Army Manager

Galvs army manager

FEATURES
A menu scene designed for use with tactical battle games to organise an army of actors. It displays your party members in rows of 6 and allows you to:
– Reposition the actor in the party
– Dismiss actors (cannot dismiss your last actor)
– Go direct to any scene using customizable menu commands (including direct to actor specific scenes like equip and status for the selected actor)
– Disable/enable commands for specific actors (for example, order and dismiss if you want that actor to never be able to move or leave the party)
– Display army name and some details about the army.

How to Use
1. Place script under Materials and above Main (And under any battle scripts you are using).
2. Read script instructions and settings to learn how to use.
3. Make sure to start a new game after adding the script.

DOWNLOAD:
Get it here >

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29 thoughts on “Army Manager

  1. Mitchell aka Audrey says:

    I would’ve thought this’d be like your Item/Bank Storage, only, with actors.
    The ability to count number of members with a variable script call.
    The ability to manually add and remove members into a Troop.
    The ability to check what troop an actor is in and/or the ability to check if an actor is a particular group (yes, those are two different things, heheh).

    As for adding items and money to a troop of soldiers, one could just use your Item/Bank Storage script ((“Oh, let’s see how much meat the army up in the mountains has left and how much gold they have left to spend on more. If they’re running low, maybe we should send them more. Ah, but we’d have to send a second troop out to deliver the goods…”))

    Then it would seem this would just be an extended Group Manager.
    When it comes to deploying troops, usually that’s a process that the game calculates. So
    perhaps in terms of questing, you can add mathematics that calculates a Mean, Median, and Mode for all the actors separate stats to determine a success rate at something, and in that case maybe some extra variables like Crafting LVL, Fishing LVL, Farming LVL, etc for actors to also determine success rate of a particular job.

    Now, these are just suggestions.

  2. Mitchell aka Audrey says:

    Well, that and variable script functions you’ve already put like Highest Level, Quests Completed, and Reputation.

    I wonder if you could put this in synch with your Member Select script so you can select members from a specified Army Troop.

  3. Galv says:

    Thank you for the suggestions, but this one was done as a script request and I have no plans on making it anything more.

  4. Mitchell aka Audrey says:

    Okay, that’s fine. I can work without it. It just doesn’t seem like it works much as to what it was meant to do as there’s no way to tell who’s in the troop in the first place so you can’t really use the troops you place in, so it’s almost just for aesthetics only.

  5. Mitchell aka Audrey says:

    Or I mean you can but when it comes to eventing it’s not. But I see what you mean.

  6. Galv says:

    It does exactly what it’s meant to do by request as I said… so I am not sure why you are saying that – it’s very rude of you. As for “There’s no way to tell who’s in the troop in the first place”, if you are talking about who’s in the battle party, maybe you could read the script settings to find that option.

  7. Mitchell aka Audrey says:

    Oh, my apology. I didn’t mean for to come out that way. I just woke up, so, I’ll look and see what I meant.

  8. Mitchell aka Audrey says:

    I get what this is about now. This is for managing large amounts of members. What I meant is it doesn’t feature the ability to add or check members through a script call so it wouldn’t be used in eventing, say, ((“Terence, Natalie, Eric? You are to join the Kaslo army. I will enlist you now.”))
    so your intention was to make it more of a gameplay feature than an eventing element. Okay. I’m sorry.

    But then, in regards to its intention, how do you add members back in after you dismiss them?

    • Galv says:

      That’s not the script’s function. You would do that during your game. Don’t forget about eventing… how did you get that member in the first place? You added him via eventing.

  9. Alvaro Benavides says:

    D: I LOVE THIS SCRIPT!, I will use it on my guild system, can i add your script to my guild system tutorial and demo? I will credit you off course. Here is the topic http://forums.rpgmakerweb.com/index.php?/topic/9202-guild-system-demo-included/

  10. Lockin says:

    are you have Army Manager Script without Dismiss ?
    Dismiss is very Dengerous

  11. Rikatakirin says:

    How to give it a name?

  12. Newbie Rpgmaker says:

    I get an error when I sometime catch a chest. undefined method ‘refresh menus’ for #Scene_Map:0x9ac2700
    It refrenses this line in the script, SceneManager.scene.refresh_menus
    It seems to be catching the chest and breaking the line at the same time. It only happens randomly.
    I did add another fish, a mermaid that goes after key bait and I set her to spawn in the same spot as the chest. I followed the directions exactly and everything seems to work fine except for the random error.

    • Galv says:

      Are you aware that you posted this in my army manager script page? I’m asking to see if I need to check for script conflict between the two.

  13. Newbie Rpgmaker says:

    Opps, sorry I meant to post it on your Fishing Game page. Been a long night. I’m going to move this over to there.

  14. i have a question for script army manager, Can be used as a command script is executed if the items to organize the formation please explanation

    • Galv says:

      I’m sorry, I don’t understand the question. If you download the demo and try it out, you can see what it does what you want.

  15. Sylphries says:

    Is it possible to make script call to change Army name with input name?

    like
    manually change/input name ingame without need to set the script

  16. Aes says:

    Hello there,
    First of all thanks for all of your work, your systems are usually very handy and well-thought
    I have a question about your army manager though; I’m not certain if I missed it or if it’s just not possible, but what I’m trying to achieve is using the exact same type of screen you created for this army manager, except only a few of the characters (a.g. the first line shown in the army manager) would actually be part of the battle party, and the rest would just be there as if it was “stored”.

    Does your system feature such a thing or am I asking too much ?
    Thanks again anyway, have a merry christmas

    • Galv says:

      Unfortunately if you can’t see it in the demo then it would likely require changing the scripting code to do. I recommend asking in a forum if someone might have time to do that for you :)

  17. Aes says:

    Thanks a lot for the quick answer :)

  18. sylphries says:

    hi again~
    is there any plan to made army manager plugin for MV?
    kinda got addicted using it~

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