 1, Enemy 2>>>>Enemy 3, Enemy 4>>>>>Enemy 5, Enemy 6>>>>>Enemy 7, Enemy 8>
        (
        If you choose to have it so more then 8 enemies can be on the field)
        9 enemies
        @———–1st division—————–2nd division—————–3rd division—————4th division—–@
        >Enemy 1, Enemy 2, Enemy 3>>>>Enemy 4, Enemy 5>>>>>Enemy 6, Enemy 7>>>>>Enemy 8, Enemy 9>

        ….

        16 enemies
        @—-1st division——————-2nd division—————-3rd division—————4th division—–@
        >>>>E1, E2, E3, E4>>>>>>>>>>E5, E6, E7, E8>>>>>>>>>E9, E10,E11, E12>>>>>E13, E14, E15, E16>>

        Enemies fill up divisions starting from division 1 first then working their way right.

        I at least hope this explained it.
        If you were to remove and add a different actor, using either the function of add & remove actor through
        the troop event page,
        or through the script that allows you to change actors in battle,
        your script would have to register a change in an actor’s division.

      • Alright, I was thinking along the lines of using position and index to set up position and just use the diagram until all slots are filled. This seem to be set for dividing so that there won’t be enemies (or actors) that can’t be targeted because of position.

  5. Mitchell

    Yes, I was thinking of having that rule apply for actors,
    but with enemies, their division depends on their position on the screen.
    The screen is (invisibly) divided into 4 spaces. So, if there’s an enemy that is big enough to take up the whole screen, that means it occupies all 4 divisions, meaning it can target and be targeted by all actors.

  6. Mitchell

    Index is irrelevant because RPGMaker user’s can have an enemy with an index of 8 be on the left side of the screen and one with an index of 1 be on the right side of the screen.

    • I am referring to having an option to user position (subdivided into horizontal and vertical sorting) or by index and getting a list by that.
      I was thinking about using index as an emergency tie breaker, if two enemies are overlapping.

  7. Mitchell

    Oh, okay, I see how that works.
    And yeah, moves that hit X Random Enemies, Hit all Enemies, Forced Actions, or moved that have a certain notetag ignore the division placement

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