Difference between revisions of "Battle System Differences VisuStella MZ"

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'''NOTE*''': The battle systems in the chart above do not show which battle systems are "better" than others by having more ✅check marks. The number of ✅check marks is irrelevant to whether or not a battle system is fit for your game. Instead, you should be looking at where those ✅checkmarks are in order to determine which battle systems best suits your game design style.
 
'''NOTE*''': The battle systems in the chart above do not show which battle systems are "better" than others by having more ✅check marks. The number of ✅check marks is irrelevant to whether or not a battle system is fit for your game. Instead, you should be looking at where those ✅checkmarks are in order to determine which battle systems best suits your game design style.
  
More to come.
 
  
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== In-Depth Explanations ==
+
== Structure: Action Economy and Turn Advantage ==
  
The following sections will have in-depth explanations for each of the battle systems. Each section will cover the following:
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[[File:TurnAdvantageComic.png|800px]]
  
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In traditional JRPG's, '''Action Economy''' refers to the quantity and frequency of how often a battler, an actor or an enemy, can perform during the scope of battle. The flow of battle determines the frequency of a traditional JRPG's action economy. This is extremely important to understand because the more turns a battler has, the more often he or she is able to apply pressure to the opposite team and move his or her own team towards victory.
  
'''Structure and Playstyle:'''
+
'''Turn Advantage''' refers to describing the advantage a participating battler has based on turn-order. Depending on the battle flow, most of the time, those that act more quicker and more often have a better turn advantage than their opponents. Those with more turn advantage are also more likely to win the battle provided both sides are relatively balanced.
  
This section will talk about the turn-based structure or tick-based structure of the battle system and why that matters to the mechanical structure of how the battle system functions.
+
There is overlap between Action Economy and Turn Advantage but they are '''NOT''' the same. Action economy refers to the quantity of actions a battler can produce in a given time while Turn Advantage relates to the speed and priority of actions a battler can produce over time. Understanding both of these will help you understand the flow and structure of battle.
  
I will also talk about the playstyle that typically comes with the said battle system. Although this part is not to be set in stone, it will give an idea on what kinds of possible mechanics can be utilized to give you, the game dev, a better understanding of the battle system's potential.
+
There are four types of battle flows that determine the frequency of when battlers get actions: Real-Time, Tick-Based, Turn-Based, Unit-Based
  
-
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<hr>
  
'''Actions:'''
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=== Real-Time Battle Structure ===
  
This section will cover a few things, action processing, how multi-actions are handled (known in RPG Maker MZ as Action Times), and how action speed is handled.
+
Real-time battles are seen in games like [https://en.wikipedia.org/wiki/Star_Ocean Star Ocean], [https://en.wikipedia.org/wiki/Tales_(video_game_series) Tales of series], and [https://en.wikipedia.org/wiki/Kingdom_Hearts Kingdom Hearts] just to name a few examples. Their battles have all participants performing actions on demand as long as they're not in the middle of an action and have enough resources to commit to that action.
  
Action Processing talks about when actions are to be immediate or delayed.
+
'''Action Economy:''' The Action Economy in a real-time battle system is next to unlimited, only limited by the unit's resources, action's frequency of use, and unit's current state of being able to perform an action or not.
  
Multi-action handling explains how the battle system will treat them.
+
'''Turn Advantage:''' Turn Advantage in a real-time battle system almost does not exist. All units are able to move and act whenever they player or AI needs them to.
  
Action Speed handling is based on the data set by the game dev in the database.
+
'''Balancing:''' Balancing these types of battles can be a real challenge.
  
-
+
'''VisuStella MZ Plugins:''' There are no VisuStella MZ plugins for this type of battle flow.
  
'''Turns:'''
+
<hr>
  
Discussion of how turns work with this battle system, things to keep in mind of, and what techniques are there to utilize to make sure the gameplay experience is as good as it can be.
+
=== Tick-Based Battle Structure ===
  
The importance of AGI will one main topic and turn lapping if that is possible with this battle system.
+
Tick-based battles are seen in games like many of the [https://en.wikipedia.org/wiki/Final_Fantasy_IV Final] [https://en.wikipedia.org/wiki/Final_Fantasy_V Fantasy] [https://en.wikipedia.org/wiki/Final_Fantasy_VI games], [https://en.wikipedia.org/wiki/Grandia_(video_game) Grandia], and the more recent [https://en.wikipedia.org/wiki/Atelier_Ryza:_Ever_Darkness_%26_the_Secret_Hideout Atelier Ryza].
  
The AGI range will be another important topic.
+
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.
  
The importance of action speeds will also included here including the topic of carryover if that is available.
+
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.
  
-
+
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.
  
