Battle System Differences VisuStella MZ

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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 Support -
Negative Action Speed Support
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.

More to come.


End of Article