Continuum Queue Battle System

continuumg

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As commissioned by kranasAngel


By continuumg


This plugin is available for use in free games.


Not available for use in commercial games, with the exception of those made by @kranasAngel or myself


Continuum Queue Battle System


Screenshots


This is a time-based battle system wherein battlers queue up to five actions.


Actions all cost a different amount of time; once the time cost of a battler's entire queue has elapsed, all those actions are taken by that battler.


Items and Skills can do more damage based on their position in the queue, or on the number of items in the queue.


Damage can also be affected by tags in the previously used action, allowing for combos


States, Equips, etc can affect the speed of battlers.


Demo


I recommend use with Yanfly's Skill Core, to improve the look of the time cost display in menus. Place this plugin below it in the plugin manager.
 
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Mojo907

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Interesting to say the least, bravo!
 

Solis

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Also thought it was a cool concept. Is it hard to set up? Just curious. 
 

continuumg

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Nope, not at all, @Solis. There are a small number of plugin parameters to set. You can change a skill or item's time cost using a simple notetag. You can set up states or equipment that alters a battler's speed in the same way. A handful of new functions are added to the damage formulae, so you can have actions deal different damage depending on where in the queue they are or how long the queue is. There is also a method to easily set up actions that combo into other actions.


Additionally, I've just updated the plugin with a small bugfix for a problem kranasAngel brought to my attention.
 
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GoodSelf

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This looks pretty cool - I assume it also works with the standard side-view?
Perhaps I'll play around with this in a new project I'm making - I was intending to sell the whole project for $2, so I might have to give it away for free unless we can come to terms on commercial use.
Can't wait to test this out and create my own combos!
 

Naridar

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Cool! Can placement in the queue influence skill MP/TP cost as well or only damage?
 

ashikai

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Huh, that's pretty cool! A neat twist on a Press Turn Battle System (which I have not seen an MV plugin for yet, surprisingly). 
 

kranasAngel

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Cool! Can placement in the queue influence skill MP/TP cost as well or only damage?
If you use Yanfly's Skill core, and set up a custom MP cost, it might work. It's worth testing out.


<Custom MP Cost>
cost = user.qlength*10
</Custom MP Cost>


Should set the skills MP cost equal to 10*the number of actions the user has queued. 


Important to note however is that MP costs are calculated and consumed at the end of the queue. So if you queue up 3 fires, each one will cost 30 MP. 
 

continuumg

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Pretty much what KranasAngel said, @Naridar. I intend to add more functionality later, though.
 

Naridar

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The demo crashes with an error when setting "Global Speed Multiplier" to anything else than 0. The crash occurs upon inputting "Confirm" or reaching the queue limit of the first actor and has the following log:

Code:
TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
    at TypeError (native)
    at Bitmap.gradientFillRect (file:///D:/Downloads/QueueDemo/Queue/js/rpg_core.js:998:24)
    at Window_BattleStatus.Window_Base.drawGauge (file:///D:/Downloads/QueueDemo/Queue/js/rpg_windows.js:469:19)
    at Window_BattleStatus.Window_Base.drawQueueGauge (file:///D:/Downloads/QueueDemo/Queue/js/plugins/ContinuumCDB.js:609:12)
    at Window_BattleStatus.drawBasicArea (file:///D:/Downloads/QueueDemo/Queue/js/plugins/ContinuumCDB.js:657:11)
    at Window_BattleStatus.drawItem (file:///D:/Downloads/QueueDemo/Queue/js/plugins/ContinuumCDB.js:649:11)
    at Window_BattleStatus.Window_Selectable.drawAllItems (file:///D:/Downloads/QueueDemo/Queue/js/rpg_windows.js:1250:18)
    at Window_BattleStatus.refresh (file:///D:/Downloads/QueueDemo/Queue/js/rpg_windows.js:5485:10)
    at Function.BattleManager.refreshStatus (file:///D:/Downloads/QueueDemo/Queue/js/rpg_managers.js:2202:24)
    at Function.BattleManager.makeTurn (file:///D:/Downloads/QueueDemo/Queue/js/plugins/ContinuumCDB.js:514:23)
 
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continuumg

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Oops, sorry. I fixed that on KranasAngel's version but not the public one. I'll have to update it tomorrow, I'm not at the computer now. It's caused by a typo.
 

Naridar

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Another bug: an actor having the trait "Auto battle" or any state that takes control away from the player (such as the confusion, sleep or berserk states) causes the actors below them and all enemies' queue timer to freeze. Time passes normally for any actor above them in the battle status window.(for example, if the 3rd actor is confused, actors 1 and 2 progress normally while actor 4's timer hangs) Inflicting an enemy with confusion/berserk makes them freeze permanently if their queue gauge is filled while they're under the status effect, even if their status is cleared after that.
 
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continuumg

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Oh! I'll have to look into it. Thanks for bringing it to my attention.
 

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