Synrec's Plugins (Enemy Capture, Tactical Battle System, etc)

Synrec

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Battle Core Add-On for monster capture has been updated to provide front facing sprites. Please see my website for more info.

You can download the monster capture add-on from itch.io
 

Synrec

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Gender Traits for monster capture has been updated to v1.3 to allow for PIXI filters.

Created a text Sounds script:
 

Synrec

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Battle Core Updated

Please see here for more information.
 

Synrec

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CG Gallery Scenes released for RPG Maker MZ.

Allows for unlimited CG scene creation. I am not responsible for what you use this for.

 

Synrec

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Tactical Battle System updated to v1.2, adds manual placement and touch control
 

Siul

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Hi @Synrec , does your tactical battle system have collision damage (for characters, enemies and/or terrain) traps or similar?

Thanks for your time
 

Synrec

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It
Hi @Synrec , does your tactical battle system have collision damage (for characters, enemies and/or terrain) traps or similar?

Thanks for your time
Has collision for characters, traps are planned but I want their implementation to be simple hence that's after the smart path finding. Path finding uses MZ default for now.

You can manually block off terrain by setting the region ID as well. The sample project has three maps setup with 1 of them being a boss m

edit: reading properly I see you refer to collision damage, in what way are you talking about? Projectiles?
 
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Siul

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Has collision for characters, traps are planned but I want their implementation to be simple hence that's after the smart path finding. Path finding uses MZ default for now.

You can manually block off terrain by setting the region ID as well. The sample project has three maps setup with 1 of them being a boss m

edit: reading properly I see you refer to collision damage, in what way are you talking about? Projectiles?

Yeh, I meant collision damage so u can push characters and damage them or even stun them if they are casting whatever.

Now that you talk about projectiles, a question comes to my mind: do you have passable/impassable terrains or objects?
 

Synrec

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Yeh, I meant collision damage so u can push characters and damage them or even stun them if they are casting whatever.

Now that you talk about projectiles, a question comes to my mind: do you have passable/impassable terrains or objects?
Oh ok then no not yet but I'll just pass that into an update. Definitely gives me an angle on how to simplify trap placement.

The system works as a normal map with tactical elements overlaid. If a passage is set as non-passable via the database, you won't be able to pass there even if the move region covers that area.

Event triggers don't work yet as that is part of the idea for traps so it's a package in one kinda thing. I'll probably push this up on the priority seeing as there are many points one can derive from this
 

Roninator2

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Now that you talk about projectiles, a question comes to my mind: do you have passable/impassable terrains or objects?
My mind thinks about having different weapons/skills with different altitudes.
A hill might be terrain 3, while a rock would be terrain 1. Line of sight terrain 0. So an arrow can go over terrain 1 but higher would lower the accuracy 50% per level. So you could have things like a catapult and do area of affect damage over terrain 3.
 

Siul

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Oh ok then no not yet but I'll just pass that into an update. Definitely gives me an angle on how to simplify trap placement.

The system works as a normal map with tactical elements overlaid. If a passage is set as non-passable via the database, you won't be able to pass there even if the move region covers that area.

Event triggers don't work yet as that is part of the idea for traps so it's a package in one kinda thing. I'll probably push this up on the priority seeing as there are many points one can derive from this
I'm well awared of the problems of implementing any features :aswt: I'm just bringing back some ideas from LTBS
 

Synrec

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My mind thinks about having different weapons/skills with different altitudes.
A hill might be terrain 3, while a rock would be terrain 1. Line of sight terrain 0. So an arrow can go over terrain 1 but higher would lower the accuracy 50% per level. So you could have things like a catapult and do area of affect damage over terrain 3.
You can set the range of your attacks but they are not region locked. I also don't see a reason to region lock attacks in a general plugin but I can add in path blocking tho that comes in a bit later. And will be specifically for line pathed skills

Also, figured out path finding could be done just like in my other game Juno whereby I simply increase the search limit and add in the bounds so that updates today.
 

Synrec

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v1.3 Update To Tactical Battle System:
> Event Traps Added, no distinction between actor or enemy yet
> Item Window Fixed
> Boss Animation

Please see here for more info.
 

Synrec

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v1.4:
- Changed the event trap to use enemy battler data amongst some more key updates:

 

NikaraWorld

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Would this work alongside visustella's plugins, I'm thinking of buying this since it's
reminiscent of fire emblem
 

Synrec

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Would this work alongside visustella's plugins, I'm thinking of buying this since it's
reminiscent of fire emblem
I cannot guarantee functionality of my plugins with any plugin I have not worked on.
 

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