Difference between revisions of "Battle System - PTB VisuStella MZ"
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== Changelog == | == Changelog == | ||
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+ | Version 1.07: January 20, 2023 | ||
+ | * Bug Fixes! | ||
+ | ** Custom graphics for press turn icons should now be working properly. Fix made by Olivia. | ||
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Version 1.06: October 20, 2022 | Version 1.06: October 20, 2022 |
Revision as of 15:12, 19 January 2023
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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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SystemThis is a plugin created for RPG Maker MZ. | ||
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Required PluginsThe following plugins are required in order to use this plugin. Place the following plugins above this plugin located in the Plugin Manager.
VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionPress Turn Battle (PTB) is a team-based battle system made for RPG Maker MZ where the teams for actors and enemies take turns attacking one another as a whole, consuming press actions in the process. When press actions have been emptied, the turn switches over to the opposite team and it repeats. Depending on the results of actions, Press Actions may consume a full action or be converted into a half action, allowing for more actions per turn. This is a battle system that rewards skillful play and punishes bad strategies.
VisuStella's Core Engine. Go into its Plugin Parameters and change the "Battle System" plugin parameter to "ptb". Features include all (but not limited to) the following:
RequirementsThis 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.
Major ChangesThis plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them. --- Surprise Attacks and Preemptive BonusesDue 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 SpeedWhen 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). As there is no free-range switching like with other team-based battle systems, the turn order in which the actors can perform actions will be based on their agility values. Battlers with higher AGI will go earlier while those with lower AGI go later. Agility, however, can influence Press Counts through buffs and debuffs if enabled through the Plugin Parameters. Each stack of Agility buffs will raise the Press Count for a team while each stack of Agility debuffs will decrease them for subsequent turns. --- Action OrdersAs 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 highest-to-lowest AGI for both front view or right-to-left for sideview. If there are actions left, the enemy team will cycle back to the first acting enemy. --- Turn StructureEach 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). --- How Press Mechanics WorkThis section will explain how the Press Mechanics work. --- Press Action CountsEach turn, the active team is given a number of actions they can perform. These actions can be divided up into full actions or half actions. Each team member that can act will generate a full action at the start of each turn. Attacking, defending, skill usage, or item usage will consume actions. If there are half actions available, those will be consumed first. Otherwise, full actions will be consumed. Once all full and half actions are consumed, the team's turn ends and it becomes the opposing team's turn to attack. --- ScenariosHere are the various scenarios on what will happen. This is assuming that none of the settings in the Plugin Parameters have changed in regards to these scenarios. If a scenario's outcome becomes permanent, it can no longer be changed from any other scenarios that happen later. Otherwise, the last scenario that happens will take priority. Scenarios have priority levels. Whenever a scenario outcome with a higher priority occurs, that outcome's effects will take over. Priorities of equal or lower level will not override the current outcome settings. Below are the scenarios listed from lowest to highest priority level: --- Scenario: Performing any action with a "normal" outcome (hit) and dealing damage without hitting any weaknesses, resistances, immunities, absorptions, or reflections. Outcome: (Consume) If there is a half action, consume the half action. Otherwise, consume one full action if there is no half action. Priority: 0 --- Scenario: Performing an action that inflicts a state. This can be tricky. The state effect can miss and still be considered "normal", but if the action itself misses, this scenario is no longer valid. Outcome: (Consume) If there is a half action, consume the half action. Otherwise, consume one full action if there is no half action. Priority: 0 --- Scenario: An action lands a critical hit! Outcome: (Convert) If there is a full action, convert that full action into a half action. Otherwise, consume the half action if no full action exists. This is a temporary outcome by will override a "normal" outcome. Priority: 50 --- Scenario: An action deals elemental damage and hits a weakness! Outcome: (Convert) If there is a full action, convert that full action into a half action. Otherwise, consume the half action if no full action exists. This is a temporary outcome by will override a "normal" outcome. Priority: 60 --- Scenario: An action completely misses. This does not refer to a state effect missing, but instead, the action's own success rate failing the dice roll or an enemy evades it. Outcome: (Consume) If there are 2 half actions, consume both half actions. If there is a half and full action remaining, consume one of each. Otherwise consume two full actions. This outcome becomes the permanent outcome. Priority: 80 --- Scenario: An action deals elemental damage and hits a resistance! Outcome: (Consume) If there are 2 half actions, consume both half actions. If there is a half and full action remaining, consume one of each. Otherwise consume two full actions. This outcome becomes the permanent outcome. Priority: 70 --- Scenario: An action tries to do elemental damage but hits an immunity! Outcome: (Consume) Consumes all half actions and full actions. This outcome becomes the permanent outcome. Priority: 90 --- Scenario: An action tries to do elemental damage but is absorbed! Outcome: (Consume) Consumes all half actions and full actions. This outcome becomes the permanent outcome. Priority: 90 --- Scenario: An action tries to do elemental damage but is reflected! Outcome: (Consume) Consumes all half actions and full actions. This outcome becomes the permanent outcome. Priority: 90 --- Scenario: Using the Guard action. Outcome: (Compress) If there is a half action, consume the half action. Otherwise, convert one full action into a half action. This outcome becomes the permanent outcome. Priority: 100 --- As you can see, the scenario and outcome mechanic will favor punishment over reward, but will also favor reward over normal. The priority system is set up so that certain scenarios will not undo others. For example, a multi-hit attack that lands a critical hit but also a miss will still favor the miss. These settings can be altered in the Plugin Parameters if they're not to your liking. --- Post-GainsOnce changes are made to the full actions and half actions, it's time to end the action. However, not before some post-gains to be made. Some notetag effects allow actions to gain full actions and half actions after the fact. As scenario outcomes cannot make turns go into the negatives (it always caps at zero), any post-gains made will always prolong a turn. For example, let's assume there is a skill called "Phoenix Eye". It consumes an action but will grant 3 Half Actions. In a scenario where a team has only a half action or full action left, "Phoenix Eye" will consume that action and return 3 Half Actions, still allowing the team to continue acting for the remainder of that turn. --- Notetags
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.
