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Have you ever wanted Mystery Dungeon or Etrian Odyssey style movement for your game? The Turn-Based Movement plugin will allow just that, making each event wait for the player to move before moving themselves.

If events are set to different speeds from the player they will move at different rates. For example, an event set to x2 Slower will move one time  for every 2 moves the player makes, while an event set to x2 Faster will  move two times for every 1 move the player makes, assuming the player's  speed is set to Normal.

You can also put a notetag inside events to make them move independently from the turn-based system.

Fully compatible with Yanfly Engine plugins such as YEP Movement Core.


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StatusReleased
CategoryTool
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorMythAtelier
Tagsplugin, RPG Maker, rpgmaker-mv, RPG Maker MZ

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Get this plugin and 17 more for $60.00 USD
View bundle
Buy Now
On Sale!
50% Off
$6.00 $3.00 USD or more

In order to download this plugin you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:

MYTH Turn Based Movement (v1.1.0) - Plugin File 3.5 kB

Comments

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any luck you expand this with a traditional roguelike battle system in global map?

Quite possibly. What other features did you have in mind?

Thanks for answering! there are lots of possible features, I'll give you a list of best traditional roguelike games to check in steam and investigate by youself to make the list of features you see easier/faster to recreate: 

Elin (deepest building survival traditional roguelike with lots of random npcs and maps, customizable visual menus for inventory, spells, and abilities, this game is infinitely replayable)

KeeperRL (traditional roguelike with randomization and dungeon base building with minions, this game is infinitely replayable)

Stoneshard (most roleplaying adventuring traditional roguelike with visual menus for inventory, spells and abilities to use in map, very replayable)

Conquest of Elysium 5 (randomized exploration in traditional roguelike with 4X elements and auto battles, very straightforward, this would need a different battle system, more like hero's hour, this game is infinitely replayable)

Hero's Hour (not a real traditional roguelike is more in the veins of heroes of might and magic III, with cool massive autobattles)

Moonrise (free game in steam with the most basic traditional roguelike features including skill trees, magic system, trade, exploration, and is very cool)


I listed the best indie games with turn based movement in map wich have very beloved features by gamers worth translating to plugins for MZ

Thanks for answering! there are lots of possible features, I'll give you a list of best traditional roguelike games to check in steam and investigate by youself to make the list of features you see easier/faster to recreate: 

Elin (deepest building survival traditional roguelike with lots of random npcs and maps, customizable visual menus for inventory, spells, and abilities, this game is infinitely replayable)

KeeperRL (traditional roguelike with randomization and dungeon base building with minions, this game is infinitely replayable)

Stoneshard (most roleplaying adventuring traditional roguelike with visual menus for inventory, spells and abilities to use in map, very replayable)

Conquest of Elysium 5 (randomized exploration in traditional roguelike with 4X elements and auto battles, very straightforward, this would need a different battle system, more like hero's hour, this game is infinitely replayable)

Hero's Hour (not a real traditional roguelike is more in the veins of heroes of might and magic III, with cool massive autobattles)

Moonrise (free game in steam with the most basic traditional roguelike features including skill trees, magic system, trade, exploration, and is very cool)


I listed the best indie games with turn based movement in map wich have very beloved features by gamers worth translating to plugins for MZ

This is exactly what I'm looking for with an old school dungeon crawler project i have in mind. 

Just to check, this will work fine with Visustella plugins, right?

(1 edit) (+1)

I've just updated to the latest version and I cannot seem to figure out the syntax for enabling and disabling the plugin with "Myth.TBM.setMoveFree(true/false)" for a cutscene at the start of my project in MV, I've tried variations of what I think the syntax may be to try and having to make a comment asking for help, but to no avail

Ok, we've checked in a test project on our end and it seems to be working. Could you share with us a screencap of how you are using this script call in your game? Also, it would be helpful to get a screencap of your Plugin Manager list (so we can replicate the setup on our side). There could be some external factor affecting how this works. We'll get to the bottom of it :)

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Embarrassingly, I figured it out, I was using the "script call" as a "plugin command," I went so far as to edit the .js but not far enough to learn how to read, apologies and thank you for your time!

