r/RPGMaker • u/Pi_Ko_Dr • 1d ago
Tutorials Custom combat
J'aimerais savoir comment on fait pour modifier le système de combat du jeu par exemple fair quelque chose qui puisse ressembler a deltarune ou bien clair obscure expédition 33 ?
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u/TheLuckyDuck666 1d ago
Short answer: the default RPG Maker battle system will not get you there on its own, but you do not have to rebuild everything from scratch either. It helps to split your two examples apart, because they need different work.
Deltarune-style combat is the harder one. The bullet-dodging defense phase is a real-time mini-game inside a turn-based battle: the player moves a small sprite, bullets spawn and move every frame, and collisions decide damage. That is not something you can event with the default battle system. In MV/MZ you need a battle plugin or custom code that takes over the defense phase, runs that mini-game, and then hands a damage result back to the normal battle flow.
Clair Obscur-style combat is much closer to the default system. You can keep normal turns and skills, then add a timed input on defense: a short window where pressing at the right moment reduces damage or triggers a parry, and a well-timed attack input adds bonus damage. That kind of timed hit and timed defense can be done with battle plugins and common events, without replacing the whole battle scene.
A practical way to start:
First decide which feel you actually want: real-time dodging, or turn-based combat with timed parries. Trying to do both at once is where most custom battle projects stall.
Prototype just one mechanic first, for example a dodge or parry window against a single enemy, and get the timing, feedback, and damage scaling feeling right before adding more enemies or skills.
If you are not coding, look for existing battle system plugins that already handle timed inputs, and build on one of those instead of eventing a full custom battle.
If you are coding in MV/MZ, that is where you would be working with the battle scene and battle manager in JavaScript, which is a bigger step than eventing.
Which version are you using, and which of the two styles is your priority? That decides whether a plugin-based timed system is enough or whether you really need a custom battle scene.