Sideview Endless Battle Scenes

plubic_void21

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Hello there, thanks for stopping by to read this weird title and weird question overall.
So, i'm currently working on a project that requires a feature i've never done before, I have no idea how to describe it, and after literally hours of googling, searching and trying to explain it in the search engine, i've given up and decided to seek help.

So what i mean is, a gameplay similar to a dungeon crawler, but it's all battle scene, no mapes or anything. Like Project W.I.P.E or Rance i.e...


i'm not sure if any of this makes sense, but in short terms, it's a game where it's only battle sequences in a row. What i wanted to know is, how do i go about replicating this battle scheme, can it be done via eventing only or will it require a script or plugin?

Thanks for you help, i really need to get this done so i can show my work to investors to get this project on the road, and i'll love your help for it.
 

mlogan

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

AsuranFish

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Not sure if this will work the way you want, but check out Hime’s Enemy Reinforcements plugin.

I’d say create an invisible enemy with no name that can’t be targeted, and have it use abilities to spawn each wave of enemies. For this, you'll need Yanfly's Target Core and Selection Control. You can make also give the enemy "immortal" status as an added failsafe, but it shouldn't matter either way. Sometimes redundancy is good though.

If you use action sequences for the reinforcement call, you can leave out the "display action" line to prevent the skill name from showing up, and prevent any odd/lingering effects that may crop up. Basically, your player should have zero idea that there's an invisible box summoning all these enemies. Unless you want to make it an evil genie or something. Evil genies are cool. Anyway...

From there, it's up to you how you want to do it. Variables, common events, whatever... maybe someone else can chime in on what would be better... in order to unlock each wave. I'd guess something like this would be best...

1: For each wave of enemies cleared, they set a variable to a certain value (say clearing the encounter of 3 soldiers sets the variable to 12, the encounter of two bats sets it to 13, and so on...)

2: Whenever the invisible enemy calls reinforcements, they reset the same variable to 0.

3: The reinforcement skill is a list of cases/conditions based on this variable. Case 1 -> Call Rats, Case 2 -> Call Bats, Case 3 -> Call Cats... and so on...

There will likely be other things you have to figure out to get it to fully work, but I hope this points you in the right direction!
 

plubic_void21

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[move]MV Support[/move]
Sorry about that, it's been awhile, and i still haven't learnt how the forums works 100% yet.

1: For each wave of enemies cleared, they set a variable to a certain value (say clearing the encounter of 3 soldiers sets the variable to 12, the encounter of two bats sets it to 13, and so on...)

2: Whenever the invisible enemy calls reinforcements, they reset the same variable to 0.

3: The reinforcement skill is a list of cases/conditions based on this variable. Case 1 -> Call Rats, Case 2 -> Call Bats, Case 3 -> Call Cats... and so on...
thanks for the suggestion, I really appreciate you taking the time to respond.
 

mlogan

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No problem, I was just letting you know so you didn't think it had disappeared or something. :)
 

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