Battle System - FTB VisuStella MZ
- 1 Download
- 2 System
- 3 Required Plugins
- 4 VisuStella MZ
- 5 Introduction
- 6 Requirements
- 7 Major Changes
- 8 Notetags
- 9 Plugin Commands
- 10 Plugin Parameters
- 12 Credits
- 13 Changelog
- 14 End of File
This is a plugin created for RPG Maker MZ.
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The following plugins are required in order to use this plugin.
Place the following plugins above this plugin located in the Plugin Manager.
This plugin is a part of the VisuStella MZ Plugin Library.
Free Turn Battle (FTB) is a type of battle system made for RPG Maker MZ, where the teams for actors and enemies take turns attacking one another as a whole. During each team's turns, an action count is given to them and they can freely perform actions among their teammates as wanted (or if turned off by the Plugin Parameters, in a cycle). When the action count is depleted or if one team ran out of battler's that can act, the other team begins their turn and so forth.
VisuStella's Core Engine. Go into its Plugin Parameters and change the "Battle System" plugin parameter to "ftb".
Features include all (but not limited to) the following:
This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.
Required Plugin List
This plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.
This plugin is a Tier 2 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).
This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.
This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.
Surprise Attacks and Preemptive Bonuses
Due to the nature of a team-based battle system, surprise attacks and preemptive bonuses no longer prevent the other team from being able to act for a turn as that gives the initiating team too much advantage. Instead, a surprise attack means the enemy team will always start first for each turn while a preemptive bonus means the actor team will always start first for each turn.
Agility and Speed
When there is no surprise attack or preemptive bonus, aka a neutral battle initiative, then the team that goes first is determined by their Agility value at the start of battle (unless determined otherwise through the Plugin Parameters).
However, because of the nature of team-based battle systems, agility and speed have no impact on action speeds as action speeds are now instantly performed.
Agility, however, can influence Action Counts through buffs and debuffs if enabled through the Plugin Parameters. Each stack of Agility buffs will raise the Action Count for a team while each stack of Agility debuffs will decrease them for subsequent turns.
Each team will have an allotted number of actions available for usage. This amount is determined by the number of alive members they have available by default multiplied by their action count base.
The amount of actions that can be performed at base value can be determined inside the Plugin Parameters > Mechanics Settings > Base.
The action count can be altered by AGI buffs and/or debuffs depending on the Plugin Parameter settings.
Further action counts can be altered by various notetag effects tied to the trait objects of each battle member.
As team-based battle systems always have teams go between each other, the standard action orders seen for turn-based and tick-based battle systems no longer exist. However, in the event the actor team has berserk, confused, or autobattlers, the actions will be performed in the following order:
For enemy teams, enemies will always go in order from left-to-right for the front view or right-to-left for sideview. If there are actions left, the enemy team will cycle back to the first acting enemy.
Free Range Switching
If this is enabled (it's an optional feature) and it's the player's turn, the player can freely switch between actors in his/her party by pressing the left/right buttons or the page up/page down buttons. The Actor Command Window will automatically update to the newly selected actor. This gives the player complete control and freedom over the party and the party's actions.
For touch controls, instead of pressing left/right or page up/page down on the keyboard, click on the Battle Status Window for the target actor to be selected to perform an action. The Actor Command Window will automatically update to the newly selected actor.
Each battle turn is dedicated to one team or the other. You need to design your turns with this in mind. When one team finishes its actions, the next turn will have the other team perform theirs.
As a result, both teams will not benefit from their turn end activities such as regeneration at the end of each battle turn. Instead, they will only occur at the end of their own respective turns.
However, for states and buffs, this is slightly different. States and buffs update at the end of the opposing team's turn. This is so that 1 turn states like Guard will last until the opponent's turn is over instead of being over immediately after the player's turn ends (rendering the effect useless).
The state and buff turn updates can be disabled in the Plugin Parameters. However, the durations must be accounted for if disabled (ie. making Guard last two turns instead of 1).
RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
These notetags are general purpose notetags that have became available through this plugin.
<FTB Help> description description </FTB Help> - Used for: Skill, Item Notetags - If your game happens to support the ability to change battle systems, this notetag lets you change how the skill/item's help description text will look under FTB. - This is primarily used if the skill behaves differently in FTB versus any other battle system. - Replace 'description' with help text that's only displayed if the game's battle system is set to FTB.
<FTB Action Cost: x> - Used for: Skill, Item Notetags - Changes the FTB action cost of this skill/item to 'x'. - Replace 'x' with a number value representing the action cost required to perform the skill.
<FTB Hide Action Cost> - Used for: Skill, Item Notetags - Makes the FTB action cost for this skill/item hidden.
<FTB Pass Turn> - Used for: Skill, Item Notetags - If a battler uses this skill/item, then even if there are actions left for the team to perform, that battler would no longer be able to input as they have already passed their turn. - By default, this applies to "Guard". If you don't want it to apply to the Guard skill, turn it off in the Plugin Parameters for mechanics.
<FTB Actions: +x> <FTB Actions: -x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Battlers associated with these trait objects can increase or decrease the maximum number of actions performed each turn. - Replace 'x' with a number representing the increase or decrease in action count per turn. - Depending on the Plugin Parameters, altering the max value can result in gaining or losing remaining actions for the current turn.
