Battle System - PTB VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

Click here for help on how to install plugins and an explanation on the Tier Hierarchy System.


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Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.


Support VisuStella

Click here if you want to help support VisuStella on Patreon.


Introduction

Press 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.

  • NOTE* To use this battle system, you will need the updated version of

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:

  • Actor and enemy teams take turns attacking each other as a whole.
  • Press action counts are given to each team at the start of each turn to utilize individual actions for.
  • Good strategies such as hitting weaknesses, guarding, or landing critical hits will convert a full action into a half action, allowing for more actions to be used per turn.
  • Bad strategies such as hitting resistances, missing attacks, or getting an attack reflected will punish the team by removing press actions available.
  • A system of scenarios, outcomes, with varying priority levels will allow you to fine tune the results of an action to your liking.
  • Alter the mechanics of the Battle System PTB to your liking through the Plugin Parameters.
  • A Press Count Display is shown for each side to relay information to the player about the current state of each turn.

Requirements

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.


Tier 2

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 Changes

This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.

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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.

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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).

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.

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Action Orders

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:

  1. Berserk, confused, and auto battlers go first.
  2. If any actions are left, inputtable actors go next.
  3. If any actions are left, but there are no inputtable actors, berserk, confused, and auto battlers use up the remaining actions.
  4. Switch to the next team.

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.

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Turn Structure

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).

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How Press Mechanics Work

This section will explain how the Press Mechanics work.

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Press Action Counts

Each 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.

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Scenarios

Here 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:

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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Post-Gains

Once 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.

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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.


The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

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General PTB-Related Notetags

BattleSys PTB Weakness.gif

These notetags are general purpose notetags that have became available through this plugin.

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<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.

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Press Action Cost-Related Notetags

BattleSys PTB Icons.png

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<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.

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<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.

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<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.

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<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.

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<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.

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<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.

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<PTB Hide Press Cost>

- Used for: Skill, Item Notetags
- Makes the PTB press cost for this skill/item hidden regardless of Plugin
  Parameter settings.

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<PTB Show Press Cost>

- Used for: Skill, Item Notetags
- Makes the PTB press cost for this skill/item visible regardless of Plugin
  Parameter settings.

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Post Gain-Related Notetags

BattleSys PTB Weakness.gif

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<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.

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<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.

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Mechanics-Related Notetags

BattleSys PTB Immune.gif

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<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.

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<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.

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Plugin Commands

Plugin 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:

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The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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System Plugin Commands

BattleSys PTB Weakness.gif

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BattleSys PTB Command1.png

System: PTB Press Count Visibility
- Determine the visibility of the PTB Press Count Display.

  Visibility:
  - Changes the visibility of the PTB Press Count Display.

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Plugin Commands

Plugin 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:

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The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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System Plugin Commands

BattleSys PTB Weakness.gif

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BattleSys PTB Command1.png

System: PTB Press Count Visibility
- Determine the visibility of the PTB Press Count Display.

  Visibility:
  - Changes the visibility of the PTB Press Count Display.

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Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

Version 1.00 Official Release Date: November 1, 2021

  • Finished Plugin!

End of File