The Formation System
There’s been a recent addition to the ever-growing library of scripts I’m using for Project: Solcast: Vlue’s Formation script. Very impressive, very awesome script. Now, let me show you what I’ve managed to do with it AND another script, VE’s Passive States:
Here we have a mock party: Aomi the Android and her four friends, Test, Test, Test and Test. Their current Battle Formation looks like this:
Now, let’s see what happens when we move Aomi to the front row:
Her HP exploded! It’s six times what it was!
That’s because Aomi has an ability that increases her HP by a factor of six whenever she’s in the front row.
With evaluation formulas and Passive States, I’m able to determine a character’s position in the battle formation and apply corresponding effects. Back row characters could acquire abilities that let them regain HP or SP in battle, while front row characters gain boosts to defense or attack.
Furthermore, Formation Evaluations might not be limited to just Passive States -- using Yanfly’s Lunatic Targets script, I should be able to create scripts that attack characters based on the formation position (such as attacks that only hit the front row, or attacks that go in a straight line). Or, using his Hide Menu Skills script, make abilities that are only available based on a character’s position (such as melee attacks only being available to do from the front two rows).












