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Engine: RPG Maker MZ
Tested on Engine Version: 1.5.0

Plugin Version: 1.1.5

Terms: 

  • For non-commercial project: Free to use, as long credits are given to GGZiron.

  • For commercial project: You have to donate me at least $5, for each commercial project. Doesn’t matter how many peoples work on that project, one donation per project is enough. You still have to credit me as GGZiron.

  • Do not redistribute. If you want to share it, use link to my itch.io page instead.

  • Edits allowed for personal use, but do not distribute edited version. Only way you can distribute this plugin, edited or not, is as part of your game. 

  •  You are allowed to make and distribute extension for the Plugin.

Introduction

This plugin allows you to set different Formations for the side battle view. Each formation can have different coordinates for the actor battlers, and each formation can set coordinates for as many members you want. If formation allows more members than have registered, the rest would be positioned according formula, that orders them like in the default side view.

Those formation allow more than visual change, they also allow you to give param bonus. If you want to give additional bonuses, you can give state bonus too. The state will work as traits objects, and nothing will remove it as long the formation stays. Those bonuses can be for the entire formations, for individual party members, or combinations of both.

Other Features:

  • Option to hide or to deactivate a formation with the game switches. When hidden, formation doesn't display at all. When deactivated, it show alternative data(name "???" or "locked", alternative conditions that explains what must be done to unlock it, alternative description). 
  • Options to set one global background picture, as well one picture for each formation.
  • Resize windows. Some sizes are changed directly, others – indirectly.
  • Set Battleback for the window "Formation Display". 
  • Set motion for the actors.
  • Set color tone and motion for the ghost actors (which represent the empty slots).
  • Party Members can change formation position without changing their party index.
  • The option to hide the condition window, in case you intend all formations to be without condition. That is not something you can change in-game, with plugin command.  

Plugin Commands:

  • Open Scene Formations: force open the Scene Formations. No parameters.
  • Disable Formation Validity Check: By default, when starting new game,  it is disabled. Useful when you don't want to trouble player with   formation auto-checks. Like when playing cut scenes, playing small no   battle segment, or something else.
  • Enable Formation Validity Check: Enables formation validity, then  performs validation. While enabled, whenever Game Switch changes value,   or party get new member or loses member   (via the event code or the correct methods. May not trigger if other   plugin do it).
  • Change Max Battle Party With Value: Changes the max battle party
    with the value you provide. On value error, would console.warn the error message, then ignore the command. Works only if you didn't opted out Change Max Battle feature.
  • Change Max Battle Party With Variable: Changes the max battle party
    with the variable ID you provide. If ID is 0 or less, party would be reset back to 4. If invalid value hold on the variable, will console.warn the error message, then ignore the command. Works only if you didn't opted out Change Max Battle feature.
  • Scene Always Use Current Battleback: Two arguments:
    • Use Current Battle Back: Set ON or OFF. On new game, is OFF. When On, on Scene Formation Select, Window Formation Display will use the currently set battle back. If none, will display no battleback. 
    • Battleback Rect: works only if you set the above argument to ON. You can modify the rect of the battleback, to display only part of it.
  • Scene Set Battleback Picture: Three arguments:
    • File Bottom: Select Battleback One. 
    • File Top: Select Battleback Two. 
    • Battleback Rect: You can modify the rect of the battleback, to display only part of it. Using this plugin command sets "Always Use Current Battleback" to OFF.

Information about the other files:

  • GGZironCore: Optional, version 1.1.0.  Needed if you want to be able to drag sprites with mouse/touchscreen in dev mode. Need to be above this plugin in your plugin list. That drag sprites feature is so you place sprites around the box, and their new coordinates get printed in the console, so you get some idea what to type for party members X and Y position.
  • Add Menu Button for VSMainMenuCore: Needed only if you use VisuMZ_1_MainMenuCore. This file is JSON data, that you should copy.  You can see here how to.

Information about the plugin parameters:

  • In the Plugin's help file.

Contact me if:

  • You found bug with my plugin. Bug reports help me make it better. If reason is it doesn't go well with other plugin, might do or not do,  depending how much free time I have and how popular is the other plugin.
  • You want to say thanks.
  • You got question about the terms.
  • You want to suggest how to improve it.
  • You want to commission me to adapt it for your project's specific needs.
  • You want to send me published game that uses some of my plugins.

Special thanks to:

JacSkulls and Vuono87, for providing me with feedbacks and ideas!

Updated 10 days ago
StatusReleased
CategoryAssets
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorGGZiron
Made withRPG Maker
Tagsformation, plugin, RPG Maker MZ, rpgmz

Download

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Click download now to get access to the following files:

Formation Manager V1.1.5 27 kB
Add Menu Button for VSMainMenuCore 676 bytes
GGZCore 2 kB
Formation Manager V1.0.1 (old version) 25 kB

Development log

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Comments

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So I do have a question for you Ziron, is it possible to have the default formation set for 2 front and 3 back for every battle like that of Final Fantasy II for the SNES or Final Fantasy IV for the DS, like in the attached image?