Here is a list of Plugin Command(s) that you may use:
System Plugin Commands
System: FTB Action Count Visibility - Determine the visibility of the FTB Action Count Display. Visibility: - Changes the visibility of the FTB Action Count Display.
Determines the general settings of the FTB Battle System. These settings range from determining how the Action Count resources and costs are displayed to the text that appear during team shifting.
Full Name: - What is the full name of "Action Counts" in your game?
Abbreviation: - What is the abbreviation of "Action Counts" in your game?
Cost Format: - How are Action Counts displayed? - %1 - Cost, %2 - Abbr Text, %3 - Icon
Actor Action Icon: - What icon is used to represent actor actions?
Enemy Action Icon: - What icon is used to represent enemy actions?
Empty Action Icon: - What icon is used to represent empty actions?
Party's Turn: - Text that appears when it's the party's turn. - %1 - Party Name
Enemy's Turn: - Text that appears when it's the enemy's turn.
Wait Frames: - How many frames to wait in between team changes?
Cost Position Front?: - Put the action cost at the front of skill/item costs?
Show Cost: Attack: - Show the action cost for the Attack command?
Show Cost: Guard: - Show the action cost for the Guard command?
Show Cost: 0 Action: - Show the action cost when the cost is 0 action?
Show Cost: 1 Action: - Show the action cost when the cost is 1 action?
Determines the mechanics of the FTB Battle System. From here, you can enable or disable core mechanics, determine how to determine turn advantage, and how the various supporting mechanics operate.
Enable Free Switch?: - Enable free range switching between actors?
Maintain Same Actor?: - Requires Free Switching. - Maintain the same actor after an action or move onto the next available actor?
Reset Index New Turns: - Resets the selected actor whenever a new turn starts? - Needs "Free Switching" to be off.
Guard > Pass Turn?: - Does guarding cause a battler to pass turn?
Gain Differences?: - If the max Action Count for a team changes, gain the difference in value if positive?
Lose Differences?: - If the max Action Count for a team changes, lose the difference in value if negative?
State/Buff Updates: - If enabled, update state/buff turns only on opponent turns. - Otherwise, they occur every turn.
Neutral Advantage: - For a neutral advantage battle, what determines which team goes first? - Random - 50% chance on which team goes first - Player - Player's team always goes first. - Lowest AGI - Battler with lowest AGI's team goes first - Average AGI - Team with the highest average AGI goes first - Highest AGI - Battler with highest AGI's team goes first - Total AGI - Team with highest total AGI goes first
Base: - What is the starting base number of actions that are generated per battler each turn?
AGI Buff Influence?: - Do AGI buffs give +1 for each stack?
AGI Debuff Influence?: - Do AGI debuffs give -1 for each stack?
Maximum Actions: - What is the absolute maximum number of actions a team can have each turn?
Minimum Actions: - What is the bare minimum number of actions a team can have each turn?
Allow Overflow?: - Allow current actions to overflow? - Or let them cap at the current team max?
Default Action Costs
Skills: - What is the default action cost for skills?
Items: - What is the default action cost for items?
Action Count Display Settings
Adjust the settings for the Action Count Display. They appear in the upper or lower corners of the screen for the player party and the enemy troop.
Draw Horizontally?: - Which direction do you want the Action Count Display to go?
Bottom Position?: - Place the Action Count Display towards the bottom of the screen?
Offset Top Log Y?: - If using the top position, offset the log window's Y position.
Reposition for Help?: - If using the top position, reposition the display when the help window is open?
Reposition For Help
Repostion X By: Repostion Y By: - Reposition the display's X/Y coordinates by this much when the Help Window is visible.
Actor Action Picture: Enemy Action Picture: Empty Action Picture: - Optional. Place an image for an actor, enemy, or empty action instead of an icon?
Screen Buffer X: Screen Buffer Y: - Buffer from the the edge of the screen's X/Y by this much.
Actor Offset X: Actor Offset Y: Enemy Offset X: Enemy Offset Y: - Offset the actor/enemy images' X/Y by this much.
Max Actions Visible: - How many action slots max should be drawn for each team?
Image Size: - What is the size of the icons or pictures for the action slots?
Gap Distance: - How wide should the gab between each slot be in pixels?
Icon Smoothing?: - Smooth the display for icons? - Or pixelate them?
Picture Smoothing?: - Smooth the display for pictures? - Or pixelate them?
Show Number?: - Show a number to display the actions remaining?
Font Size: - What font size should be used for this number?
Offset X: Offset Y: - Offset the remaining actions number X/Y.
1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.
2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".
4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.
6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.
7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.
6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。
7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。
If you are using this plugin, credit the following people in your game:
Version 1.10: October 20, 2022
Version 1.09: June 2, 2022
Version 1.08: April 21, 2022
Version 1.07: April 14, 2022
Verison 1.06: March 17, 2022
Version 1.05: August 13, 2021
Version 1.04: June 18, 2021
Version 1.03: May 28, 2021
Version 1.02: April 2, 2021
Version 1.01: March 19, 2021
Version 1.00 Official Release Date: February 22, 2021
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