Chalk

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Hello RPG Makies, hope you're all having a nice day.

This thread is a series of questions for making an on-map battle system using mostly common events, with small, beginner-level scripting recommendations being encouraged. The main focus of the questions are around how much an everyday computer could handle before experiencing lag.

Q1 - Can this work?
If you know whether a system like this could/couldn't work on a 50x50 map, with 16 characters, and 10 tiles of perceivable movement per character, on a basic computer, with little lag, then I would greatly appreciate an outright yes or no.

Q2 - Creating a scope around the character.
I wouldn't feel too fussed to write a small script for this. Assuming a selection scope could cover 100 squares at once, would printing the same small image 100 times take a long time to process? What's the best way to do this?

Q3 - Pathfinding.
What seems very challenging is making the pathfinding for both AI and selection scopes. In theory I think paths could methodically be pushed outwards 1 tile at a time to detect where they can move. Will this create too much lag and is there a way to optimize the pathfinding?

Q4 - HUD recommendations.
For sub-menu navigation, drawing character status, turn order; any recommendations for plugins, scripting/eventing advice, or tutorial/thread links regarding this, all would be helpful.

While there are a lot of nice scripts I've seen, none of them fully align with what I'd like. Lecode's Tactical Battle System has a lot of features I like, but unfortunately will remain incomplete for an uncertain amount of time. One important thing to note about that version was that it would struggle to load on larger maps, with more entities, or with larger selection scopes. Since I'm limited in both JavaScript knowledge and general understanding coding, I want to know where these barriers would be presented in eventing, and how/if they could be overcome.

Thank you for reading.
 

Cootadude

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I'm sorry if I wasn't able to fully answer your questions, it can be complicated & I'm not very good with writing down short explanations..

Q1: Yes.
Q2: For that I had several events calculate where the character can go at the same time to speed up the process.. This would only make the FPS drop by 10.
Q3: For pathfinding I had a event check the path first then show the player the path it would take, I'm currently improving it & making it work better & smoother.
As for lag my game always ran at a constant 60FPS but would drop to 50-45 during calculations & checking.
Q4: I'm simply using events & Picture commands for these, I'm also using Galv's Variable bar Plugin as well.

I'm actually challenging myself to create a Grid-Based Tactical-RPG in RMMV with only using Events. I'm supposed to finish it this month & I was able to use Common-Events to finish 70% of the movement system but I still need to make it work faster & polish it up.
The game is working at a constant 60FPS unless something begins processing then it can drop only about 10 frames down for a few seconds.

When I finish the Alpha version of the game I can give you a template using it so that you can use my system or use it as a reference.
 

Chalk

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I'm sorry if I wasn't able to fully answer your questions, it can be complicated & I'm not very good with writing down short explanations..
Thank you, this is all very helpful information, I will probably move forward to experimenting now. Good luck with your game, if you're happy to give me a template sometime I'm sure it would help with finding solutions when I start to encounter problems.
 

Cootadude

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I'm happy to know you found it useful!
& Thank you!
 

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