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.
Get it here >
I thank you for this wonderful script!
Your script has been used in the project : http://www.rpg-maker.fr/index.php?page=forum&id=21734&deb=fin#fin
I mean it’s nice to see that some people are really using your script for their game (no?)
It is nice, thanks :)
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
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.
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:
Ace Equip Options
Ace Status Menu
Ace Party System
Yanfly Status Menu
Command Window Icons
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?
I don’t know if they are compatible, that’s something you’ll need to test. Here’s a checklist for testing when you get errors:
Just wondering, is there a way to remove the enemy favor bar?
Not without changes to the script but I cannot do requests lately unfortunately
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?
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.
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/
Unfortunately I dont have time to do compatibility patches. I recommend asking in an rpgmaker forum to see if someone can help :)
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 :)
It sounds like something went wrong when copy+pasting the script. Remove it and try again.
If copying from the site doesn’t work, try copying from the demo.
Okay, I’ll try that. Thanks for the quick reply!
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.
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.
Hello! This script has been very useful for the project I’m working on, but I had a quick question about a glitch.
I want to have skills that can reduce favors, but whenever party or enemy favor is reduced below zero, I get a script error.
For example, if I have an enemy use a skill that reduces enemy favor by ten, and their favor meter is at one, the game will crash. I would like for those instances to just change their favor to zero.
Would that be possible? If not, I understand. Thank you for your time!
Ah, darn – unfortunately I don’t have much time for ace fixes these days. Not sure when I can look at this.
That’s okay! If you do happen to find a way, I’d greatly appreciate it, but if you’re too busy, no worries.Thank you for responding so quickly!