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> Target Selection IN BATTLE [V1.3], just like FFIX :D
cr4200
post Jul 21 2009, 09:56 PM
Post #1


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Group: Member
Posts: 93
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Title: Target Selection In Battle
Version: 1.3
Author: CR4200

Intro

This Script alows the player to directly decide whether or not to attack 1 enemy
or all. It might not llok glamorous but it adds a new level of strategy to battles.
It also divides the attack damage equally among the affect enemies.
It's nothing to glamorous but it gets the job done.
It's also my first 1day script :thumbsup:

*UPDATE*
I have returned from boston and so now i shall do some more work on this.
For right now i've just added a simple custom button input option as well
as a "damage effect" option, read about it in the V1.1 script.
thanks for the feedback everyone. :D
I will try and add in a party/enemy switch soon.

*UPDATE*
thanks to Broken Aesop, I've fixed a bug in the system that made it so that if you first chose a "target all" skill then attack for the next actor, then the skill would revert back to a single target. But I've fixed that and have put up the new script.

*UPDATE*
Now works for ally skills such as healing and buffing skills

Features
    V1.3
  • "Choose All" selection works for ally skills such as healing and buffing
    V1.2(bug fix)
  • Fixed bugs
  • cleaner script
    V1.1
  • Choose input button for choose all
  • New "damage effect" option to slightly control damage distribution
    V1.0
  • Determine which skills have the effect through notes section
  • Press Shift at enemy selection to target all
  • Help message box above enemy selection window
  • divides damages among the current enemies

Script

CODE
###############################################
=begin
V1.3
Made By: CR4200
This script adds the function to choose in battle
whether to attack a single target or all for certain skills.
The Damage of the attack is then split up among the
targets equally.

This is a script I have long looked for on the forums
and have been unable to find so i made it myself.
This is my first ONE day script and thus it's not
to flashy, but it does what it needs to do.

_-_-_-[How to use]-_-_-_

Simply put "<scopechoose>" (without quotes) within
the notes section of the desired skill.

=end
###############################################

module ChooseScope
#to customize button input simply put the button you wish to use after
#Input::
# i/e Input::A/Input::B/Input::CTRL
# supported buttons with default Input module:
# DOWN LEFT RIGHT UP
# A B C X Y Z L R
# SHIFT CTRL ALT
# F5 F6 F7 F8 F9
BUTTON_INPUT = Input::SHIFT
# This is what you put in the notes section of the skill
# to give it the choose skill attribute
CUSTOM_SCOPE = /<(?:CUSTOM_SCOPE|scopechoose)\s*(\d+)?>/i
#If you changedd BUTTON_INPUT you might want to change this as well ;)
HELP_TEXT = "Press SHIFT to target all."

#When true:
# Damage will be determined by CURRENT EXISTING ENEMIES
# i/e:
# If there are two enemies and an actor uses custom scope
# skill, this is what will happen.
# The first enemy will only recieve 1/2 damage
# If the first enemy dies, then the existing enemies changes
# to 1, thus enemy 2 recieves 1/1 damage
#When false:
# Damage will be determined by all enemies that exist in the
# Battle, Dead or alive.
# If there are two enemies and an actor uses a custom scope skill
# Then both will recieve 1/2 damage regardless if
# the first one dies or not
#note: if you target all enemies, and one dies before the skill
#is preformed, the calculated damage will be based off
#of the number of enemies alive when the skill was chosen
#
#i/e: 2 enemies alive
# actor 1 chooses attack
# actor 2 choose fire targeting all
# actor 1 kills one enemy ( 1 left)
# actor 2 does only 1/2 damage to the 1 enemy
#
#you can view this as a plus or a minus, i might make a way to
#make this controlable later on.
DAMAGE_EFFECT = true

end

###############################################
#RPG::Skill ChooseScope module
###############################################
class RPG::Skill < RPG::UsableItem
def create_choose_scope_cache
@choose_scope = false

