DestroyDX

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I am making a game, and for this game I would like to have a turn based battle system that allows each actor and enemy to move along a grid divided into an enemy side and an ally side with skill ranges, area of affects, multi target and random selection depending on the skill used. Kind of like the Eremidia: Dungeon grid system. Hope someone can help with this a bit like the image below
 

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ATT_Turan

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Did you search for SRPG plugins? MV has 3 or 4 with threads in the plugin forum. I think it would be much easier for you to start with that and limit movement on the appropriate side than it would be to start with the default battle system and create all of it, since you're not doing the coding yourself.
 

DestroyDX

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Sounds like a good idea. I'll give it a try and see if that works for my game. But I would still to actually make a mv grid battle plugin if possible. Thanks for the idea anyway.
Did you search for SRPG plugins? MV has 3 or 4 with threads in the plugin forum. I think it would be much easier for you to start with that and limit movement on the appropriate side than it would be to start with the default battle system and create all of it, since you're not doing the coding yourself.
 
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DestroyDX

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Did you search for SRPG plugins? MV has 3 or 4 with threads in the plugin forum. I think it would be much easier for you to start with that and limit movement on the appropriate side than it would be to start with the default battle system and create all of it, since you're not doing the
I tried the plugin. It was a good idea but it's not what I'm looking for.
I want the battle to be part of the random encounter and I want there to be skills capable of hitting entire rows or columns like below
108075-e48d6b6e0e76e93e2f89619b1ffcd7ec.gif
 
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ATT_Turan

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All of the SRPG plugins I've looked at have the functionality built in for AoE spells that can target a line, radius, whatever. And anything you use can be hooked in to replace the random encounters.

The reason I was suggesting that to you is that you do not appear to have coding knowledge - turning the default battle system into what you're describing is a significant project that you won't get for free as a request.

Apart from that, have you actually looked apart from this thread? I did a Google for "RPG Maker MV grid battle" and found a plugin from HimeWorks. It does not appear to have been completed or have many features (I can't even find the AoE add-on it mentions), but it's at least a starting point.
 

DestroyDX

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All of the SRPG plugins I've looked at have the functionality built in for AoE spells that can target a line, radius, whatever. And anything you use can be hooked in to replace the random encounters.

The reason I was suggesting that to you is that you do not appear to have coding knowledge - turning the default battle system into what you're describing is a significant project that you won't get for free as a request.

Apart from that, have you actually looked apart from this thread? I did a Google for "RPG Maker MV grid battle" and found a plugin from HimeWorks. It does not appear to have been completed or have many features (I can't even find the AoE add-on it mentions), but it's at least a starting point.
I know about himes grid plugin and honestly it's what I'm looking for, but due to covid-19 HIME has stopped working on it and probably won't for and unforseable future. I have some basic knowledge on coding but not enough for something of this caliber.
 

ATT_Turan

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That's what I figured on both counts. So, really, your options are:
1) to take that grid system or an SRPG system and adapt it to be close enough to what you want,
2) to learn how to code in JavaScript well enough to create what you want, or
3) to plan on spending a significant amount of money commissioning someone to code it for you.
 

DestroyDX

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That's what I figured on both counts. So, really, your options are:
1) to take that grid system or an SRPG system and adapt it to be close enough to what you want,
2) to learn how to code in JavaScript well enough to create what you want, or
3) to plan on spending a significant amount of money commissioning someone to code it for you.
It seems to me that 2 and 3 are my best options to get something that fits my game. Thanks for the advice.
 

ATT_Turan

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Well, there are lots of resources on these forums for you either way!
 

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hmmm. an art of mine was removed from reddit, for a reason not even listed.
Going to try my luck with Rust programming language. C++ is just way too gosh darn frustrating.

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