Extra features can be added to make Battle System better :-)

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Isabella Ava

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Hi guys, assume that you can code like a pro.
What extra feature you would like to add to make RPG Maker MV battle system more fun/better
(well i am not talking about default battle system, i am talking about Yanfly or Victor or Mog Hunter ...
whichever you're using)
And only extra features - NOT redone a whole battle system
(yeah i think if someone want to make a whole battle system like FF12 or Valkyrie Profile then
obviously it will be great but that's just impossible :)
 

Jeremiah Eastman

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I would love to see the tactics battle system myself. I know there is someone here working on one and I have been keeping an eye on it. If there was a tactics system with the functionality of modern Disgaea games I would go nuts.:smile:
 

SmashArtist

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I'd love a way to change the terms midgame as I could see many ways to use battle for multiple purposes that way. Unfortunately with my limited javascript experience I haven't figured out how to make changes midgame with plugin commands. :/
 

lokirafael

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A CTB more akin to Mana Khemia, with echo skills, skill charge and turn management.
 

IguanaGuy

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For Sideview Battle System: How about an option of the Pincer attack? It was common in FF6 and was especially useful when you fought the Imperial Air Force from the deck of the airship. Maybe someone already figured that out though moving the SV actors around?
 

Milennin

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Based on how my RM2K3 game worked, but without the bugs that came with it, lol:

-Similar to Yanfly Standard Turn Battle, with instant cast on all skills.
-Choose which hero to move first (or could make it so that if 2 or more heroes have the same Agility, you get to choose who moves first).
-There are 2 types of turns:
Character turn, which is decided when a hero or monster has moved.
Combat turn, which is decided when all heroes and monsters have moved.
-While condition duration is based on combat turns, conditions like HP regen. or Bleed take effect on each and every character turn (so they become more effective/deadly, the more heroes and monsters are on the field).

But it seems this isn't possible to achieve with current free plugins available. Yanfly STB doesn't support multiple actions per turn (mainly wanted for monsters), and does not let you choose between characters, even if they have the same Agility.

And for a most unlikely bonus feature:
-Get to choose an action for the next hero while the current hero is still performing its current action. Results, including common events chained with a skill that have yet to be run, are calculated before they happen and taken into account to let you queue actions, so you aren't paused by waiting for animations to finish in between every action.

(Just want to add I wouldn't say these would make combat necessarily better, but they're options I'd have liked to try make possible if I was any good at scripting.)
 
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I have seen people implement Paper Mario style timed button presses but they have never felt "good" to me in the same ways their inspirations do. Maybe its the lack of feedback or the timing never feeling quite right but its a feature I would like to see built directly into the engine, along with more options for navigating the battle menus with icons like in Golden Sun or Paper Mario.
 

Kes

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As this isn't a discussion about a particular mechanic, or its design, but more like a wish list, I think it is better in 'General Discussion'.

[mod]Moving to General Discussion.[/mod]
 

Isabella Ava

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Based on how my RM2K3 game worked, but without the bugs that came with it, lol:

-Similar to Yanfly Standard Turn Battle, with instant cast on all skills.
-Choose which hero to move first (or could make it so that if 2 or more heroes have the same Agility, you get to choose who moves first).
-There are 2 types of turns:
Character turn, which is decided when a hero or monster has moved.
Combat turn, which is decided when all heroes and monsters have moved.
-While condition duration is based on combat turns, conditions like HP regen. or Bleed take effect on each and every character turn (so they become more effective/deadly, the more heroes and monsters are on the field).

But it seems this isn't possible to achieve with current free plugins available. Yanfly STB doesn't support multiple actions per turn (mainly wanted for monsters), and does not let you choose between characters, even if they have the same Agility.

And for a most unlikely bonus feature:
-Get to choose an action for the next hero while the current hero is still performing its current action. Results, including common events chained with a skill that have yet to be run, are calculated before they happen and taken into account to let you queue actions, so you aren't paused by waiting for animations to finish in between every action.

(Just want to add I wouldn't say these would make combat necessarily better, but they're options I'd have liked to try make possible if I was any good at scripting.)
Yeah i love those you listed too. It will be great to able to choose which actor move first
 

Frogboy

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More Hit Points. Plain old regular HP just isn't enough. There's more to a person than how much life they have left.
 

bgillisp

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I'd code probably one of the following battle systems:

1) Mana Khemia's battle system.

or

2) Wizardry 8's battle system. Though with faster monster movement speeds, those battles took forever otherwise (I say this as I read 2 books last time I played Wizardry 8, all while waiting for the monsters to move).
 

Mystic_Enigma

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I'd like to try and create methods you can use to "negotiate" with encountered enemies, be it from talking to them in the midst of a battle, defeating surrounding enemies, or giving them an item. Which can lead to weakening them or having them back off, or even reward you with items and buffs!
 

Ungragu

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So basically like Persona 5's negotiation system?
 

LycanDiva

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I'd add strategic field movement, AOE attacks that hit enemies in different formations (circle, cross, X, line, etc.), and combo attacks (double attacks, tripple attacks, and full-party combos). That would be one heck of a battle system...
 

kirbwarrior

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I'd love to put skills directly into the choices themselves instead of a "Skills" submenu. The submenu is fine with a long list, but some games have limited lists in battle (either because characters have a small list or because of equipped lists of skills like pokemon). I've seen a few plugins that sort of do this, but without the description menu it's largely inconvenient in practice.

More information of the enemy being accessible. I love the plugins I've seen that let you see the status of allies, I would love one that let you see enemy status, and maybe even the abilities available to them. I'm a sucker for trpgs, and I feel this is one aspect that can be appropriated well into jrpgs.

Related to the above, being able to see (if roughly) how much damage you'll end up doing. I already like to put into skill descriptions some indication of how much damage you can assume you'll do ("Six times normal damage to all enemies", "Ignores Defense", "Triples atk for damage") but something more concrete would be nice.

Having more control of all the little pauses or "lag" in MV's battle system. It's kind of crazy how slow a two turn battle can be compared to early rpgs that play similarly.
 

Kes

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I've a feeling that this is going to turn into yet another one of those ever-lengthening wish lists with no possibility of a practical outcome.


[mod]As this is a necro, with no real 'discussion', I am closing this.[/mod]
 
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