'''Visual Data:'''
+
'''VisuStella MZ Plugins:''' [[Battle System - ATB VisuStella MZ]], [[Battle System - CTB VisuStella MZ]]
  
This section will talk about the visual data options that come with the battle system, why they're important, and how they can impact the player.
+
<hr>
  
These will mostly talk about the Time Gauge (if there is one) and/or the Battle-Wide Turn Order if that's available, too.
+
=== Turn-Based Battle Structure ===
  
-
+
Turn-based battle systems are seen in most [https://en.wikipedia.org/wiki/Dragon_Quest Dragon Quest] games, most [https://en.wikipedia.org/wiki/Megami_Tensei Shin Megami Tensei] games, and even the [https://en.wikipedia.org/wiki/Pok%C3%A9mon_(video_game_series) Pokémon] games. Battle flow revolves around (usually) giving an equal amount of turns and (usually) actions to perform to each battle participant in a balanced manner.
  
'''Mechanics and Gimmicks:'''
+
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.
  
If there are any mechanics and/or gimmicks that come with this battle system, explain them here.
+
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.
  
This section may or may not have any major mechanics and/or gimmicks mentioned depending on the battle system.
+
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.
  
Some battle systems will have more, others will have less.
+
'''VisuStella MZ Plugins:''' [[Battle System - BTB VisuStella MZ]], Battle System - OTB VisuStella MZ, [[Battle System - STB VisuStella MZ]]
 
 
-
 
 
 
'''Final Opinions:'''
 
 
 
If I have any final opinions about this battle system, I will mention them here. However, keep in mind that these are opinions and are not to be taken as fact (even though I'm pretty sure many of you will still take them as fact).
 
 
 
-
 
 
 
=== DTB - Default Turn Battle ===
 
  
 
<hr>
 
<hr>
  
'''Default Turn Battle''' (DTB) is the battle system we've seen in RPG Maker throughout many of its iterations. From RPG Maker 95, 2000, XP, VX, VX Ace, MV, and MZ, DTB has been a core staple to the RPG Maker franchise. However, it is often labeled as the most "boring" battle system out there by many. Whether or not this is true depends completely on the game dev in making use of its potential.
+
=== Unit-Based Battle Structure ===
  
-
+
Description
  
'''Structure and Playstyle:'''
+
'''Action Economy:'''  
  
DTB has a turn-based structure. This means that for every battle turn, each alive and able battler is granted a turn, too. Turn-based battle systems do not allow for turn-lapping because it's impossible for battlers to have multiple turns (not to be confused with actions) per battle turn. This creates a balanced turn economy for each alive and able battler.
+
'''Turn Advantage:'''  
  
The playstyle is typically a proactive playstyle. A proactive playstyle means that the player will have to decide the actions of the party in advance without knowing what's going to happen from the enemies in the upcoming battle turn. Players will have to predict what enemies are going to be doing in order to make the most out of the battle turn. As such, it's often better for players to go for action combos from the party members in order to capitalize on a turn. This can often lead to a very rewarding feeling once the said action combo manages to take off.
+
'''Balancing:'''
  
Reactive playstyles are also possible, but the actions coming from the reactive side are mostly in response to the results of the enemy actions of a previous turn and not the current turn.
+
'''VisuStella MZ Plugins:'''
  
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<hr>
  
'''Actions:'''
 
  
When actions are selected for the party members, they are delayed until the battle turn actually starts. When that happens, actions are performed in the order of the calculated speed for the battlers from highest to lowest.
 
  
If a battler has multiple actions per turn (thanks to Action Times+), the player will input all of them at once. When it's time for the battler to perform his or her action, the battler will perform each of the queued actions one after another in sequence.
+
More to come.
 
 
If an action has positive speed, the action will be performed faster and earlier in the action order queue.
 
 
 
If an action has negative speed, the action will be performed slower and later in the action order queue.
 
 
 
-
 
 
 
'''Turns:'''
 
 
 
Discussion of how turns work with this battle system, things to keep in mind of, and what techniques are there to utilize to make sure the gameplay experience is as good as it can be.
 
 
 
The importance of AGI will one main topic and turn lapping if that is possible with this battle system.
 
 
 
The AGI range will be another important topic.
 
 
 
The importance of action speeds will also included here including the topic of carryover if that is available.
 
 
 
-
 
 
 
'''Visual Data:'''
 
 
 
This section will talk about the visual data options that come with the battle system, why they're important, and how they can impact the player.
 
 
 
These will mostly talk about the Time Gauge (if there is one) and/or the Battle-Wide Turn Order if that's available, too.
 
 
 
-
 
 
 
'''Mechanics and Gimmicks:'''
 
 
 
If there are any mechanics and/or gimmicks that come with this battle system, explain them here.
 
 
 
This section may or may not have any major mechanics and/or gimmicks mentioned depending on the battle system.
 
 
 
Some battle systems will have more, others will have less.
 
 
 
-
 
 
 
'''Final Opinions:'''
 
 
 
If I have any final opinions about this battle system, I will mention them here. However, keep in mind that these are opinions and are not to be taken as fact (even though I'm pretty sure many of you will still take them as fact).
 
