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MZ Revo Elemental Battle System(/Persona Battle System)

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MZ Revo Elemental Battle System(/Persona Battle System)
  • Original author: WingedHero
  • Original date: June 6, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/revo-elemental-battle-system-persona-battle-system.158097/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugins In Development

Summary

I'm doing a custom battle system for my project, but I thought that it could be very usefull for the community, because I have seen a ton of people looking for the Persona battle system, wich can be implemented using this plug-in. This system's consist of: Instant Actions: now you don't have to wait for all actor inputs for the actions to take place, when a battler turns comes, it selects an action at performs it. Actions Left Window: A new Window below Help window with all the actors left...

Archived First Post

I'm doing a custom battle system for my project, but I thought that it could be very usefull for the community, because I have seen a ton of people looking for the Persona battle system, wich can be implemented using this plug-in. This system's consist of:
  • Instant Actions: now you don't have to wait for all actor inputs for the actions to take place, when a battler turns comes, it selects an action at performs it.
  • Actions Left Window: A new Window below Help window with all the actors left to take action.
  • Weakness Hit Effects: When a battler hits a weakness: it gain a turn (you can manage the limit of extra turns in the plugin parameters), removes the target from the actions left , applies a state (custom for each element, config in the plugin parameters) and you can make custom evals to be done when a weakness is hit, (for actors and for targets).
  • Turn start clean State: The states applied by the weakness hits are removed when the battler turn starts.
  • Action Speed Change: Makes use of the skill/items speed, now when all the action effects are applied, the user will gain speed (wich can be an integer or percentage, depending of your choice in the plugins parameters) for the next turn. Battler's original speed is calculated at the start of the battle with a custom formula, making action's speed accumulative just for the battle they are used in.
This plug-in is still in beta, any recommendation that you have will be highly appreciated. Or bugs to be fixed.

This is free to use in any free or commercial game, credits or a link to this page is required.


And special thanks to Fomar0153, some of the source code was based in his Individual Turn Battle System.

Itch.io Link

Downloads / Referenced Files

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License / Terms Note

This is free to use in any free or commercial game, credits or a link to this page is required. And special thanks to Fomar0153, some of the source code was based in his Individual Turn Battle System. Itch.io Link

Creator Claims / Removal

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#039#rpg-maker-archive#js-development

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