Difference between revisions of "Battle System Differences VisuStella MZ"

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(Difference Chart)
(Difference Chart)
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| <!-- CTB --> [[Battle System - CTB VisuStella MZ|Charge Turn Battle]]
 
| <!-- CTB --> [[Battle System - CTB VisuStella MZ|Charge Turn Battle]]
 
| <!-- STB --> [[Battle System - STB VisuStella MZ|Standard Turn Battle]]
 
| <!-- STB --> [[Battle System - STB VisuStella MZ|Standard Turn Battle]]
 +
 +
|-
 +
 +
! scope="row" colspan="99" | <hr>
  
 
|-
 
|-
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| <!-- CTB --> Tick-biased
 
| <!-- CTB --> Tick-biased
 
| <!-- STB --> Turn-based
 
| <!-- STB --> Turn-based
 +
 +
|-
 +
 +
! scope="row" | Playstyle
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| <!-- DTB --> Proactive
 +
| <!-- TPB --> Reactive
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| <!-- ATB --> Reactive
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| <!-- CTB --> Reactive
 +
| <!-- STB --> Reactive
 +
 +
|-
 +
 +
! scope="row" | Base
 +
| <!-- DTB --> DTB
 +
| <!-- TPB --> TPB
 +
| <!-- ATB --> TPB
 +
| <!-- CTB --> TPB
 +
| <!-- STB --> DTB
 +
 +
|-
 +
 +
! scope="row" | Origin
 +
| <!-- DTB --> RMMZ
 +
| <!-- TPB --> RMMZ
 +
| <!-- ATB --> Plugin
 +
| <!-- CTB --> Plugin
 +
| <!-- STB --> Plugin
 +
 +
|-
 +
 +
! scope="row" colspan="99" | <hr>
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 +
|-
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 +
! scope="row" | Action Response
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| <!-- DTB --> Queue
 +
| <!-- TPB --> Immediate, Queue if Charge
 +
| <!-- ATB --> Immediate, Queue if Charge
 +
| <!-- CTB --> Immediate, Queue if Charge
 +
| <!-- STB --> Immediate
 +
 +
|-
 +
 +
! scope="row" | Visible Turn Data
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| <!-- DTB --> n/a
 +
| <!-- TPB --> Time Gauge
 +
| <!-- ATB --> Time Gauge, Field Gauge
 +
| <!-- CTB --> Turn Order Display
 +
| <!-- STB --> Turn Order Display
 +
 +
|-
 +
 +
! scope="row" colspan="99" | <hr>
  
 
|-
 
|-
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| <!-- CTB --> -
 
| <!-- CTB --> -
 
| <!-- STB --> -
 
| <!-- STB --> -
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 +
|-
 +
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! scope="row" colspan="99" | <hr>
  
 
|}
 
|}

Revision as of 13:54, 12 November 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.

Category DTB TPB ATB CTB STB
Stands For Default Turn Battle Time Progress Battle Active Turn Battle Charge Turn Battle Standard Turn Battle

Structure Turn-based Tick-biased Tick-biased Tick-biased Turn-based
Playstyle Proactive Reactive Reactive Reactive Reactive
Base DTB TPB TPB TPB DTB
Origin RMMZ RMMZ Plugin Plugin Plugin

Action Response Queue Immediate, Queue if Charge Immediate, Queue if Charge Immediate, Queue if Charge Immediate
Visible Turn Data n/a Time Gauge Time Gauge, Field Gauge Turn Order Display Turn Order Display

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