 
 
-
 
 
 
-->
 
  
 
== End of Article ==
 
== End of Article ==
  
 
|}
 
|}

Revision as of 18:23, 16 December 2020

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.


Introduction

Some of you may have been wondering about which battle system to use for your RPG Maker MZ game. After all, if you're going to design your game's battle system, you'll want to pick the right foundation for it from the start or else the problems will compound upon one another as the game project develops further. This article will highlight the key aspects to take into consideration when picking the battle system suited for your game.

Yanfly.png This is an article written by Yanfly.

Difference Chart

Since this is probably what many of you are looking for, I'll go ahead and include it towards the top of this article so that there's less need to search around.


Battle System Comparison Chart
Category DTB TPB ATB BTB CTB STB
Stands For Default Turn Battle Time Progress Battle Active Turn Battle Brave Turn Battle Charge Turn Battle Standard Turn Battle

General Data
Category DTB TPB ATB BTB CTB STB
Turn-based - - -
Tick-based - - -
Proactive Playstyle - - - -
Reactive Playstyle - -
DTB Base - - -
TPB Base - - -
Plugin - -

Actions & Turn Order Handling
Category DTB TPB ATB BTB CTB STB
Immediate Action - -
Delayed Action -
Multi-Action Queue -
Positive Action Speed -
Negative Action Speed
Action Speed Carryover - - -
Turn Lapping - - -
Time Gauge - - - -
Battle-Wide Turn Order - -

Mechanics and Gimmicks
Category DTB TPB ATB BTB CTB STB
Action Fusion System - - - - -
Brave System - - - - -
Exploit System - - - - -
Instant Action - - - - -
Interruption - - - - -
Speed Manipulation - - - -
Turn Order Manipulation - - - - -

End of Chart
Category DTB TPB ATB BTB CTB STB
- - - - - -

NOTE*: The battle systems in the chart above do not show which battle systems are "better" than others by having more ✅check marks. The number of ✅check marks is irrelevant to whether or not a battle system is fit for your game. Instead, you should be looking at where those ✅checkmarks are in order to determine which battle systems best suits your game design style.


Structure: Action Economy and Turn Advantage

TurnAdvantageComic.png

In traditional JRPG's, Action Economy refers to the quantity and frequency of how often a battler, an actor or an enemy, can perform during the scope of battle. The flow of battle determines the frequency of a traditional JRPG's action economy. This is extremely important to understand because the more turns a battler has, the more often he or she is able to apply pressure to the opposite team and move his or her own team towards victory.

Turn Advantage refers to describing the advantage a participating battler has based on turn-order. Depending on the battle flow, most of the time, those that act more quicker and more often have a better turn advantage than their opponents. Those with more turn advantage are also more likely to win the battle provided both sides are relatively balanced.

There is overlap between Action Economy and Turn Advantage but they are NOT the same. Action economy refers to the quantity of actions a battler can produce in a given time while Turn Advantage relates to the speed and priority of actions a battler can produce over time. Understanding both of these will help you understand the flow and structure of battle.

There are four types of battle flows that determine the frequency of when battlers get actions: Real-Time, Tick-Based, Turn-Based, Unit-Based


Real-Time Battle Structure

Real-time battles are seen in games like Star Ocean, Tales of series, and Kingdom Hearts just to name a few examples. Their battles have all participants performing actions on demand as long as they're not in the middle of an action and have enough resources to commit to that action.

Action Economy: The Action Economy in a real-time battle system is next to unlimited, only limited by the unit's resources, action's frequency of use, and unit's current state of being able to perform an action or not.

Turn Advantage: Turn Advantage in a real-time battle system almost does not exist. All units are able to move and act whenever they player or AI needs them to.

Balancing: Balancing these types of battles can be a real challenge.

VisuStella MZ Plugins: There are no VisuStella MZ plugins for this type of battle flow.


Tick-Based Battle Structure

Tick-based battles are seen in games like many of the Final Fantasy games, Grandia, and the more recent Atelier Ryza.

Action Economy: Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.

Turn Advantage: Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.

Balancing: Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.

VisuStella MZ Plugins: Battle System - ATB VisuStella MZ, Battle System - CTB VisuStella MZ


Turn-Based Battle Structure

Turn-based battle systems are seen in most Dragon Quest games, most Shin Megami Tensei games, and even the Pokémon games. Battle flow revolves around (usually) giving an equal amount of turns and (usually) actions to perform to each battle participant in a balanced manner.

Action Economy: Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.

Turn Advantage: Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.

Balancing: Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.

VisuStella MZ Plugins: Battle System - BTB VisuStella MZ, Battle System - OTB VisuStella MZ, Battle System - STB VisuStella MZ


Unit-Based Battle Structure

Description

Action Economy:

Turn Advantage:

Balancing:

VisuStella MZ Plugins:



More to come.

End of Article