self.note.split(/[\r\n]+/).each { |line|
case line
when ChooseScope::CUSTOM_SCOPE
@choose_scope = true
else
@choose_scope = false
end
}
end
def choose_scope?
create_choose_scope_cache if @choose_scope == nil
return @choose_scope
end
end
###############################################
#Scene_Battle aliases
###############################################
class Scene_Battle < Scene_Base
alias choose_start_alias start
def start
choose_start_alias
@help_window2 = Window_Help.new
@help_window2.visible = false
@help_window2.active = false
end
###############################################
alias choose_update_alias update
def update
choose_update_alias
unless $choose_scope == nil
if ($choose_scope == true and @target_enemy_window != nil and @target_enemy_window.active) or ($choose_scope == true and @target_actor_window != nil and @target_actor_window.active)
@help_window2.z += 10
@help_window2.visible = true
@help_window2.y = (416 - 128 - @help_window2.height)
@help_window2.set_text(ChooseScope::HELP_TEXT)
else
@help_window2.visible = false
end
end
end
###############################################
alias end_selection_alias1 end_target_enemy_selection
def end_target_enemy_selection
end_selection_alias1
$choose_scope = false
end
alias end_selection_alias2 end_target_actor_selection
def end_target_actor_selection
$choose_scope = false
end_selection_alias2
end
###############################################
alias choose_scope1 update_target_enemy_selection
def update_target_enemy_selection
choose_scope1
$choose_all = false if @skill = nil
if Input.trigger?(ChooseScope::BUTTON_INPUT)
if $choose_scope == false
Sound.play_buzzer
return
end
Sound.play_decision
$choose_all = true
@active_battler.action.target_index = @target_enemy_window.enemy.index
end_target_enemy_selection
end_skill_selection
end_item_selection
next_actor
end
end
alias choose_scope2 update_target_actor_selection
def update_target_actor_selection
choose_scope2
$choose_all = false
$choose_all = false if @skill = nil
if Input.trigger?(ChooseScope::BUTTON_INPUT)
if $choose_scope == false
Sound.play_buzzer
return
end
Sound.play_decision
$choose_all = true
@active_battler.action.target_index = @target_actor_window.index
end_target_actor_selection
end_skill_selection
end_item_selection
next_actor
end
end
###############################################
alias scope_skill determine_skill
def determine_skill
scope_skill
if @skill.need_selection?
if @skill.choose_scope?
$choose_scope = true
else
$choose_scope = false
end
end
end
end
###############################################
#Game_BattleAction Alias
###############################################
class Game_BattleAction
alias battleaction_alias make_obj_targets
def make_obj_targets(obj)
if $choose_all == true
targets = []
if obj.for_opponent?
targets += opponents_unit.existing_members
return targets.compact
elsif obj.for_friend?
targets += friends_unit.existing_members
return targets.compact
end
end
return battleaction_alias(obj)
end
end
###############################################
#----------This Redefines make_obj_damage_value
#i wasn't able to alias it for some reason...
###############################################
class Game_Battler
def make_obj_damage_value(user, obj)
damage = obj.base_damage # get base damage
if damage > 0 # a positive number?
damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
unless obj.ignore_defense # Except for ignore defense
damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target
damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target
end
damage = 0 if damage < 0 # If negative, make 0
elsif damage < 0 # a negative number?
damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
end
damage *= elements_max_rate(obj.element_set) # elemental adjustment
damage /= 100
damage = apply_variance(damage, obj.variance) # variance
damage = apply_guard(damage) # guard adjustment
if $choose_all == true
if ChooseScope::DAMAGE_EFFECT == false
if obj.for_opponent?
damage /= $game_troop.members.size
elsif obj.for_friend?
damage /= $game_party.members.size
end
else
if obj.for_opponent?
damage /= $game_troop.existing_members.size
elsif obj.for_friend?
damage /= $game_party.existing_members.size
end
end
end
if obj.damage_to_mp
@mp_damage = damage # damage MP
else
@hp_damage = damage # damage HP
end
end
end


[Show/Hide] V1.2(bug fix)

CODE

###############################################
=begin
V1.2
Made By: CR4200
This script adds the function to choose in battle
whether to attack a single target or all for certain skills.
The Damage of the attack is then split up among the
targets equally.

This is a script I have long looked for on the forums
and have been unable to find so i made it myself.
This is my first ONE day script and thus it's not
to flashy, but it does what it needs to do.

_-_-_-[How to use]-_-_-_

Simply put "<scopechoose>" (without quotes) within
the notes section of the desired skill.

=end
###############################################

module ChooseScope
#to customize button input simply put the button you wish to use after
#Input::
# i/e Input::A/Input::B/Input::CTRL
# supported buttons with default Input module:
# DOWN LEFT RIGHT UP
# A B C X Y Z L R
# SHIFT CTRL ALT
# F5 F6 F7 F8 F9
BUTTON_INPUT = Input::SHIFT
# This is what you put in the notes section of the skill
# to give it the choose skill attribute
CUSTOM_SCOPE = /<(?:CUSTOM_SCOPE|scopechoose)\s*(\d+)?>/i
#If you changedd BUTTON_INPUT you might want to change this as well ;)
HELP_TEXT = "Press SHIFT to target all."

