Franz_Pantalon

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Hello everyone,

I am quite new to the RPG maker scene, so please excuse my question if it is trivial.

I have been intensively looking for a mean to introduce casting times in a game. This should push characters intending to use powerful skills to be vulnerable for a certain duration requested to cast the spell.

I am still experimenting with RMMV, and I have no preference yet between turn-based or active-turn/ATB (I tested the Yanfly's plugin to that purpose).

The casting duration shall depend on an attribute of the spell (such as the skill's speed, so I thought), and may eventually be influenced by the character's agility (for example if the game uses an "ATB" system). If the fighting system is turn-based, it shall of course be possible to have a casting duration greater than one round.

So far I found no solution to realize this mechanics. Maybe someone here would have a clue on how to realize that :)
 
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Solar_Flare

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This is precisely what the "speed" attribute of a skill is for. I'm not sure how that applies to non-standard battle systems (or MZ's ATB, though that's irrelevant for you), but with the default battle system, giving a skill a negative speed will cause the action to occur later in the turn, while a positive speed will cause it to occur earlier in the turn. The order of actions is also influenced by the character's agility.
 

AphoticAmaranth

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If you're using the default turn based system, Victor has a plugin that can add casting times

 

Zerothedarklord

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If you're looking into ATB, I'd be more than happy to help you out with it, I worked rather extensively on my game's ATB battle system and have achieved what you want
 

ATT_Turan

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This is precisely what the "speed" attribute of a skill is for.
Well, kind of. It does determine when in the round the skill goes off, but it doesn't make the actor vulnerable in any way, nor can the skill be interrupted.

The Victor plugin mentioned above also doesn't do any of that (although it looks like it's state-based, so you could always add damage modifiers to the charging state to create vulnerability). It also doesn't look like it would be a good fit unless you want the spells to take multiple rounds, it doesn't seem to have any effect within one round.

Yanfly's CTB does a bit of this, wherein a non-zero speed in the skill gives it a charging time that you can see in the turn order, and there are notetags for skills that can affect that charge (so you could have skills that push back or reset someone who's charging a spell).

You could combine that with passive states on the magic-using characters that make them take additional damage if they're in a charging state.
 

Solar_Flare

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Well, kind of. It does determine when in the round the skill goes off, but it doesn't make the actor vulnerable in any way, nor can the skill be interrupted.
That's not entirely true. The skill can be interrupted if the actor dies or is affected by a state that restricts movement.
 

Franz_Pantalon

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I would prefer to stay round-based, but was looking into ATB because it seems to be what people use the most to address "duration-based" game mechanics... thus hoping to find off-the-shelf solutions.

Ideally, I would want a round-based combat system that works like that:
  • Within a round, position within round would be defined based on AGI, like per default.
  • However, some skills would take multiple rounds, requiring a charge that is defined mostly by the skill itself, but also to some extend by the character's AGI or some other hidden attribute (that way, duration might be shorted by a buff influencing this attribute associated to the character).
  • Some weapons(*) would also have the same mechanics (like a crossbow or an old-fashioned gun).

If you're using the default turn based system, Victor has a plugin that can add casting times


Your suggested plugin seems to be a good start. I'll have a look a it and test it a little, especially if the charging time might be defined by a formula.


This is precisely what the "speed" attribute of a skill is for. I'm not sure how that applies to non-standard battle systems (or MZ's ATB, though that's irrelevant for you), but with the default battle system, giving a skill a negative speed will cause the action to occur later in the turn, while a positive speed will cause it to occur earlier in the turn. The order of actions is also influenced by the character's agility.

For what I understand and tested, the "speed" attribute of a skill only delays the position of the character within a round.

..., but it doesn't make the actor vulnerable in any way, nor can the skill be interrupted.
That's not entirely true. The skill can be interrupted if the actor dies or is affected by a state that restricts movement.

I do not plan on introducing a way of interrupting the skill charge (e.g. like a concentration roll if a casting character receives damages). So, yeah, that would suffice.


(*) EDIT: since one of the original built-in plugins allows to have a weapon execute a skill (WeaponSkill by Sasuke Kannazuki), the question on how to realize the desired game mechanics would only concern skills.
 
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Franz_Pantalon

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So, I've been testing the plugin suggested by @AphoticAmaranth . It appears to fully delivers the mechanics I wanted to have in the game.

The action sequences feature of the plugin doesn't work however, because Victor's BattleMotions plugin is requested for that, and does not work for some reason.
But that's ok. It is aesthetically appealing enough to my taste. Plus, if I start to introduce battle motions, I'll never see the end of it.

So thanks RPG Maker Community for your help ;)
 

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