Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Content

Hiya, all! Hope you all had a nice weekend! Mine's gotten a bit better and a bit more in control since the last one. Those family issues are taking some time to resolve, but at least things are getting done. :)

The sample projects have been updated! The passwords have been updated so be sure to check that out, too!

Sample Project File Size: 537MB (roughly)Happy RPG Making, everybody!  For the regularly updated links, look below:

Be sure to check them out! 

---

The Standard Turn Battle System is now out in the beta package! :D

For those that missed it last time I've talked about it, the Standard Turn Battle system functions off of the Default Turn Battle system's structure. Action orders are determined by the battlers' AGI values and they go from highest to lowest. However, actions are not selected at the start of the turn. Instead, the turn progresses and the actions are picked as each battler's turn appears, then proceeds to be executed immediately.

Each battler is only allowed one action per battle turn, meaning a single battler cannot have twice the number of turns as another battler even if the battler's AGI value is double that of the other. This is to prevent any balancing issues that come from tick-based battle systems as they tend to be far more difficult to balance compared to turn-based battle systems.

In other words, this is CTB without the tick-based system. Every battler will have one action per turn and ONLY one action per turn as to maintain the balance of the game. There will be nothing like faster actors getting multiple chances to perform actions per turn because at that point, just go back to the CTB. This design decision was made simply because the CTB was too hard to balance and tick-based battle systems don't mesh well with the default MV structure.

Too many users don't understand the fundamental aspects of tick-based battle systems to balance them correctly, but as to not gimp the already existing CTB system, STB will be made instead as a separate entity following a turn-based battle structure. That said, for those reasons, this may be (or not) the last complex battle system plugin I'll do for MV, or at least, a very long time. Entire battle systems take a lot of work to make and time to get working right. But when they do get working, it feels rewarding, at least. :)

This plugin will also work with the Turn Order Gauge to display turns in a similar format to the CTB system, too. 

Hope you're excited for it!

Files

Previews only

Comments

Kest

This sounds like a proper Dungeons and Dragons turn order?

Anonymous

I have a question on STB. So let's say the turn order is Actor 1, Enemy, Enemy, Actor 2. On Actor 1 turn, they cast a spell that makes Actor 2 agility faster then both the enmies. Will the turn order updated so that'll be Actor 2, Enemy, Enemy or will it be like it was before Actor 1 turn were the enimies go before Actor 2?