#When true:
# Damage will be determined by CURRENT EXISTING ENEMIES
# i/e:
# If there are two enemies and an actor uses custom scope
# skill, this is what will happen.
# The first enemy will only recieve 1/2 damage
# If the first enemy dies, then the existing enemies changes
# to 1, thus enemy 2 recieves 1/1 damage
#When false:
# Damage will be determined by all enemies that exist in the
# Battle, Dead or alive.
# If there are two enemies and an actor uses a custom scope skill
# Then both will recieve 1/2 damage regardless if
# the first one dies or not
#note: if you target all enemies, and one dies before the skill
#is preformed, the calculated damage will be based off
#of the number of enemies alive when the skill was chosen
#
#i/e: 2 enemies alive
# actor 1 chooses attack
# actor 2 choose fire targeting all
# actor 1 kills one enemy ( 1 left)
# actor 2 does only 1/2 damage to the 1 enemy
#
#you can view this as a plus or a minus, i might make a way to
#make this controlable later on.
DAMAGE_EFFECT = true

end

###############################################
#RPG::Skill ChooseScope module
###############################################
class RPG::Skill < RPG::UsableItem
def create_choose_scope_cache
@choose_scope = false

self.note.split(/[\r\n]+/).each { |line|
case line
when ChooseScope::CUSTOM_SCOPE
@choose_scope = true
else
@choose_scope = false
end
}
end
def choose_scope?
create_choose_scope_cache if @choose_scope == nil
return @choose_scope
end
end
###############################################
#Scene_Battle aliases
###############################################
class Scene_Battle < Scene_Base
alias choose_start_alias start
def start
choose_start_alias
@help_window2 = Window_Help.new
@help_window2.visible = false
@help_window2.active = false
end
###############################################
alias choose_update_alias update
def update
choose_update_alias
unless $choose_scope == nil
if $choose_scope == true and @target_enemy_window != nil and @target_enemy_window.active
@help_window2.z += 10
@help_window2.visible = true
@help_window2.y = (416 - @target_enemy_window.height - @help_window2.height)
@help_window2.set_text(ChooseScope::HELP_TEXT)
else
@help_window2.visible = false
end
end
end
###############################################
alias end_selection_alias end_target_enemy_selection
def end_target_enemy_selection
end_selection_alias
$choose_scope = false
end
###############################################
alias choose_scope1 update_target_enemy_selection
def update_target_enemy_selection
choose_scope1
$choose_all = false if @skill = nil
if Input.trigger?(ChooseScope::BUTTON_INPUT)
if $choose_scope == false
Sound.play_buzzer
return
end
Sound.play_decision
$choose_all = true
@active_battler.action.target_index = @target_enemy_window.enemy.index
end_target_enemy_selection
end_skill_selection
end_item_selection
next_actor
end
end
###############################################
alias scope_skill determine_skill
def determine_skill
scope_skill
if @skill.need_selection?
if @skill.choose_scope?
$choose_scope = true
else
$choose_scope = false
end
end
end
end
###############################################
#Game_BattleAction Alias
###############################################
class Game_BattleAction
alias battleaction_alias make_obj_targets
def make_obj_targets(obj)
if $choose_all == true
targets = []
targets += opponents_unit.existing_members
return targets.compact
end
return battleaction_alias(obj)
end
end
###############################################
#----------This Redefines make_obj_damage_value
#i wasn't able to alias it for some reason...
###############################################
class Game_Battler
def make_obj_damage_value(user, obj)
damage = obj.base_damage # get base damage
if damage > 0 # a positive number?
damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
unless obj.ignore_defense # Except for ignore defense
damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target
damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target
end
damage = 0 if damage < 0 # If negative, make 0
elsif damage < 0 # a negative number?
damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
end
damage *= elements_max_rate(obj.element_set) # elemental adjustment
damage /= 100
damage = apply_variance(damage, obj.variance) # variance
damage = apply_guard(damage) # guard adjustment
if $choose_all == true
if ChooseScope::DAMAGE_EFFECT == false
damage /= $game_troop.members.size
else
damage /= $game_troop.existing_members.size
end
end
if obj.damage_to_mp
@mp_damage = damage # damage MP
else
@hp_damage = damage # damage HP
end
end
end




CODE

###############################################
=begin
V1.1
Made By: CR4200
This script adds the function to choose in battle
whether to attack a single target or all for certain skills.
The Damage of the attack is then split up among the
targets equally.

