Battle Control by Common Event

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Andar

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Request for a plugin to allow control of battle properties by a specified common event.



1) any call for a battle (both random battle and evented battle processing) needs to be redirected to a common event, after the data for that specific battle has been stored in variables and switches


2) the common event can check all those values and modify them if needed


3) the common event needs scriptcalls or plugin commands to either process or abort the intended battle with the modified values


The following properties are neccessary in the plugin to allow for that control:



Controlling Common Event ID: To setup which common event is responsible for the process


Troop Variable ID: ID of the variable into which the troop ID from the battlecall will be stored (both from random and evented battlecalls)


Can Escape Switch ID: ID of the switch into which the "can escape" data from Battle Processing event command will be stored


Can Loose Switch ID: ID of the switch into which the "can loose" data from Battle Processing event command will be stored


Surprise Switch/Variable ID: ID of the switch into which the option "surprise" (only random), that means no player action on first turn, will be stored


Preemptive Switch/Variable ID: ID of the switch into which the option "preemptive strike" (only random), that means no enemy action on first turn, will be stored


The following commands need to be available as either script calls or plugin commands (plugin writer choice)



call battlescreen with the data set in the variables and switches as defined above, even if they no longer contain the original data values
WARNING: This cannot be automated or to the original script entry point because that would create a loop that calls the common event again



abort battlesequence (this might be set as default, then there is no need for a specific command)


There are several purposes that can be fulfilled by this plugin.


1)


by default there is no way to intentionally set surprise or preemptive battles, that only happens randomly in random battles. But for some story functions it would be better to be able to set those values (not possible by battle processing)
There are existing plugins that enable this (for example http://himeworks.com/2016/01/pre-emptive-battle-events/), I don't know if it would be better to include something similiar within this plugin or to make this plugin compatible to one of the existing ones. Might be worth a discussion.


2)


random battles are automatically to the death and usually have the escape option - only with battle processing event command you can manually change that. With this procedure, the options are also available for random battles



3)


You can now have the game react to settings that prevent battles based on things like player level or difficulty settings. Examples are to have players above level 20 abort or change the battles against a simple slime troop that wouldn't stand a chance anyway. or skip every second battle on easy difficulty, or skip all battles on development playtest or whatever.
The controlling common event can also react to story advances by calling additional variables like chapter number before deciding what to do with the battle. This would allow for example changing of the troop ID of the upcoming battle depending on whose country is currently at war or similiar story effects.


The most important part is the third one, the ability to change the battle depending on dynamic settings that change through the game or that depend on player choice, without having to do that in every event with a battleprocessing.


There are already a few plugins that call common events before the battle, but unfortunately they (at least the ones I found) automatically continue to the battle, the event cannot modify or abort the battle data.


And that ability to modify or abort the battle depending on difficulty setting or story dynamics is what I'm mainly after.


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


CANCEL


I'm cancelling this request, because I found a way to work around the main problem.


Solution: Use Tsukihime's http://himeworks.com/2015/11/random-encounter-events-mv/   and use the script options to get the info like ID from $gameTroop, then cancel the original random encounter and call an evented BattleProcessing if neccessary.


As for the Surprise/Preemptive, handle that by the other Plugin from Tsukihime already linked above.


I hope no one started working on this already, sorry - sometimes I miss existing solutions ;-)
 
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