- Joined
- Jun 12, 2023
- Messages
- 69
- Reaction score
- 30
- First Language
- Italian
- Primarily Uses
- RMMZ
I've been stuck thinking about the fight system in my project Middlemoon.
The RPG Maker MZ combat system really didn't fit well in a dark modern adventure that winks to Chronicles Of Darkness.
At first I thought about using a plugin to run a Parallel Event through the Battle while storing the Variables of Attackers, Target, Skill and so on, to be able to create completely new skills (using the D10 dice system).
But when it was the time to code a fight I was left with a MEH feeling.
So I decided to up my game, I decided to create my most complex plugin so far (probably laughable by hardcore programmer but everyone has his own skillset ^^')
A plugin that once called on the map would overlay a deck-building based fighting style, moving events on the map and setting bonduaries to the Battle Area.
It's a ton of work for someone used to do Plugins that could be coded in a week max.
I'm trying to keep everything in an ordered fashion but each function, needs a function that calls a function that server 3 more other functions...
Still I'm confident, it won't be fast, it won't be easy, but I can do it!
Basic goals set:
For now I just create part of the backbone, the plugin successfully load from the parameters of the user who is in the battle and sort them in initiative order (for now only in combo mode with the other plugin) as well as sets the AP, HP, search the player deck, shuffles it and deals the cards. (except for the initiative order all Allied and Enemies actions aren't built yet)
Now it comes the difficult part, we have our deck, we have our hand of cards, it's time to chose the card and do some action!

The RPG Maker MZ combat system really didn't fit well in a dark modern adventure that winks to Chronicles Of Darkness.
At first I thought about using a plugin to run a Parallel Event through the Battle while storing the Variables of Attackers, Target, Skill and so on, to be able to create completely new skills (using the D10 dice system).
But when it was the time to code a fight I was left with a MEH feeling.
So I decided to up my game, I decided to create my most complex plugin so far (probably laughable by hardcore programmer but everyone has his own skillset ^^')
A plugin that once called on the map would overlay a deck-building based fighting style, moving events on the map and setting bonduaries to the Battle Area.
It's a ton of work for someone used to do Plugins that could be coded in a week max.
I'm trying to keep everything in an ordered fashion but each function, needs a function that calls a function that server 3 more other functions...
Still I'm confident, it won't be fast, it won't be easy, but I can do it!
Basic goals set:
- A functional deck building based combat system
- A JSON file in data to easily create all the possible cards
- As usual, an high costumization rate
- Combo work with my other plugin "RPG Style Stats and Skill", that's for me mostly as I need a Chronicle Of Darkness vibe to the fight
- Decent battle AI behaviour
- Ease of use (right now setting up a battle isn't really straightforward, especially if there are obstacles on the map)
- Graphic effects (cards dealing, card use, etc..)
For now I just create part of the backbone, the plugin successfully load from the parameters of the user who is in the battle and sort them in initiative order (for now only in combo mode with the other plugin) as well as sets the AP, HP, search the player deck, shuffles it and deals the cards. (except for the initiative order all Allied and Enemies actions aren't built yet)
Now it comes the difficult part, we have our deck, we have our hand of cards, it's time to chose the card and do some action!