(1 edit)

Default formation have all settings the other formations have, except the ID, and the conditional ones, as the default is always visible, is always active, and have no members count restriction. 

Within, you can position them on similar way as in FF IV, and even give atk+ for front line positions, and def+ atk- for backline. But there is no way to switch rows in battle, as you can do in FF IV.  Or make it party be with reversed rows when caught unprepared. Other big minus, backline members would keep their def+, even if all front line members are KO. I didn't set conditions for stat bonuses.  About changing formation in battle, I had attempt, but didn't like the result, and for now, no time to improve it.

@GGZiron At least my game doesn’t have back attacks yet, like Final Fantasy games do lol.

(+1)

Hello,

I recently have downloaded your plugin and seem to have found a problem with it. For whatever reason, whenever I make a new formation with its respective settings and descriptions, upon selecting it in the formation window, closing the window, then reopening the formation menu again, the game crashes with the following error message: 

Cannot read property 'isActive' of undefined.

Below is the error messages that the JS devtools give:

rmmz_managers.js:2036 TypeError: Cannot read property 'isActive' of undefined

    at Formations_ScrollWindow.changeSelection (GGZFormationManager.js:2213)

    at Formations_ScrollWindow.select (GGZFormationManager.js:2227)

    at Formations_ScrollWindow.initialize (GGZFormationManager.js:2179)

    at new Formations_ScrollWindow (GGZFormationManager.js:2164)

    at Scene_Formations.createFormationCommandWindow (GGZFormationManager.js:2052)

    at Scene_Formations.createAllWindows (GGZFormationManager.js:1938)

    at Scene_Formations.isReady (GGZFormationManager.js:1927)

    at Function.SceneManager.updateScene (rmmz_managers.js:2105)

    at Function.SceneManager.updateMain (rmmz_managers.js:2063)

    at Function.SceneManager.update (rmmz_managers.js:1942)

Is there something I'm missing here? Any help would be appreciated, thank you!

Hello!

I managed to recreate your error. Is plugin error, not you. Later today I will publish a fix.

Thank you for your report! 

I uploaded new version. It should fix this error.

The plugin dont adapt well for 1920x 1080 res

It is possible to show me with screen shot, what exactly you mean by "don't adapt well"? 

For example in the formations, party members show at top of the rectangle not in center

Also, forgot to ask, did you check the settings? There you can resize a lot of stuff. Otherwise, yes, it indeed doesn't look well on big screen, if default settings used.

Can you recommend me some settings for 1920x1080 resolution? im using 4 characters

No, sorry. I am not using that resolution, and I do not know what else you use with it. 

There are settings for "Window Formation Display", where you should edit the Formation X and Y offsets, so they stay inside the box. Also, would be good idea to increase the window Width, which would in turn decrease the "Transposition Select" window width (the window with the actor names).

Even then, cannot guarantee my formation scene would look good for you, maybe it indeed doesn't. But there are settings to change window proportions, and the X and Y offsets, so you should try them out. 

(+1)

Hi, nice plugin. But it´s collides with ocram plugin.  Do you know why?
With Ocram come the error:

Error
GGZ Formation Manager -> One of the entries in List parameter have incorrect data. Open the console, to see the data that it fails to parse.

(1 edit)

Hello!

Hmm, which of the Ocram plugins conflict with mine? I need to replicate the error to be able to investigate the reason. 

Also, did you try to disable Ocram's plugin, to make sure the error is really because colide, but not incorrect data input?

(+1)

I use Visustella Plugins too, but i tried something and it´s collide only with Ocram and your Plugin. IT´s started with ocram_core.
The Error on Devtool:

Uncaught Error: GGZ Formation Manager -> One of the entries in List parameter have incorrect data. Open the console, to see the data that it fails to parse.
at Object.GGZiron.FormationManager.parseNewIpt (GGZFormationManager.js:1526)
at Object.GGZiron.FormationManager.ipdArr (GGZFormationManager.js:1551)    at Object.GGZiron.FormationManager.ipdObj (GGZFormationManager.js:1574)    at Object.GGZiron.FormationManager.ipdObj (GGZFormationManager.js:1577)    at Object.GGZiron.FormationManager.interpretParametersData (GGZFormationManager.js:1586)
at GGZFormationManager.js:1590

Found what cause the troubles. Later will post additional file, a small js snippet that must be placed after OcRam's Core and before my Formation Manager.

As temporary solution, if possible, move my Formation Manager above Ocram's Core. That should work too, though I do not recomend it as permanent solution. 

okay, thanks :)

(1 edit)

Ended up simply updating my plugin to not use for-in loop when iterating through array, since for-of was working just fine.

I think OcRam should update his core too, because it would conflict with all other plugins that use for-in loop for iterating through array, but that is up to him.

Downloading my newest version should resolve your issue. Would like to know if is so. Thanks!