Player part is mostly done


Finally an update! Player part is mostly done!

I admit, I would have loved to deliver this update way sooner but the work behind this rework was immense. What was a transfer of old functions on a new improved fundation is becoming an all-new plugin.

This took a toll on the development time but the functionalities are more powerful and flexible.

Now the AI part will pose a challenge on the renewed AI mechanism BUT most of the player function are usable by AI. Animations, card usage, deck management, statuses, buffs, draw rules and many more are not to be redesigned for the AI part, those will work as they are!


But let's take a deeper look to what the video doesn't show, shall we?

  • New Card Graphic Management: Now the cards will be show as a (up to) 5 cards fan, by scrolling the fan you will see all the cards in the hand. The Plugin auto-resize the cards so this is something the dev won't need to worry about.
  • Infographics windows: In the old plugin we had a small windows showing the actual battler stats, in the new plugin we have bigger windows showing the player controlled character stats and (once selected) a 1:1 sized picture of the card. Both can be hidden and shown using keyboard or controller inputs! For Character Stats we can use keyboard Q or Page Up, or controller LB. For the 1:1 card we can use keyboard W or Page Down, or controller RB.
  • One card, Unlimited Effects: Another part that took quite some time is the new Action side of the cards. While there is only one "main" effect, the card can have as many extra effects as the developer wants. Those effects includes extra damage, extra heal, status apply, buff, debuff or revive.
  • More movements type: In the old verson movement was movement. If the tile was in range you could move there, end of the story. That posed some problems for reachable tiles behind a block (like a wall). Now the new movement system is golden compared to the old, it allows for normal movements, jump movements, fly movements and teleports! But that's not the only improvement to the movement system!
  • BETTER pathfinding: With this version of the plugin I decided to use a reliable pathfinding to avoid problems with barriers and obstacles. I was going with RPG Maker native pathfinding and... oh my gosh, it's horrible!! And I don't know why honestly, making a decent pathfinding on a 2D map is not much of an hassle. That's why I ditched RMMZ pathfinding and included a simple dijkstra pathfinding algorithm that creates TWO paths, a safe route and a dangerous route (includes damaging tiles). If it can reach destination with the given steps and the safe route it will choose that, if not it will choose the dangerous route.
  • Status: Sleep, Confusion, Poison, whatever you want to create you can! The status can alter parameters, add buff, disable turns, reverse enemies, add cards, force random actions, plus you can set how it goes away, after X steps, turns, damages, when you land and hit or get damaged!
  • Buffs: Buffs now are easily tracked, can modifiy about any configurable parameter or even battle cards, they also affect indrectly the formulas of damage, resistances, etc..
  • Elements: By default all damage dealt are "Default" but cards can now deal different Elemental damage, even separated (40% normal damage, 30% fire, 30% ice? No problem)
  • Resistance and Vulnerabilities: Battlers can have different resistances / vulnerabilities to elements or status. This values can be altered by buffs or even equipment.
  • Equipment tags for Actors: Actors characters can flag a "Read Equipment" option. With this option enabled you can tag your RMMZ items to add/remove resistances and cards.

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