- Joined
- Dec 13, 2015
- Messages
- 161
- Reaction score
- 19
- First Language
- Portuguese
- Primarily Uses
- RMXP
Hi!
After searching in this forum and internet, i don't find anything similar for MV. So i came here to request: A map and turn-based battle system. In other words: a clone of the so called Active Time Battle, ver 2, a battle system based on the 1995 JRPG game Chrono Trigger.
I know that a dare request, considering the amount of years needed to a working system appears in RMXP (dont search for VXA), the strict policies from Square-Enix about copyright and how tricky and incomplete was to make a event-based for lower versions.
But, i think, if you don't even try to ask, you don't get, and maybe for someone here the challenge to make this can sound fun, not?
For the people dont know about Chrono Trigger, here's a bit of the game (for the battle, skip to 2:37):
And here a Brazilian Portuguese tutorial for the event-based (not easy to setup) system for RM2k3.
With MV and the switch to JavaScript, i think it could be more easy to implement. I've a small experience with JS, but not enough in RMMV to make such complete system.
Technically, i think the system could work in that ways:
The plugin optionally could address:
- Compatibility with (or even put these as features) extra-frames, character idle animation and/or diagonal movement due to these systems be used in Chrono Trigger in some form (but the system could be independent of character plugins);
- A option to keep the side/frontal battle (maybe instead of call a custom command, call a standard battle start);
- OR a way to tweak the battle test, the map encounters and the enemy troops for use with this system;
- And maybe the plugin (or a addon plugin) could implement tweaks for the caterpillar, like configuring the party members distance, or even made a way to port the funcionalities from this event-based caterpillar RGSS1 script (sorry again for the portuguese thread).
Sorry if the request was too long or i wasn't clear or making mistake with Maker-specific terms, my english isn't that good and i use the Maker in PT-BR and a sorry larger if a request of this already was made.
Please add suggestions if i forget some mechanics of the game!
Anyway thanks in advance!
After searching in this forum and internet, i don't find anything similar for MV. So i came here to request: A map and turn-based battle system. In other words: a clone of the so called Active Time Battle, ver 2, a battle system based on the 1995 JRPG game Chrono Trigger.
I know that a dare request, considering the amount of years needed to a working system appears in RMXP (dont search for VXA), the strict policies from Square-Enix about copyright and how tricky and incomplete was to make a event-based for lower versions.
But, i think, if you don't even try to ask, you don't get, and maybe for someone here the challenge to make this can sound fun, not?
For the people dont know about Chrono Trigger, here's a bit of the game (for the battle, skip to 2:37):
And here a Brazilian Portuguese tutorial for the event-based (not easy to setup) system for RM2k3.
With MV and the switch to JavaScript, i think it could be more easy to implement. I've a small experience with JS, but not enough in RMMV to make such complete system.
Technically, i think the system could work in that ways:
- Like sideview, the battlers could be in separated folders (instead sv_actors or sv_enemies, maybe mb_actors and mb_enemies - from Map Based);
- Start the battle using a command which contains the enemy's event id and the enemy id for each event; and find a way to enable us to use conditionals if the player loses or wins the battle, just like the standard way; Or even make a way to use the standard battle call with the system;
- Due of the nature of the system (and what from it was based - Chrono Trigger), still enemies don't need to be addressed (even Lavos i think use a animated sprite for your head; the rest are tilesets);
- And due to the fact we address each event with each enemy, enemy troops from the database and the encounters of each map would turn to be useless for this plugin;
- Use pathfinding to arrange the battlers and enemies in the field (it was a pain to positioning the actors in the field in RM2k3 event-based solution);
- Add support to multiple techs; magical attacks performed by several members of the party together.
The plugin optionally could address:
- Compatibility with (or even put these as features) extra-frames, character idle animation and/or diagonal movement due to these systems be used in Chrono Trigger in some form (but the system could be independent of character plugins);
- A option to keep the side/frontal battle (maybe instead of call a custom command, call a standard battle start);
- OR a way to tweak the battle test, the map encounters and the enemy troops for use with this system;
- And maybe the plugin (or a addon plugin) could implement tweaks for the caterpillar, like configuring the party members distance, or even made a way to port the funcionalities from this event-based caterpillar RGSS1 script (sorry again for the portuguese thread).
Sorry if the request was too long or i wasn't clear or making mistake with Maker-specific terms, my english isn't that good and i use the Maker in PT-BR and a sorry larger if a request of this already was made.
Please add suggestions if i forget some mechanics of the game!
Anyway thanks in advance!
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