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RPG Maker MZ how to make a combat system on locations?

A topic by kotofey124 created Aug 14, 2023 Views: 329
Viewing posts 1 to 1
(6 edits)

if there are errors in the article sorry for my english. And now to the article

there are several ways: 

1 way: you can find plugins, but they are expensive, there are few of them, not everything works fine and many other problems.

  Method 2: do it yourself. But for example, I can't make such a plugin (many probably too). Such plugins require a good level of programming. 

BUT people like me should not be upset, I figured out how to make such a system. Let's divide it into 2 parts (following the example of roguelike games). 

Part 1 (bullets) what the boss or monster will kill with. Part 2 (monster/boss). 
Let's start with bullets: we create an event that follows the player and works when interacting with him. Here it is necessary to understand the method of murder. If it should transfer to save, then set the “end of the game” setting. If it should return somewhere, then set the “move player” setting and set where. And also there is, for example, such an option: 1 bullet to demolish 1xp the player has 3 of them (let’s say) and if 0xp then he should go to the healer at the location with the monster and he will return him to the location for the treatment (let’s say the game starts). Now we copy the resulting ones several times to the location with the monster (places where to copy are not important). IMPORTANT don't make too many bullets in one place and don't make too many of them in narrow rooms. IT IS IMPORTANT THAT THE BULLET MUST BE SET "at the same level as the player". OTHERWISE WILL NOT WORK. 

Now the monster. His system is tied to a system of local switches. We make settings for it (I advise you to make a version of the view for the monster) On the first page, we make settings for it, either the player's interaction or the action button in the application. Next, you need to make sure that if you somehow start the event, then it starts the local switch A. copy the page 4 times. At the same time, on the second page, we make it so that the page works with switch A. In the event settings, instead of switch A, we set switch B (this is where switch A was activated on the first one. And similarly, we switch all the following pages (in the page operation settings, 1 higher) and in the settings put the next letter on switch D (final) It should be in the settings of the page. the monster was alive, then put "turn off the switch A, B, C, D". This scheme was invented by Kotofey124. THE MONSTER MUST ALSO BE ON THE SAME LEVEL WITH THE PLAYER. I hope it helped. 

If anyone has something to add, I'm waiting for everyone in the comments


If the coverage of the article helped you, please write a comment. If you have any problems, write to us and we'll try to fix it.

FOR THOSE WHO DID NOT UNDERSTAND HOW THE SYSTEM MADE BY Kotofey124 WORKS. here are links to:

a project using such a combat system: https://kotofey124.itch.io/magikplanet

the source of the project using such a combat system (feel free to take the blanks from here): https://kotofey124.itch.io/planet-magic-project-sources