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Battle system

Hey, I'm still pretty new to the RPG maker scene. I apologize in advance if this is in the wrong place. ><

I'm not a fan of the default battle system for RPG Maker XP. Walking around always worried about being annoyed by a random event kind of dissuades players from exploring the game. And since my current project is going to heavily rely on exploration, I feel like the battle system is hindering my game.

I know that you can change scripts to edit the battle system, but I would have absolutely no idea how to do that. Could someone recommend something for me and possibly give me a quick run-through on how to apply different scripts?

Once again, I apologize if this is in the wrong place.
 
Well, I was thinking something simple. Kind of like walking around an overworld and having monsters roaming around, and if you made contact with it, it would attack you and you would be forced into an encounter. So this way it's possible to evade encounters but they are still easy enough to get into and sometimes carelessness will cause you to get attacked.
 
That's simple, and doesn't require scripting. All you have to do is put various events on the map, set to Event Touch, which force the party into a fight when activated. It's possible to set them to look around for the player and pursue if the player is close enough, even.

Was that clear enough, or would you like me to post a screenshot of a sample event?
 
Wow, I've never even thought of doing that! How would I go about making the monsters follow the character if it gets close enough? If it isn't too much trouble, I could use a screenshot just in case. Thank you for helping me.
 
Here's how a project of mine did it. Note that this is a simple system-- they can be fine-tuned to take enemy facing into account.

DetectorEvent1.png

This is step one. The monster is parallel-process checking a Detector common event. It's the default state for the monster, and it moves randomly.

DetectorEvent2.png

This is the common event that it calls. Note that the event, when triggered, flips Self Switch A, even though common events don't use Self Switches, and that it checks this event's X and Y, even though common events don't have those, either.

What will happen is the common event will deal with the self switches, map coordinates, etc. of the map event that called the common event. Very handy trick.

DetectorEvent3.png

This, of course, is what the event does when it spots the player-- it charges the player. A variation might be a custom move route where it turns to face the player and then charges forward four or five steps, letting a player dodge around an enemy that's detected them. Because the event is set to Event Touch, it will activate if the event moves onto the player, even if the player is holding still.

DetectorEvent4.png

And, of course, this is what happens when you win the fight-- the monster is gone forever.

To make this event respawn whenever the player re-enters the map, eliminate page 4, and end page 3's commands with Erase Event instead of Self Switch B. (Erased Events return when a map is re-entered.)

Was that clear enough?
 
I was able to handle the monster's setup, but I'm having some difficulty with the Common Event. I think it might be because I have a different edition than you, I'm using the Postality Knights V 2.0. Nonetheless, I'm having trouble setting up the Control Variables at the beginning. =\

Edit:

From the differences between the versions, this is what I came up with. I'm sure its incredibly wrong though XD


I gave my attempt a try in gameplay, and the monster walked around randomly and I couldn't interact with him. I must have messed up somewhere. Should I get a different version of RMXP? Thank you for your patience by the way.
 
You should definitely get the legal version of RMXP. I can't really say what the illegal, pirated version might do.

Once you've done that, double-check the event pages for the monsters.
 
Oh, wow... Yeah that would explain it. I got this program from a friend of mine, not even knowing it was illegal. This will make things much easier. I've got the hang of it now.
 
Unka Josh":1ik1u5m5 said:
That's simple, and doesn't require scripting. All you have to do is put various events on the map, set to Event Touch, which force the party into a fight when activated. It's possible to set them to look around for the player and pursue if the player is close enough, even.

Was that clear enough, or would you like me to post a screenshot of a sample event?

(this guy has it all worked out bro, its as easy as this guy says)
 

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