Nekotori 739 Posted August 16, 2016 Hello everyone! It`s been a while since I asked for public help but I am in need of a little assistance. If you can help me, that would be very appreciated :3 So here is my request: "A Rock Paper Scissor Battle System" How it works: It changes the default battle system into a rock paper scissor battle system where in both enemy (it`s always a one vs one) and the player acts at the same time, each action (Attack, Skill, Item, Guard) is classified either as a rock action, paper action, or scissor action. If the enemy used a paper action and you use a scissor action, your action gets used and the enemy will not be able to use his action. Next turn, the enemy used a rock action and you use a scissor action, the enemy then gets his action done (like attacking or using a skill) then the player will not be able to use his action. The battle keeps doing the same cycle (draws will make bot sides do nothing, then skips to next turn) until one side falls. Preferred Features: Note tagging system where you can put "Scissor" , "Paper" , "Rock" on items, skills, and weapons. Customizable plugin parameters like setting Attack, Guard to either a Rock, paper, or Scissor default A little scenario as an example: Neko and Cat are fighting!! TURN1 Neko used "Rock Scratch" while Cat used "Paper Scratch" Cat negated "Rock Scratch" Cat successfully attacked Neko with "Paper Scratch" Neko receives 1,000,000 damage! Neko fainted! Cat gained 0 EXP! Cat wins! Any help will be appreciated *_* 2 Share this post Link to post Share on other sites
Kaneshon 10 Posted August 16, 2016 (edited) I did a similar feature for an old project in VX Ace albeit using events, though I haven't tried MV yet. I'm sure it can be accomplished just as well. Although the only thing that made it easier was onscreen map encounters and not random. It was easy for me to store enemy's stats to variables then do formula to do AI and damage. If that's what you had in mind, i'd be happy to offer some insight. Edited August 16, 2016 by Kaneshon Share this post Link to post Share on other sites
Shiggy 630 Posted August 17, 2016 (edited) What happens on a draw ? (Edit: Nevermind I reread the post and found the answer) It seems like a fun idea and it's not too hard to do ,I may find time to work on it Edit 2: Try this plugin https://www.dropbox.com/s/dk71uyvqfjj3c0q/Shifumi.js?dl=0 Edited August 17, 2016 by Shiggy 1 Share this post Link to post Share on other sites
Jeanne d'Ys 166 Posted August 17, 2016 Reminds me of this one, but it came with a twist. I actually like it XD http://www.rpgmakercentral.com/topic/4934-fateextra-evented-battle-system/ It's 99.9% evented, with the only change in Scripts being a minor tweak in the default ones to change the command. Share this post Link to post Share on other sites
Nekotori 739 Posted August 18, 2016 What happens on a draw ? (Edit: Nevermind I reread the post and found the answer) It seems like a fun idea and it's not too hard to do ,I may find time to work on it Edit 2: Try this plugin https://www.dropbox.com/s/dk71uyvqfjj3c0q/Shifumi.js?dl=0 Ohhh it works very well O_O Thank you so much Shiggy Edit: Do you plan on expanding on to this battle system? *_* This is actually pretty cool @Naoto, thank you for the help as well Share this post Link to post Share on other sites
Shiggy 630 Posted August 18, 2016 I'm busy with other stuff but I needed to work on something fresh .So I don't plan on expanding this but what do you have in mind? Share this post Link to post Share on other sites
Nekotori 739 Posted August 18, 2016 I'm busy with other stuff but I needed to work on something fresh .So I don't plan on expanding this but what do you have in mind? Awww it`s ok Well I don`t have much in mind as well to expand this one except for some visual cues that could be implemented (either through the engine itself or script) since the battle text is so fast that it fails to tell the player if the enemy`s or the player`s action where negated and stuff. :3 But still, I am so grateful for this plug in as it fulfilled 100% of the request ^~^ Share this post Link to post Share on other sites
Shiggy 630 Posted August 18, 2016 (edited) I modified the log window stuff a bit, try this insetad: https://www.dropbox.com/s/dk71uyvqfjj3c0q/Shifumi.js?dl=0 Edited August 18, 2016 by Shiggy 1 Share this post Link to post Share on other sites
Nekotori 739 Posted August 18, 2016 I modified the log window stuff a bit, try this insetad: https://www.dropbox.com/s/dk71uyvqfjj3c0q/Shifumi.js?dl=0 It works perfectly now Thank you Share this post Link to post Share on other sites
Seriel 830 Posted August 22, 2016 Closing this thread since it's solved. If you want it reopened, let me know! (PM or the report button) Share this post Link to post Share on other sites
Seriel 830 Posted March 28, 2017 Re-opening at Shiggy's request Share this post Link to post Share on other sites
Shiggy 630 Posted March 28, 2017 I added a small feature for Hesojo and I thought I might as well share it here. So besides, rock, paper and scissors you now also have the <all> tag, it beats all three other commands. If both the player and the enemy use it, both attack will occur, starting with the player. The link should be the same but just in case: https://www.dropbox.com/s/dk71uyvqfjj3c0q/Shifumi.js?dl=0 Thanks to Seriel for re-opening the topic Share this post Link to post Share on other sites