Amuseum

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Virtual Grid Combat Engine


Virtual Grid Combat Engine places the party and the enemies in square grids. The party members are placed in 2x2 and the enemies are placed in 3x3.


This allows additional strategic skills and items that attack an entire column or row of enemies. (The RTP only allows random enemies for greater than one target.)


Skills and weapons can be granted these additional scopes with the following note tags:


<scope:row> to attack a row of enemies by selecting any enemy on that row.


<scope:col> to attack a column of enemies by selecting any enemy on that column.


<scope:x> to attack enemies in the corners and the center (like an X).


<scope:t> to attack enemies in the edges and the center (like an +).


The party's status is also displayed in a 2x2 grid under their side-view images.


Screenshots


I made a new skill type to test these new scopes. Also notice the rearrangement of the party's status.


vgce 3.png


In-game description of these new skills.


vgce 2.png


Enemies are placed randomly on the grid. There's a chance that not all enemies appear.


vgce 4.png


Also works for any skill, like this new magic skill Firewall.


vgce 6.png


In the Database manager, Skill editor, I used the new note tag.


vgce 5.png


Video


TBD


Additional Plugins


Highly recommended to use Yanfly's Battle Engine Core so you can select the enemies by clicking on their images.


TODO


- Fixed troop placement (e.g. for boss fights.)


- Scope for allies.


- Test enemies that have skills with the new scopes.
 

Mellye

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I really enjoy this style of combat. Good luck with your work! :)
 

Arcmagik

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I agree with Riff...however this is an awesome plugin and I look forward to its completion.
 

RogdagoR

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Looks cool! I think it will work good also with Leocode formations plugin
 

Sera

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Yes! It's finally happeniiing!

I've been waiting for something like this for so long. Thank you for working on this.

If you can make things like the size of the grid (from 3x3 to 2x2 or 4x3), to the positioning of battlers in each grid (making them farther apart from eachother or closer together), this will be absolutely perfect.

Also, please consider making skills that can only be used when the user is in a certain row or column.
 

Rex Tenebris

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Would be good if we can even do it 4x4, that could be used in special raid battles where we can use a total of 16 actors in the battle, or a max of 4x3 +  a reserve system which let us switch the dead actors by the actors in reserve.
 
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Black Noise

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Sounds great! Could this plug-in ever be compatible with the front view system?

Because I feel very much at home with that than the side view one.
 

Neckboi

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Amazing. I was looking make a system just like this for my game. I agree with the others thought that having a 3x3 grid (and larger) for the players would be a good thing. 

Let me know if you need any help with the programming. Have been dying for a system like this
 

tofurkey

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Really glad someone is making a system like this, though I agree that the party grid should be at least 3x3 to support larger parties.

As an additional feature, would it be possible to have row bonuses/penalties? For example, not being able to attack from the back row if you're a short ranged character, or gaining bonuses to stats for being in certain rows.
 

YEEART

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Is it possible to change row/column in the midst of battle by chance?
 

Ghost of Christmas Kloe

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I like it but I'd recommend letting people choose whether to disable stuff like "Enemies are placed randomly on the grid. There's a chance that not all enemies appear." since that wouldn't be usefull to some people.
 

Sera

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Any updates on this?
 

Radis3D

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Waiting

Waiting...

Waiting for it... :3
 

M.I.A.

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Very interesting.. I like the idea of enemies on a 3x3 or 4x4 grid.. that would add some unique options for spells and skills. Following. :)
 

Amuseum

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you can now change the grid size. however note that the RPG maker editor only allows up to 8 enemies per troop. so if you want more than 8, you have to find ways to add them. editing the json files should work, but i havent tried it.

working on customizable dynamic interface. options for number of rows & columns for enemies and actors separately, placement of those grids (x, y). later modify windows be more dynamic to grid size, i.e. battle status, main menu, party status, formation.

scopes to be added:

generalize the X and + scopes into checkerboard and cross based on targeted enemy.

actor versions of same scopes

the main focus of this plugin are grid layout, scopes, and targeting. any additional or game-specific rules you would have to write a separate plugin for. such as bonuses for specific rows. every actor and enemy is assigned a value to the 'gridIndex' property which you can reference.
 

Neckboi

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keep it up! dong good work  :guffaw:  
 
 
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Question. Would changing actor rows allow one to swap with another's place?

Similar to how Etrian Odyssey does it.
 

Radis3D

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how the progress? :3
 

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