This is a script I have long looked for on the forums
and have been unable to find so i made it myself.
This is my first ONE day script and thus it's not
to flashy, but it does what it needs to do.

_-_-_-[How to use]-_-_-_

Simply put "<scopechoose>" (without quotes) within
the notes section of the desired skill.

=end
###############################################

module ChooseScope
#to customize button input simply put the button you wish to use after
#Input::
# i/e Input::A/Input::B/Input::CTRL
# supported buttons with default Input module:
# DOWN LEFT RIGHT UP
# A B C X Y Z L R
# SHIFT CTRL ALT
# F5 F6 F7 F8 F9
BUTTON_INPUT = Input::CTRL
# This is what you put in the notes section of the skill
# to give it the choose skill attribute.
# to change, after the CUSTOM_SCOPE|"this is what you should change" without the quotes
CUSTOM_SCOPE = /<(?:CUSTOM_SCOPE|scopechoose)\s*(\d+)?>/i
#If you changedd BUTTON_INPUT you might want to change this as well ;)
HELP_TEXT = "Press SHIFT to target all."

#When true:
# Damage will be determined by CURRENT EXISTING ENEMIES
# i/e:
# If there are two enemies and an actor uses custom scope
# skill, this is what will happen.
# The first enemy will only recieve 1/2 damage
# If the first enemy dies, then the existing enemies changes
# to 1, thus enemy 2 recieves 1/1 damage
#When false:
# Damage will be determined by all enemies that exist in the
# Battle, Dead or alive.
# If there are two enemies and an actor uses a custom scope skill
# Then both will recieve 1/2 damage regardless if
# the first one dies or not
#note: if you target all enemies, and one dies before the skill
#is preformed, the calculated damage will be based off
#of the number of enemies alive when the skill was chosen
#
#i/e: 2 enemies alive
# actor 1 chooses attack
# actor 2 choose fire targeting all
# actor 1 kills one enemy ( 1 left)
# actor 2 does only 1/2 damage to the 1 enemy
#
#you can view this as a plus or a minus, i might make a way to
#make this controlable later on.
DAMAGE_EFFECT = true

end

###############################################
#RPG::Skill ChooseScope module
###############################################
class RPG::Skill < RPG::UsableItem
def create_choose_scope_cache
@choose_scope = false

self.note.split(/[\r\n]+/).each { |line|
case line
when ChooseScope::CUSTOM_SCOPE
@choose_scope = true
else
@choose_scope = false
end
}
end
def choose_scope?
create_choose_scope_cache if @choose_scope == nil
return @choose_scope
end
end
###############################################
#Scene_Battle aliases
###############################################
class Scene_Battle < Scene_Base
alias choose_start_alias start
def start
choose_start_alias
@help_window2 = Window_Help.new
@help_window2.visible = false
@help_window2.active = false
end
###############################################
alias choose_update_alias update
def update
choose_update_alias
unless $choose_scope == nil
if $choose_scope == true and @target_enemy_window != nil and @target_enemy_window.active
@help_window2.z += 10
@help_window2.visible = true
@help_window2.y = (416 - @target_enemy_window.height - @help_window2.height)
@help_window2.set_text(ChooseScope::HELP_TEXT)
else
@help_window2.visible = false
end
end
end
###############################################
alias command_alias update_actor_command_selection
def update_actor_command_selection
command_alias
if Input.trigger?(Input::C)
case @actor_command_window.index
when 0 # Attack
$choose_scope = false
end
end
end
###############################################
alias enemy_selection_alias start_target_enemy_selection
def start_target_enemy_selection
enemy_selection_alias
end
alias end_selection_alias end_target_enemy_selection
def end_target_enemy_selection
end_selection_alias
$choose_scope = false
end
###############################################
alias choose_scope1 update_target_enemy_selection
def update_target_enemy_selection
choose_scope1
$choose_all = false
if Input.trigger?(ChooseScope::BUTTON_INPUT)
if $choose_scope == false
Sound.play_buzzer
return
end
Sound.play_decision
$choose_all = true
@active_battler.action.target_index = @target_enemy_window.enemy.index
end_target_enemy_selection
end_skill_selection
end_item_selection
next_actor
end
end
###############################################
alias scope_skill determine_skill
def determine_skill
scope_skill
if @skill.need_selection?
if @skill.choose_scope?
$choose_scope = true
else
$choose_scope = false
end
end
end
end
###############################################
#Game_BattleAction Alias
###############################################
class Game_BattleAction
alias battleaction_alias make_obj_targets
def make_obj_targets(obj)
if $choose_all == true
targets = []
targets += opponents_unit.existing_members
return targets.compact
end
return battleaction_alias(obj)
end
end
###############################################
#----------This Redefines make_obj_damage_value
#i wasn't able to alias it for some reason...
###############################################
class Game_Battler
def make_obj_damage_value(user, obj)
damage = obj.base_damage # get base damage
if damage > 0 # a positive number?
damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
unless obj.ignore_defense # Except for ignore defense
damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target
damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target
end
damage = 0 if damage < 0 # If negative, make 0
elsif damage < 0 # a negative number?
damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
end
damage *= elements_max_rate(obj.element_set) # elemental adjustment
damage /= 100
damage = apply_variance(damage, obj.variance) # variance
damage = apply_guard(damage) # guard adjustment
if $choose_all == true
if ChooseScope::DAMAGE_EFFECT == false
damage /= $game_troop.members.size
else
damage /= $game_troop.existing_members.size
end
end
if obj.damage_to_mp
@mp_damage = damage # damage MP
else
@hp_damage = damage # damage HP
end
end
end