--- General PTB-Related NotetagsThese notetags are general purpose notetags that have became available through this plugin. --- <PTB Help> description description </PTB 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 PTB. - This is primarily used if the skill behaves differently in PTB versus any other battle system. - Replace 'description' with help text that's only displayed if the game's battle system is set to PTB. --- Press Action Cost-Related Notetags--- <PTB Press Consume: x> - Used for: Skill, Item Notetags - Changes the PTB press action cost of this skill/item to consume 'x'. - Replace 'x' with a number value representing the press action cost required to perform the skill. - When consuming press actions, it will consume half actions before full actions. - The consume/convert type can be altered by the skill results. --- <PTB Press Convert: x> - Used for: Skill, Item Notetags - Changes the PTB press action cost of this skill/item to convert 'x'. - Replace 'x' with a number value representing the press action cost required to perform the skill. - When converting press actions, it will convert full actions into half actions. If there are no full actions to convert, it will instead consume half actions. - The consume/convert type can be altered by the skill results. --- <PTB Press Compress: x> - Used for: Skill, Item Notetags - Changes the PTB press action cost of this skill/item to compress 'x'. - Replace 'x' with a number value representing the press action cost required to perform the skill. - When converting press actions, it will consume any half actions. If there are no half actions, it will convert full actions into half actions. - The consume/convert type can be altered by the skill results. --- <PTB Press Force Consume: x> - Used for: Skill, Item Notetags - Changes the PTB press action cost of this skill/item to consume 'x'. - Replace 'x' with a number value representing the press action cost required to perform the skill. - When consuming press actions, it will consume half actions before full actions. - The consume/convert type CANNOT be altered by the skill results. --- <PTB Press Force Convert: x> - Used for: Skill, Item Notetags - Changes the PTB press action cost of this skill/item to convert 'x'. - Replace 'x' with a number value representing the press action cost required to perform the skill. - When converting press actions, it will convert full actions into half actions. If there are no full actions to convert, it will instead consume half actions. - The consume/convert type CANNOT be altered by the skill results. --- <PTB Press Force Compress: x> - Used for: Skill, Item Notetags - Changes the PTB press action cost of this skill/item to compress 'x'. - Replace 'x' with a number value representing the press action cost required to perform the skill. - When converting press actions, it will consume any half actions. If there are no half actions, it will convert full actions into half actions. - The consume/convert type CANNOT be altered by the skill results. --- <PTB Hide Press Cost> - Used for: Skill, Item Notetags - Makes the PTB press cost for this skill/item hidden regardless of Plugin Parameter settings. --- <PTB Show Press Cost> - Used for: Skill, Item Notetags - Makes the PTB press cost for this skill/item visible regardless of Plugin Parameter settings. --- Post Gain-Related Notetags--- <PTB Post-Gain Full Actions: +x> <PTB Post-Lose Full Actions: -x> - Used for: Skill, Item Notetags - Causes the user's team to gain full actions AFTER paying the action costs. - Replace 'x' with a number representing the amount of full actions to gain or lose. --- <PTB Post-Gain Half Actions: +x> <PTB Post-Lose Half Actions: -x> - Used for: Skill, Item Notetags - Causes the user's team to gain half actions AFTER paying the action costs. - Replace 'x' with a number representing the amount of half actions to gain or lose. --- Mechanics-Related Notetags--- <PTB 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. --- <PTB Full Actions: +x> <PTB Full 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 full 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. --- Plugin CommandsPlugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ. Here is a list of Plugin Command(s) that you may use: ---
