Please help me make a combat system...

Veerdin

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Alright, so I've been pulling my hair out for the last few days here trying to get this idea of mine to work. But I keep running up against the fundamental problem that I have no damn clue how to work with the tools I'm using and I'm having a lot of trouble piecing together what I'm doing, even with buckets of guide videos and help files.


In short: I want to make a combat system. And I need help to do it, because I am denser than two short planks and need to be lead by the hand every step of the way or I will mess everything up. So I'll detail exactly what I want to accomplish here, and hope to god that somebody can help me set it up.



I'm looking to make a “pseudo-action” turn based combat system, operating from the side-view combat layout with a visual “style” somewhat similar to Darkest Dungeon's combat system with mechanics similar to those found in Dark Souls (dodging, blocking, parrying, stamina management, ect...):


E.G: Characters would have an “idle” state, when selected for their turn, they would change their graphic into a “ready” state (sword raised, for instance) and using different actions will change their graphic again to whatever that action is. “E.G” selecting the basic “attack” would cause the graphic to switch to a “swinging” motion and then trigger a series of actions (probably accomplished with Yanfly's Action Sequences plugin)


In order to do this, the main actor would need to be modular: Changing equipment such as helmets, armour, weapons, ect... would change the battler graphic around, so you could change your helmet and keep the other graphics the same. I'd need four separate interchangeable options - “Body”, “Head”, “Right-hand item” and “Left-hand item”.


Adding on to this, different weapons would use different animations – Fr'instance, a “Longsword” would use a different attack animation to a “Spear” or a “Rapier”.


Now, the actual artistic side of this isn't my major concern. My concern is “how do I actually do it” and sadly, I don't even know where to begin. Every time I try to learn how to use one of these plugins, I find myself getting very quickly overwhelmed with buckets and buckets of information that goes in one ear and out the other, so-to speak. I try to watch tutorial videos and the same problem happens.


I need the help of somebody who has some experience working with RPG Maker MV whose willing to donate their time to helping my dense skull out and might know which plugins to use (and more importantly, how the hell to use them) because I tend to fall at the first hurdle 9 times out of 10 and it leaves me feeling frustrated at unfulfilled for ages.


Also, if whoever wishes to help out is able to talk to me over Steam, or potentially Skype, that'd make things a whole lot easier.



Hopefully I've been able to communicate what I'm seeking, here. Thanks for reading and an even bigger thanks to anybody willing to give me a hand here.


Cheers!
 

Lantiz

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It's not a simple task, honestly I'm not sure if there are plugins that already do this, not familiar with battle scene.


So you may be asking yourself "why the f##k is this dude here?"...


Ok, maybe it is not what your are looking for, but I think you should try starting a topic on project recruitment section.


This way you could find people to help on your project and also learn with them.
 

Veerdin

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It's not a simple task, honestly I'm not sure if there are plugins that already do this, not familiar with battle scene.


So you may be asking yourself "why the f##k is this dude here?"...


Ok, maybe it is not what your are looking for, but I think you should try starting a topic on project recruitment section.


This way you could find people to help on your project and also learn with them.
This may not be a bad idea, actually. I'm going to be honest, I haven't the faintest clue what I'm doing when it comes to revamping MV's combat system. I think I will post a message on the recruitment board. Thanks for the heads up.
 

Zaen

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Dude, honestly, I don't want to discourage you, but you need to start working on a smaller scale project to learn how to use the tools available to you. You need to take a JavaScript class on a site like CodeCademy, and learn how to make stuff. And you're starting with basically the most complex thing you can do in RPG Maker and expecting to walk into with a help file and a mission and make it happen.


You need experience making smaller things.
 

Lantiz

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Nice.


I'll keep an eye if you do. I like The Darkest Dungeon a lot.
 

bgillisp

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I should probably advise you that battle systems are the hardest thing to edit in RPGMaker (at least according to coders on the forum). I don't think anyone has written a plug-in that does this yet, so you are probably looking at a custom plug-in to do what you want.


However....since plug-ins that change the battle system are *very* complex, and can take months to write, you are, honestly, probably going to get no takers unless you shell out $$$ for someone to make this for you. And be warned that most custom combat systems cost over $1000 to write, so you are honestly looking at that much or more before someone will even attempt this, due to the complexity of writing such a plug-in.
 

lolshtar

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Everything l see is easily doable if those "idle" and "ready" states are only status that majorly increase/decrease stats.


Problem is l can tell with your system is you don't know exactly what you want and it'll make the system way too complicated for what it is so you have to just simplify everything until it's good enough then you can request the functions you're missing.


You also have to forget animations/graphics for now because they'll just get in the way of your prototype.
 
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Veerdin

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Funny thing, actually...



Today, whilst browsing through the games I came across a game called "Animal Village" and lo-and-behold, it actually has a lot of gameplay similarities to Dark Souls, (and seeing as I'm aiming to make a souls-like, well...) It was, however, made in Game-Maker Studio, which I have zero experience with. But I've contacted the developer of the game, in any case.


I'll still be making a post on the recruitment forums, but given the info I've seen here so far, plus my own experience in trying to use RPG Maker, I might either rethink the combat system (perhaps build it off Quasi's ABS) or switch over to a different engine entirely.


Thank you for the feedback, though! I do appreciate it.
 

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