CODE

###############################################
=begin
Made By: CR4200
This script adds the function to choose in battle
whether to attack a single target or all for certain skills.
The Damage of the attack is then split up among the
targets equally.

This is a script I have long looked for on the forums
and have been unable to find so i made it myself.
This is my first ONE day script and thus it's not
to flashy, but it does what it needs to do.

note: if you target all enemies, and one dies before the skill
is preformed, the calculated damage will be based off
of the number of enemies alive when the skill was chosen

i/e: 2 enemies alive
actor 1 chooses attack
actor 2 choose fire targeting all
actor 1 kills one enemy ( 1 left)
actor 2 does only 1/2 damage to the 1 enemy

you can view this as a plus or a minus, i might make a way to
make this controlable later on.

_-_-_-[How to use]-_-_-_

Simply put "<scopechoose>" (without quotes) within
the notes section of the desired skill.

=end
###############################################

module ChooseScope
CUSTOM_SCOPE = /<(?:CUSTOM_SCOPE|scopechoose)\s*(\d+)?>/i
HELP_TEXT = "Press SHIFT to target all."
end

###############################################
#RPG::Skill ChooseScope module
###############################################
class RPG::Skill < RPG::UsableItem
def create_choose_scope_cache
@choose_scope = false

self.note.split(/[\r\n]+/).each { |line|
case line
when ChooseScope::CUSTOM_SCOPE
@choose_scope = true
else
@choose_scope = false
end
}
end
def choose_scope?
create_choose_scope_cache if @choose_scope == nil
return @choose_scope
end
end
###############################################
#Scene_Battle aliases
###############################################
class Scene_Battle < Scene_Base
alias choose_start_alias start
def start
choose_start_alias
@help_window2 = Window_Help.new
@help_window2.visible = false
@help_window2.active = false
end
###############################################
alias choose_update_alias update
def update
choose_update_alias
unless $choose_scope == nil
if $choose_scope == true and @target_enemy_window != nil and @target_enemy_window.active
@help_window2.z += 10
@help_window2.visible = true
@help_window2.y = (416 - @target_enemy_window.height - @help_window2.height)
@help_window2.set_text(ChooseScope::HELP_TEXT)
else
@help_window2.visible = false
end
end
end
###############################################
alias command_alias update_actor_command_selection
def update_actor_command_selection
command_alias
if Input.trigger?(Input::C)
case @actor_command_window.index
when 0 # Attack
$choose_scope = false
end
end
end
###############################################
alias enemy_selection_alias start_target_enemy_selection
def start_target_enemy_selection
enemy_selection_alias
end
alias end_selection_alias end_target_enemy_selection
def end_target_enemy_selection
end_selection_alias
$choose_scope = false
end
###############################################
alias choose_scope1 update_target_enemy_selection
def update_target_enemy_selection
choose_scope1
$choose_all = false
if Input.trigger?(Input::SHIFT)
if $choose_scope == false
Sound.play_buzzer
return
end
Sound.play_decision
$choose_all = true
@active_battler.action.target_index = @target_enemy_window.enemy.index
end_target_enemy_selection
end_skill_selection
end_item_selection
next_actor
end
end
###############################################
alias scope_skill determine_skill
def determine_skill
scope_skill
if @skill.need_selection?
if @skill.choose_scope?
$choose_scope = true
else
$choose_scope = false
end
end
end
end
###############################################
#Game_BattleAction Alias
###############################################
class Game_BattleAction
alias battleaction_alias make_obj_targets
def make_obj_targets(obj)
if $choose_all == true
targets = []
targets += opponents_unit.existing_members
return targets.compact
end
return battleaction_alias(obj)
end
end
###############################################
#----------This Redefines make_obj_damage_value
#i wasn't able to alias it for some reason...
###############################################
class Game_Battler
def make_obj_damage_value(user, obj)
damage = obj.base_damage # get base damage
if damage > 0 # a positive number?
damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
unless obj.ignore_defense # Except for ignore defense
damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target
damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target
end
damage = 0 if damage < 0 # If negative, make 0
elsif damage < 0 # a negative number?
damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user
damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user
end
damage *= elements_max_rate(obj.element_set) # elemental adjustment
damage /= 100
damage = apply_variance(damage, obj.variance) # variance
damage = apply_guard(damage) # guard adjustment
if $choose_all == true
damage /= $game_troop.members.size
end
if obj.damage_to_mp
@mp_damage = damage # damage MP
else
@hp_damage = damage # damage HP
end
end
end


