Version 0.1a: How to use RGBS!


โš”๏ธ DSI Realtime Grid-Based Battle System (RGBS)

Version: Alpha v0.1
Author: sirogames
Engine: RPG Maker MZ
Inspired by: MegaMan Battle Network


๐Ÿ“ฆ Required Plugins

Place the following .js files into the js/plugins/ folder and add them in this order using the Plugin Manager:

  1. DSI-CoreMZ.js (if available)
  2. DSI-RGBS-Services.js
  3. DSI-RGBS-Utils.js
  4. DSI-RGBS-CommandProcessor.js
  5. DSI-RGBS-Models.js
  6. DSI-RGBS-Display.js
  7. DSI-RealtimeGridBasedBattleSystem.js

๐Ÿš€ Getting Started

  1. Open RPG Maker MZ and go to Plugin Manager.
  2. Add the required plugins in the order above.
  3. Configure parameters such as grid size, images, and chip deck.
  4. Use plugin commands to control the battle system in event pages or via scripting.

๐ŸŽฏ Plugin Commands

Start Battle

Command: startBattle
Arguments:

  • battleBgm: Background music configuration (name, volume, pitch, pan)
  • troopId: ID of the Troop to battle

Add Chip to Inventory

Command: addChipToInventory
Arguments:

  • chipId: Skill ID to add as a chip
  • letter: Chip code letter (e.g., โ€œAโ€, โ€œBโ€, โ€œCโ€)

Remove Chip from Inventory

Command: removeChipFromInventory
Arguments:

  • chipId: Skill ID to remove
  • letter: Code letter of the chip

Shoot Projectile

Command: command_shootProjectile
Arguments:

  • user: Can be currentUser, player, enemy#1, etc.
  • projectileId: ID from ProjectileConfig
  • curveTargetType: Options: offset, nearestEnemy
  • curveTargetOffsetX, curveTargetOffsetY: Offset positions

Damage Target

Command: command_damageTarget
Arguments:

  • user: Source of attack
  • areaType: line, cross, or square
  • lineRange, lineRangeY: Used for line
  • crossRange, squareRange: Used for cross and square
  • damage: Damage amount
  • onHitAnimationId: Animation on hit
  • flinchDuration: Duration the target is flinched

Request Motion

Command: command_requestMotion
Arguments:

  • user: Entity to apply motion
  • motionName: e.g., walk, wait, swing, damage, victory, etc.

Weapon Animation

Command: command_requestWeaponAnimation
Arguments:

  • user: Who plays the animation
  • weaponAnimationId: Weapon animation type

Add Status Effect

Command: command_addStatusEffect
Arguments:

  • user: Who receives the effect
  • statusEffectId: Currently only flinch (id 0)
  • duration: Duration in frames

Show Animation

Command: command_showAnimation
Arguments:

  • user: Who receives the animation
  • animationId: Animation ID
  • waitForAnimation: true/false

Steal Panels

Command: command_stealPanels
Arguments:

  • user: Who steals the panel
  • stealRange: Area of effect
  • animationId: Animation on steal

Enemy Movement Commands

  • command_moveRandom: Moves randomly
  • command_moveToSameRowAsPlayer: Aligns enemy to player row
  • command_moveOneStepCloserToPlayerRow: Moves one row closer to player

๐Ÿ’พ Notetags

Skill Notetag (Chip)

<chip cooldown: 30>

Enemy Notetags

<grid battler: ActorFilename>
<hitbox size: 48>

๐Ÿงจ ProjectileConfig Guide

Each projectile entry in plugin parameters should include:

  • id: Unique ID
  • movementType: tile, pixel, curve, none
  • curveHeight: For curve motion
  • moveSpeed: Projectile speed
  • moveInterval: Delay between steps (0 = continuous)
  • rotationSpeed: Degrees per frame
  • collider: Hitbox (e.g., <circle: 48>)
  • directHitDamage: Damage on impact
  • onHitAnimationId: Animation ID
  • directHitFlinchDuration: Frames of flinch
  • detonateDamageConfig: Optional AOE

ProjectileImageConfig

  • projectileImagePath: Path in img/animations/
  • totalColumns, totalRows: Sprite sheet dimensions
  • looped: true/false
  • animationSpeed: Frame delay
  • startFrameIndex, maxFrameIndex: Animation slicing

DetonateDamageConfig

  • areaType: none, single, line, cross, square
  • lineRange, crossRange, squareRange: Shape size
  • damage: Damage amount
  • onHitAnimationId: Animation ID
  • flinchDuration: Flinch on hit
  • onPanelHitAnimation: Optional panel effect

๐Ÿงช Debugging

Set debugColliders = true in plugin parameters to visualize hitboxes for entities and projectiles.


๐ŸŽจ Image Resources

Place the following in /img/rgbs/:

  • Ally and enemy panel images
  • Background image
  • Power and HP bars

๐Ÿ’ก Tips

Use common events with plugin commands to define unique chip effects. Combine projectiles, area damage, and animations for advanced battle chips.

Files

RGBS.zip Play in browser
57 days ago
RGBS Project.zip 66 MB
57 days ago

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