Crystal Engine – Rows

Rows

Introduction

This script allows you to mimic the row system of the final fantasy series were characters in the front take and deal full damage while charcters in the back take and deal reduced physical damage.

What are Rows?

From the FF Wiki page on Rows

Row (チェンジ, Chienji?) is a recurring term that refers to a character’s position inbattle, which affects overall performance. A character can either fight in the front row or the back row. To date, most Final Fantasy games allow the player to change the rows of a party member freely. In most games, party members can switch rows in battle, but switch back after the battle has ended. Starting a battle as a back attack reverses the characters’ row placement.

Fighting in the front row allows characters to deal regular damage to enemies, but in turn to receive regular damage from enemies as well. This is generally best for characters with high HP and Defense, such as the Warrior or Paladin jobs. Being in the back row will make characters inflict less damage with melee weapons, but receive less damage from enemies as well. This is best for characters with low HP and Defense, like White Mages or Summoners.

Monsters can also be in the back or front row, depending on the placement of their allies. They will experience the same increases/decreases to damage as the player’s characters do, although killing the front-row enemies typically moves back-row enemies forward.

Typically, there are exceptions to the above rules. Magic of any kind almost universally is unaffected by row. Most games also have ranged weapons that inflict normal damage regardless of row: Bows, Throwing items like Boomerangs and Shurikens, and Guns usually ignore row, along with other specialized weapons. Some games also have an ability known as Long Range or Reach that gives the equipped character the same power as if they were using a long-ranged weapon.”

Actor Notetags

<row: x> Sets the initial row of the actor to x (1 = front, 2 = back)

Skill/Item Notetags (EFFECTS ACTORS ONLY)

<change front> Makes the actor move to the front.
<change back> Makes the actor move to the back.
<change row> Makes the actor switch rows.

Skill Notetags

<affected by row> Factors the row into the damage formula automatically

Visual Effects

Right now this only has a visual effect with Victor Engine – Actor Battlers. If you want it to have a visual effects with another script (i.e. Yami Engine Symphony – Battle Engine Symphony) you can do one of two things:

  1. Try to add the effect yourself in the script (not recommended for non-scripters).
  2. Ask me and I will add functionality for that script to this script.

Script Download

Download the Latest Version

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Categories: Scripts | 29 Comments

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29 thoughts on “Crystal Engine – Rows

  1. Awesome! I was thinking about having something like this in my game, now I have more incentive!

    Also, is there any way you could have it use 3 rows (Front, Middle, Rear) instead of two?

  2. Maybe it will be good to add a configurable for changing the multiplier/divisor used for the row effect… 🙂

  3. Hi noel =D, I would like to know if you could add this effect to symphonan battle system, I’m trying to recreate some final fantasy style to my game battle system, and row is simply perfect! xD

    another think,, about your guardian system, is it possible to set for each character to learn a different skills based on the guardian equipped?

    for example, If actor 1 is junctioned with Shiva, he will learn summon shiva, but if actor 2 is junctioned with shiva, he will learn dual cross instead.

    thanks ^^

    • Compatible with Battle Engine Symphony.

      You could probably get the desired effect using this script: http://yanflychannel.wordpress.com/rmvxa/menu-scripts/hide-menu-skills/

      Use the hide eval to hide it for the actors that shouldn’t learn the skills and from the GF if they are junctioned to the actor that shouldn’t learn it.
      Try
      <hide eval>
      actor? && id == x;
      @junctioned_actor == x;
      </hide eval>
      Sub x out for the id in question.; That will make it seem like the skills are actor exclusive. Another possibility is using the skill type system to your advantage.

  4. Alex

    Hi how do I get a menu command like in the image above that says row. Do I have to add this under window menu_command or do I have to use a custom script like Yanfly’s? I’m a bit stumped.

  5. Alex

    Ok thank you and one more thing, how do I set the damage variance. I want back row to take and deal half the normal damage but at the moment there isn’t any difference. I did a quick check in a new project just to be sure there isn’t a conflicting script and there isn’t.

  6. I’ve got a question. What if I use skill notetag on itens/weapons? There will be any effect? For exemple, I was going to use it on all weapons except bows. Theres any other way to make weapons “unnafected” by rows?

  7. One more question (Yeah, I really like this scripts) ! About SKILL NOTETAGS: I’ve created an skill called ROW, so the characters can swap positions midbattle. So I place on the skill notetag but nothing seens to happen. I am missing any information to this?

  8. ashetan

    For whatever reason, when I’m using Battle Symphony, whenever the sprite refreshes (i.e., after every turn), any character that’s in the back row continues moving back (probably 32 pixels, like the formula says). Not sure exactly what’s causing it really… considering there’s the part in the script for Battle Symphony, but I don’t know how to fix it either so… Is there any way to keep the characters from scooching back all the way off the screen?

  9. ZombieBear

    This is amazing, thank you for making it! I modified it just a bit to work with what I have, and I found that the actor status doesn’t change with the faces. If you would like to do that just add this into your script and remove the draw actor face command:
    #————————————————————————–
    # * Draw Item
    #————————————————————————–
    def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    draw_actor_face(actor, rect.x + 1 + (actor.row – 1) * 40, rect.y + 1, enabled)
    draw_actor_simple_status(actor, rect.x + 108 + (actor.row – 1) * 40, rect.y + line_height / 2)
    end

    You may have to change the HP and MP around a bit to look nice, if you would like help with that let me know. Great job on the script!

    • I didn’t put that in because in the official Final Fantasy games it doesn’t move the status.

      • ZombieBear

        Ha, I feel rather silly now! I’ve played FF4 so many times and never noticed that the status didn’t move with the row; they just pad the margin between the face and the status a bit so the face doesn’t run into it. I’ll probably do the same now so it looks all nice and neat… self fail!

        Still, thanks a lot for this script; I had to make it work with Victor’s custom actor position setting on the Actor Battlers script, but it was well worth the extra effort and I love the results.

  10. ashetan
    For whatever reason, when I’m using Battle Symphony, whenever the sprite refreshes (i.e., after every turn), any character that’s in the back row continues moving back (probably 32 pixels, like the formula says). Not sure exactly what’s causing it really… considering there’s the part in the script for Battle Symphony, but I don’t know how to fix it either so… Is there any way to keep the characters from scooching back all the way off the screen?

    ditto for me. how do I fix this?

    • Tidus

      Change it in Line 33 in
      SYMPHONY_ADJUST = [“32 * (@row – 1)”, “0”]
      So he doesnt moving back.
      Another solution i dont know sry 😀

    • I’ve having this problem too. It not fixed yet 😦 please help!

  11. Tidus

    It doesn’t change anything… they take the same dmg in the back row, as in the front… i took the divisor 2 and i tried with 500… nothing change… why?

  12. gloomba331

    Is there a way to make it so certain skills are only useable/more effective based on row? For example, a sniper rifle can only score critical hits from the back row, while a shotgun’s accuracy and power are terrible in the back row but extremely high in the front?

  13. Is there a way to set front and back position from the Menu? (Hopefully it can be compatible with Yanfly’s too as well)

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