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- #Rpg maker mv custom battle system how to#
- #Rpg maker mv custom battle system code#
- #Rpg maker mv custom battle system series#
- #Rpg maker mv custom battle system free#
841 is a pretty high number in terms of having that many events on the map, So we should probably consider having a considerably lower maximum.
#Rpg maker mv custom battle system free#
This does however also mean that for a range of 20 we'd need as many as 841 events for the possibility of having a totally free area to move within. This means that for a range of 4 we'd need 41 events (if we include the tile on which the player is standing, which we will be doing later on as well). The formula for amount of tiles needed for a shape like that is given by: f(n) = 2n(n + 1) + 1 with n being the range in question. In rm2k3 we can't create new events at runtime, meaning they will have to be present at the map the game starts and with that in mind we will have to think how far it maximally should be possible to move, since this will decide how many events we'll need to have ready given a total free area. This gives rise to another problem though. To do this, we could use events to "seek out" the possible tiles while they double as graphics as well, which is probably the most practical solution when physically showing where the player can move. Since we'll start with a basic version, that's all we'll be looking at for starts, and we'll expand on it afterwards. So what we want for this event, is to show the possible tiles the hero can move to while keeping the obstacle problem in mind. In rm2k3 this is also important in terms of organizing your variables properly, since all are global, and it's a pain to use them if they're scattered all over the array.
#Rpg maker mv custom battle system code#
This will generally lead to cleaner code which is easier to read and change if a problem do occur. Of course, that's rarily how it will work when you're creating custom systems and you shouldn't dwell too long on trying to think of all possible problems which can occur, but you should try to think of as many as possible, so that you can consider them when trying to event a solution. Ideally you want to find think of all problems before you even start eventing. And thus we've located a problem which we need to handle.
![rpg maker mv custom battle system rpg maker mv custom battle system](http://sumrndm.site/wp-content/uploads/2016/12/Undertale-Battle-System-SS2.png)
However if the red square marks an obstacle, then we would only want the player to only be able to move within the blue area, but with the above method you'd still be able to move at the green area, since the coordinates would still want to create the shape, and simply just preventing the player to move onto obstacles won't be enough. So let's look at how a move system like this would normally look. The first thing you do when trying to create a system like this is to try to think of the requirements the system should fulfill, and then give some thought to what problems could arise which makes this difficult. This is a kind of system where you simply can't just start coding without a plan of how it should work. If you're only interested in the implementation you can skip this part and continue to the next section.
#Rpg maker mv custom battle system how to#
If you just want to look at the code you can do so by downloading the sample project: Download The tutorial is divided into these sections: - How to approach the problem - How to create a basic field for movement - How to apply these fields to events - How to expand on the move field to take different terrain into consideration How to approach the problem This section is purely theoretical and about how to think about approaching custom systems in general and this one in specific.
![rpg maker mv custom battle system rpg maker mv custom battle system](http://www.yanfly.moe/wiki/images/c/c3/HorrorEffects_Battle.gif)
This tutorial will require knowledge of Pointers as well as basic understanding of how coordinates work among other things.
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A tiny warning: this will assume at least intermediate experience with rm2k3, so if you're new to the engine and find this quite baffling, it's because this tutorial isn't suited for beginners. In this part I'm going to show you how you can make your heroes (or whatever else you'd like) move within a given range of tiles. It will include stuff how to deal with the health, some simple AI and more.
#Rpg maker mv custom battle system series#
This is going to be the first part of a series on how to build a basic Tactical Battle System in rm2k3.