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Original Source
- Original title: MV Synrec Live Tactical Battle (AVAILABLE)
- Original author: Synrec
- Original date: May 17, 2020
- Source thread: https://forums.rpgmakerweb.com/threads/synrec-live-tactical-battle-available.121665/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugins In Development
Summary
store page: https://synrec.itch.io/synrec-live-tactical-battle > Redesigned battle scene, computers don't do the fighting, your players do. { "lightbox_close": "Close",
Archived First Post
store page: https://synrec.itch.io/synrec-live-tactical-battle
Features
> Redesigned battle scene, computers don't do the fighting, your players do.
Redesigned battle scene
Players can move and attack freely, without limit and control their own 'turn' rather than have a computer calculate all that for them. This means that you, as the developer, are free to make powerful enemies with potential one-shot capacity as long as you can provide sufficient means for the player to evade them.
Evasion is no longer a calculated process with this battle system. Instead, players must physically move or even guard against these dangerous attacks.
Attacks are different. The player can use any attack or choosen skill as many times as they want so as long as they have the necessary resources for it. Do be warned, once a skill is chosen, a player is stuck with it until the gauge reaches its maximum. Skills therefore need a balance with regards to resources used and gained during a turn.
Alternative skill scene
The skill menu has been altered to use the custom skill menu present within the plugin. This menu allows players with 100's of skills to only equip a select few for battle.
This skill equip limit you may set in the plugin parameters.
Use suitable note tags and skill settings.
SYNREC’s LIVE BATTLE GRID DOCUMENTATION
Why use this battle system?
RPG Maker has a very standardized system. All the graphics have the same 'tone', the music blends the same, the systems all similar. What you have here is a unique opportunity to obtain code which not only modifies the generic battle system into something more modern.... more action oriented but to also obtain code which in essence is very open to own project modification, free UI adjustment, mix and matching of skill notetags to create completely novel attacks.
Ease of troop setup. No longer will you have to spend copius amounts of time to make each troop look unique and individualistic. The battle system automatically randomizes enemy positions at start and for important enemies, you can even fix these positions yourself.
Player barricaded by rocks.
Enemy AI has been modified and is now pathetically easy to customize. Developers no longer have need to fight with RPG Maker's default 'rating' system to determine the style of action an enemy will be going to take. Instead, a simple around has been taken. The enemy will use skills in accordance as to how they are in the action patterns setting. Provided the set conditions are met.
Taking this a step further, you can even tag enemies with <noDupeAction> to prevent an enemy from essentially spamming a skill.
Customize action patterns and combine them with note tags to create enemies whose patterns are in full control or, take it a step further with the random AI action which has a 4/6 chance to move 1/6 chance to use an action and 1/6 chance to guard.
Beams pierce block projectiles, reducing their hit count. Grenades can bypass them.
Features
> Redesigned battle scene, computers don't do the fighting, your players do.
Redesigned battle scene
Players can move and attack freely, without limit and control their own 'turn' rather than have a computer calculate all that for them. This means that you, as the developer, are free to make powerful enemies with potential one-shot capacity as long as you can provide sufficient means for the player to evade them.
Evasion is no longer a calculated process with this battle system. Instead, players must physically move or even guard against these dangerous attacks.
Attacks are different. The player can use any attack or choosen skill as many times as they want so as long as they have the necessary resources for it. Do be warned, once a skill is chosen, a player is stuck with it until the gauge reaches its maximum. Skills therefore need a balance with regards to resources used and gained during a turn.
Alternative skill scene
The skill menu has been altered to use the custom skill menu present within the plugin. This menu allows players with 100's of skills to only equip a select few for battle.
This skill equip limit you may set in the plugin parameters.
Use suitable note tags and skill settings.
SYNREC’s LIVE BATTLE GRID DOCUMENTATION
Why use this battle system?
RPG Maker has a very standardized system. All the graphics have the same 'tone', the music blends the same, the systems all similar. What you have here is a unique opportunity to obtain code which not only modifies the generic battle system into something more modern.... more action oriented but to also obtain code which in essence is very open to own project modification, free UI adjustment, mix and matching of skill notetags to create completely novel attacks.
Ease of troop setup. No longer will you have to spend copius amounts of time to make each troop look unique and individualistic. The battle system automatically randomizes enemy positions at start and for important enemies, you can even fix these positions yourself.
Player barricaded by rocks.
Enemy AI has been modified and is now pathetically easy to customize. Developers no longer have need to fight with RPG Maker's default 'rating' system to determine the style of action an enemy will be going to take. Instead, a simple around has been taken. The enemy will use skills in accordance as to how they are in the action patterns setting. Provided the set conditions are met.
Taking this a step further, you can even tag enemies with <noDupeAction> to prevent an enemy from essentially spamming a skill.
Customize action patterns and combine them with note tags to create enemies whose patterns are in full control or, take it a step further with the random AI action which has a 4/6 chance to move 1/6 chance to use an action and 1/6 chance to guard.
Beams pierce block projectiles, reducing their hit count. Grenades can bypass them.
Features Mentioned
- > Redesigned battle scene, computers don't do the fighting, your players do.
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- Redesigned battle scene
- Players can move and attack freely, without limit and control their own 'turn' rather than have a computer calculate all that for them. This means that you, as the developer, are free to make powerful enemies with potential one-shot capacity as long as you can provide sufficient means for the player to evade them.
- Evasion is no longer a calculated process with this battle system. Instead, players must physically move or even guard against these dangerous attacks.
- Attacks are different. The player can use any attack or choosen skill as many times as they want so as long as they have the necessary resources for it. Do be warned, once a skill is chosen, a player is stuck with it until the gauge reaches its maximum. Skills therefore need a balance with regards to resources used and gained during a turn.
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