Customization

Not much needed to customize...
You can change the message in the help window if needed
and change whats needed in the notebox
as well as slightly change how damage is divided.
and the button to be press to target all.

Compatibility

I aliased most things except make_obj_damage_value in Game_Battler
Not Compatible with Takentai SBS

Screenshot

Not a whole lot to show with a screen shot

DEMO

Demo Here: MediaFire(V1.0)

Installation

Put above main as usual.
To make a skill have the in battle target choose function, simply put
<scopechoose>
within it's notes section

Credits

CR4200 (me)

This post has been edited by cr4200: Aug 14 2009, 11:44 AM
Attached File(s)
Attached File  Choose_Target.txt ( 6.04K ) Number of downloads: 21
Attached File  Choose_TargetV1.1.txt ( 7.3K ) Number of downloads: 17
Attached File  Choose_TargetV1.2_bugfix_.txt ( 6.89K ) Number of downloads: 6
Attached File  Choose_TargetV1.3.txt ( 8.05K ) Number of downloads: 28
 
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Posts in this topic
- cr4200   Target Selection IN BATTLE [V1.3]   Jul 21 2009, 09:56 PM
- - Shanghai   Interesting. Would you allow for us to choose a di...   Jul 22 2009, 06:54 AM
- - BizarreMonkey   I would like the feature to be able to select not ...   Jul 22 2009, 12:08 PM
|- - Octople Threat   QUOTE (BizarreMonkey @ Jul 22 2009, 12:08...   Jul 22 2009, 01:46 PM
- - SuperMega   Ah man, I loved FFIX. Thanks for the script! ...   Jul 22 2009, 02:55 PM
- - Learwolf   I've been waiting for a script that does this ...   Jul 22 2009, 03:24 PM
- - jin69   Nice work man.   Jul 26 2009, 05:51 AM
- - cr4200   Thanks for the feedback everyone. I've updated...   Jul 29 2009, 03:46 PM
- - Andrelvis   Simple and elegant script, for a useful function. ...   Jul 29 2009, 04:46 PM
- - cr4200   ya sure that would be fine.   Jul 29 2009, 06:40 PM
|- - Andrelvis   Thanks =)   Jul 29 2009, 07:00 PM
- - jin69   I'm surprised that there's not that much p...   Aug 1 2009, 03:43 PM
- - BizarreMonkey   This is looking good, i would like it compatible w...   Aug 3 2009, 06:19 AM
- - Shanghai   Tankentai uses a completely different targetting s...   Aug 3 2009, 01:18 PM
- - Broken Aesop   Please help This script isn't working for me....   Aug 8 2009, 10:59 PM
- - cr4200   @Broken Aesop, thanks for catching this bug. I...   Aug 9 2009, 05:43 AM
- - Broken Aesop   Better, but it only works if someone used a comman...   Aug 10 2009, 08:27 PM
- - cr4200   @Broken Aesop I am unable to get the same results ...   Aug 11 2009, 04:27 AM
- - Broken Aesop   EDIT: Nevermind, I don't know what happened, ...   Aug 11 2009, 01:53 PM
- - cr4200   @Broken Aesop glad to know the problem fixed itsel...   Aug 14 2009, 11:45 AM


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