Battle Favour

Battle Favour

FEATURES
This script adds favour meters to battle.
These favour meters increase by causing damage. When one side causes damage, it can also decrease the other side’s bar by an amount based on the gain amount.

As the meter fills for each team (enemy or party) they gain a state that can be used to determine the benefits of having higher favour. Upon reaching max favour, a common event can be called to add any additional effects you might like. In addition to this, the team keeps their max favour for a set duration of turns, after which their favour is reduced to 0.

Actors and equips can give bonuses to how much these bars increase. Enemies can also have different bonuses for this as well.
Skills can also be set to modify either side’s favour bar without causing damage.

DOWNLOAD:
Get it here >

Advertisements

19 thoughts on “Battle Favour

  1. Taishu says:

    I thank you for this wonderful script!

  2. Galv says:

    It is nice, thanks :)

  3. How I can change icon for condition ?
    i not use Iconset default from RPG Maker
    So when Actor Favour Full, so after their names out pictures of butterflies not man in the fire like that

    • Galv says:

      The conditions are states… you can set which states the script uses in the script settings. Change the icon on the states that you set up.

  4. Justin says:

    Whenever I’ve been trying to go into battle with your script in, I get this message that says, “Script ‘Galv’s Animated Battlers’ line 532: NoMethodError occured.

    undefined method ‘refresh_actors’ for nil:NilClass”

    It never did that before, until I added in these scripts:
    Command Equip
    Shop Options
    Ace Equip Options
    Ace Status Menu
    Ace Party System
    Yanfly Status Menu
    Command Window Icons
    State Animation
    All of these were from Yanfly.

    And I also got a passive and active skill tree from this person at this link: http://forums.rpgmakerweb.com/index.php?/topic/25423-lune-unlimited-skill-tree/

    Are any of these interfering with your animated battler script, and will any of them interfere with your bust script, duel game, and menu layout/themes scripts?

  5. cup2fun says:

    Just wondering, is there a way to remove the enemy favor bar?

    • Galv says:

      Not without changes to the script but I cannot do requests lately unfortunately

      • john says:

        Hey Galv,
        I love your work, good job! My question is about actors position on the screen. Pardon my lack of scripting skill you instructed that if we wanted to change the position of the actors in the field to do it in the database in game and not to alter the script. I’ve tried notetags but no success.
        My actors appear on the left side of screen instead of the right side how to I fix this?

      • Galv says:

        I’m sorry I don’t know what you are talking about as actor positions in the field are not related to Battle Favour script. If you have problems I recommend asking in a forum.

  6. DetectiveGame says:

    Hey Galv, I really like this script man. I have just one problem with it though. I’m trying to use Hime’s Shapeshift script to change a player’s appearance during battle. She says the battle
    script assumes that the battler’s name doesn’t change throughout the battle. Is there a way to make this work with The Shapeshift script? http://himeworks.com/2013/09/effect-shapeshift/

  7. M Des says:

    I’ve just started using your script and am having a problem. When I try to guard in battle, I get this error.

    Script ‘Game_Battler’ line 352: SyntaxError occurred. Unexpected $end.

    I’m using no other custom scripts yet so it’s not a compatibility issue. If you can offer some help it would be much appreciated :)

  8. MaJoLu says:

    Hey Galv! Love the script, quick question about changing one part.

    As set up, it reduces the favour gauge to 0 a certain number of turns after you hit max, is there a simple fix I could make so that it instead reduces it to the base value i input in the script settings?

    I’m trying to set it up so that favour below 10 creates a negative state and so having it set to 0 after max adds an unintentional penalty.

    • Galv says:

      Honestly I am strapped for time so I didn’t test this but try:

      Line 746 for party’s favour:
      $game_party.favour = 0

      Line 754 for enemy’s favour:
      $game_party.enemy_favour = 0

      Try changing those 0’s to 10 and see if that works.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s