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Original Source
- Original title: MV Clash-Based Battle System?
- Original author: meEth3r
- Original date: September 6, 2024
- Source thread: https://forums.rpgmakerweb.com/threads/clash-based-battle-system.171715/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests
Summary
Hi. I’m looking to create a battle system plugin for RPG Maker MV that allows opponents to clash to determine who gets to use their skills. The main inspiration for this system would be Library or Ruina or Limbus Company, granted I'm not sure if many people have played either of them. Here’s a brief overview of what I’m aiming for: Core Concept:
Archived First Post
Hi.
I’m looking to create a battle system plugin for RPG Maker MV that allows opponents to clash to determine who gets to use their skills. The main inspiration for this system would be Library or Ruina or Limbus Company, granted I'm not sure if many people have played either of them.
Here’s a brief overview of what I’m aiming for:
Core Concept:
The player chooses who to attack
View attachment 317065
instead of attacking, they enter a clash
View attachment 317066
In this case, the player has a higher clash power, allowing them to perform an attack while the slime takes damage without getting to execute their action.
View attachment 317067
This video also shows clashing in action, albeit slightly more complicated:
Layers of complexity:
As shown in the video above, clashing occurred multiple times before the enemy executed their skill. This is because the clash power of skills can be modified.
The main method of manipulating clash power is through a coins, the yellow dots that followed each battler.
Each skill has a number of coins attached to it.
Before clash power is compared, each side flips every coin they have, and each coin that lands heads increases clash power by a set amount.
The loser of the first clash loses one of their coins.
Clashing is repeated until one side is out of coins, declaring themselves to loser of the clash.
This ensures that the player is at the edge of their seat while watching the animations play out, as even if they chose a skill with high clash power, they could still lose the clash if unlucky.
To summarize the mechanics of the system:
I have looked for ways to implement this on my own, but they were either beyond my capabilities or unreasonably complex:
In terms of compatibility, the main plugins I use related to battles are Yanfly's Battle Engine Core along with Yanly's Action Sequences, and Instant Turn Battle By DreamX.
The first two are self explanatory.
With ITB however, it might cause a bit of trouble if an enemy moves first. So to clarify, clashing would only occur if the player is moving first.
I’m looking to create a battle system plugin for RPG Maker MV that allows opponents to clash to determine who gets to use their skills. The main inspiration for this system would be Library or Ruina or Limbus Company, granted I'm not sure if many people have played either of them.
Here’s a brief overview of what I’m aiming for:
Core Concept:
- Most parts of the battle system remain standard, that is until the player enters their action and enters the action execution phase.
- Instead of executing actions based on battler speed and skill speed, the player and the enemy they targeted will enter a "Clash".
- The outcome of the clash mainly depends on the skill used. At its most basic level, each skill has a "Clash-Power", and the battler with the higher clash power wins the clash and gets to do damage.
- Basically, both battlers move at the same time, but only one will get to perform a skill.
The player chooses who to attack
View attachment 317065
instead of attacking, they enter a clash
View attachment 317066
In this case, the player has a higher clash power, allowing them to perform an attack while the slime takes damage without getting to execute their action.
View attachment 317067
This video also shows clashing in action, albeit slightly more complicated:
Layers of complexity:
As shown in the video above, clashing occurred multiple times before the enemy executed their skill. This is because the clash power of skills can be modified.
The main method of manipulating clash power is through a coins, the yellow dots that followed each battler.
Each skill has a number of coins attached to it.
Before clash power is compared, each side flips every coin they have, and each coin that lands heads increases clash power by a set amount.
The loser of the first clash loses one of their coins.
Clashing is repeated until one side is out of coins, declaring themselves to loser of the clash.
This ensures that the player is at the edge of their seat while watching the animations play out, as even if they chose a skill with high clash power, they could still lose the clash if unlucky.
To summarize the mechanics of the system:
- Enemy actions are decided at the beginning of a turn.
- The player chooses a skill to counter it.
- A clash between the actor and target enemy occur
- The winner of the clash executes their action.
I have looked for ways to implement this on my own, but they were either beyond my capabilities or unreasonably complex:
- My first idea was to handle the logic for clashing using Yanly's Action Sequences, since animations and movement are what make the battle system appealing. That being said, the logic would have to be done within every skill the player could use, not to mention how janky it is.
- Another idea was to just try and make the plugin myself. Naturally, I wouldn't be making this request if I could, but I came up with some logic for it. One was to either modify, replace or follow up the action execution phase with a clashing phase, though I'm not sure if it's even possible.
In terms of compatibility, the main plugins I use related to battles are Yanfly's Battle Engine Core along with Yanly's Action Sequences, and Instant Turn Battle By DreamX.
The first two are self explanatory.
With ITB however, it might cause a bit of trouble if an enemy moves first. So to clarify, clashing would only occur if the player is moving first.
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