Posted April 21, 2025 by Siro Games
Version: Alpha v0.1
Author: sirogames
Engine: RPG Maker MZ
Inspired by: MegaMan Battle Network
Place the following .js files into the js/plugins/ folder and add them in this order using the Plugin Manager:
Command: startBattle
Arguments:
battleBgm: Background music configuration (name, volume, pitch, pan)troopId: ID of the Troop to battleCommand: addChipToInventory
Arguments:
chipId: Skill ID to add as a chipletter: Chip code letter (e.g., โAโ, โBโ, โCโ)Command: removeChipFromInventory
Arguments:
chipId: Skill ID to removeletter: Code letter of the chipCommand: command_shootProjectile
Arguments:
user: Can be currentUser, player, enemy#1, etc.projectileId: ID from ProjectileConfigcurveTargetType: Options: offset, nearestEnemycurveTargetOffsetX, curveTargetOffsetY: Offset positionsCommand: command_damageTarget
Arguments:
user: Source of attackareaType: line, cross, or squarelineRange, lineRangeY: Used for linecrossRange, squareRange: Used for cross and squaredamage: Damage amountonHitAnimationId: Animation on hitflinchDuration: Duration the target is flinchedCommand: command_requestMotion
Arguments:
user: Entity to apply motionmotionName: e.g., walk, wait, swing, damage, victory, etc.Command: command_requestWeaponAnimation
Arguments:
user: Who plays the animationweaponAnimationId: Weapon animation typeCommand: command_addStatusEffect
Arguments:
user: Who receives the effectstatusEffectId: Currently only flinch (id 0)duration: Duration in framesCommand: command_showAnimation
Arguments:
user: Who receives the animationanimationId: Animation IDwaitForAnimation: true/falseCommand: command_stealPanels
Arguments:
user: Who steals the panelstealRange: Area of effectanimationId: Animation on stealcommand_moveRandom: Moves randomlycommand_moveToSameRowAsPlayer: Aligns enemy to player rowcommand_moveOneStepCloserToPlayerRow: Moves one row closer to player<chip cooldown: 30>
<grid battler: ActorFilename>
<hitbox size: 48>
Each projectile entry in plugin parameters should include:
id: Unique IDmovementType: tile, pixel, curve, nonecurveHeight: For curve motionmoveSpeed: Projectile speedmoveInterval: Delay between steps (0 = continuous)rotationSpeed: Degrees per framecollider: Hitbox (e.g., <circle: 48>)directHitDamage: Damage on impactonHitAnimationId: Animation IDdirectHitFlinchDuration: Frames of flinchdetonateDamageConfig: Optional AOEprojectileImagePath: Path in img/animations/totalColumns, totalRows: Sprite sheet dimensionslooped: true/falseanimationSpeed: Frame delaystartFrameIndex, maxFrameIndex: Animation slicingareaType: none, single, line, cross, squarelineRange, crossRange, squareRange: Shape sizedamage: Damage amountonHitAnimationId: Animation IDflinchDuration: Flinch on hitonPanelHitAnimation: Optional panel effectSet debugColliders = true in plugin parameters to visualize hitboxes for entities and projectiles.
Place the following in /img/rgbs/:
Use common events with plugin commands to define unique chip effects. Combine projectiles, area damage, and animations for advanced battle chips.