--- System Plugin Commands--- System: PTB Press Count Visibility - Determine the visibility of the PTB Press Count Display. Visibility: - Changes the visibility of the PTB Press Count Display. --- Plugin ParametersGeneral SettingsDetermines the general settings of the PTB Battle System. These settings range from determining how the Press Count resources and costs are displayed to the text that appear during team shifting. --- Press Counts Full Name: - What is the full name of "Press Counts" in your game? Abbreviation: - What is the abbreviation of "Press Counts" in your game? Cost Format: - How are Press Count costs displayed? - %1 - Cost, %2 - Abbr Text, %3 - Icon --- Icons Cost Icons Consume Icon: - What icon is used to represent consumed costs? Convert Icon: - What icon is used to represent converted costs? Compress Icon: - What icon is used to represent compressed costs? Actors Full Action Icon: - What icon is used to represent actor full actions? Half Action Icon: - What icon is used to represent actor half actions? Enemies Full Action Icon: - What icon is used to represent actor full actions? Half Action Icon: - What icon is used to represent actor half actions? Empty Action Icon: - What icon is used to represent empty actions? --- Team Shift 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? --- Displayed Costs 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? --- Mechanics SettingsDetermines the mechanics of the PTB Battle System. From here, you can enable or disable core mechanics, determine how to determine turn advantage, and how the various supporting mechanics operate. --- Main Mechanics 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. --- Turn Advantage 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 --- Action Generation 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 Press Costs Skills: Cost Type: - What is the default press cost type for skills? Cost Value: - What is the default press cost value for skills? Items: Cost Type: - What is the default press cost type for items? Cost Value: - What is the default press cost value for items? Press MechanicsMore indepth control over how the Press Count mechanics work for various scenarios during battle. --- Guarding Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Miss an Attack Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Critical Hit! Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Elemental Resist! Maximum Rate: - What is the maximum elemental rate for an attack to be considered a resistance? Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Elemental Weakness! Minimum Rate: - What is the minimum elemental rate for an attack to be considered a weakness? Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Element Immunity! Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Absorb Element! Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Reflect Attack! Alter Changeability: - Allow the cost type and value to be changeable? - Unchanged - Cost type is unchanged after this effect - Permanent - Cost type can no longer be changed after - Temporary - Cost type can still be changed after Alter Cost Type: - Change the cost type to this scenario. - Use 'Unchanged' for no changes. - Unchanged - No changes are made - Consume - Removes half, otherwise consumes full - Convert - Converts full => half, otherwise consumes half -Compress - Consumes half, otherwise converts full => half Alter Cost Value: - What is the default action cost for this scenario? Priority: - What is this scenario's priority? Scenario outcomes with equal or lower priorities cannot override types and costs. --- Sound FeedbackSound effects for player feedback on in-battle changes to Press Counts. These sound effects are played only when certain results have happened in order to proc the correct sound effect. If multiple things happen at a time, the sound effect priority list will go as follows from top to bottom: 1. Lose >1 Full Action 2. Lose >1 Half Action 3. Gain Full Action 4. Gain Half Action --- Gain Full Action Gain Half Action Lose >1 Full Action Lose >1 Half Action Filename: - Filename of the sound effect played. Volume: - Volume of the sound effect played. Pitch: - Pitch of the sound effect played. Pan: - Pan of the sound effect played. --- Press Count Display SettingsAdjust the settings for the Press Count Display. They appear in the upper or lower corners of the screen for the player party and the enemy troop. --- Display Settings Draw Horizontally?: - Which direction do you want the Press Count Display to go? Bottom Position?: - Place the Press 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. --- Picture Settings Actors: Full Action Picture: - Optional. Place an image for an actor full action instead of an icon? Half Action Picture: - Optional. Place an image for an actor half action instead of an icon? Enemies: Full Action Picture: - Optional. Place an image for an enemy full action instead of an icon? Half Action Picture: - Optional. Place an image for an enemy half action instead of an icon? Empty Action Picture: - Optional. Place an image for an empty action instead of an icon? --- Coordinates 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. --- Draw Settings 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? --- Turns Remaining 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. --- CreditsIf you are using this plugin, credit the following people in your game: Team VisuStella ChangelogVersion 1.07: January 20, 2023
Version 1.06: October 20, 2022
Version 1.05: June 2, 2022
Version 1.04: April 21, 2022
Version 1.03: April 14, 2022
Verison 1.02: March 17, 2022
Version 1.01: October 28, 2021
Version 1.00 Official Release Date: November 1, 2021
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