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Glad to hear you figured it out :)

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hi, been  having a crash on certain maps, can't seem to figure out what it is

there is nothing on these maps moving around either. I'm using mz3d

Hey DisillusionST, thanks for reporting this in. Could you share a screenshot of your Plugin Manager? We know we have compatibility with MZ3D so this could be down to a Plugin Order issue.


Here is the list, im aware that there could be issues regarding the VisuMZ suite so that was the first thing i turned off to test, however the problem persisted. the strange thing is that this issue does not happen when loading an auto save of the map, it only happens while traveling to the map from another map while playtesting

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I am having conflicts with this plugin and the RPGMaker Random Maps & Rogue-Like Suite by Aerosys in that sometimes dungeon exits will not spawn. I'm supposing the conflict arises in the way this plugin handles events or the way the Roguelike Suite spawns the events on the map.

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Thanks for reporting this in! We can look into extending compatibility to Aerosys' suite next update :)

Thank you so much! This plugin coupled with Aerosys' suite would be a killer combo for making roguelikes in RMMV. 

will this plugin help with creating the movements that mimic mystery dungeon games?  

Yes! That was our original goal with the plugin. However, this plugin does not cover on-map combat. You would need additional plugins, such as Moghunter's ChronoEngine, for that. We know that plugin is compatible with Turn Based Movement, but most likely any other on-map combat plugin will work as well.

ook! good to note.

Does this work with http://www.yanfly.moe/wiki/Events_and_Movement_Core_VisuStella_MZ ? I'm hesitant to buy something just to test if it works.

Hi, thanks for your inquiry! Our plugins are unfortunately not compatible with the VisuStella suite by their request. If this changes in the future, we will let you know.

If you are working in MV, Turn Based Movement is compatible with YEP Move Route Core which provides similar functionality to the plugin you have listed :)

Maybe I'm missing a setting but I can no longer get an event to follow a custom per-determined path when using this plugin.

I set the frequency to the highest setting and made sure my path was mapped out correctly, but I can't figure out how to use this plugin AND get an event to follow a specific path.

If it helps I've basically set up an FOE style encounter just like in the Etrian Odyssey games and everything works great except when this plugin is on the event no longer follows the path I have programmed in. 

I've turned off all other plugins too to make sure there's no compatibility issues, but everything is in order. 

Hopefully I've just missed something simple since I"m still kinda new to using RPG Maker MV. 

Thanks for you help!

(1 edit) (+1)

Thanks for your letting us know about this issue. The standard way to set a predetermined path using the plugin would be in the Event Page's Autonomous Movement box to set Custom type Movement and then create the Move Route there using the command list. If this Event does not use the <TBM Free Move> tag, then ensure that 'Skip If Cannot Move' box in the Move Route is unchecked to avoid any potential issues. Other possible sources of this issue could be with Event frequency (which you've already made sure to set to 5) and Tile passability (which likely isn't the case as you have checked that the route is working when the plugin is not on).

If you can provide screenshots of your plugin order and how you have set up the FOE event, then we may be able to help you troubleshoot this further. You can take a screenshot of the debugger (pressing F8) while running the game and you are testing this FOE. If you see any error messages it means that there is a code-level bug that is causing the plugin to not work as intended and it would also tell us where in the code that issue is happening. Either way, we are happy to help and make sure the plugin is doing its job properly :)

Thanks for the quick reply!


I ran the debugger, and I'm getting these two errors for the mv3d plugin:


event config x() is deprecated. Use offset() of xoff() instead.

event config y() is deprecated. Use offset() of xoff() instead.


As for plugins I'm only running Community_Basic (ON), MadeWithMv (OFF) , mv3d (ON) , and IsiahTurnBasedMovement (ON)


The only other thing I can offer as help is that whenever the even gets near a wall it *sometimes* glitches (the animation cycles quickly a few times) and it seems like the movement route is resetting.


What I did to test this is just had the even take 3 steps forward, turn around 180 degrees, then take 3 steps forward, and turn around again 180 degrees. And repeat. What happens is nearly every time it gets near a wall the animation glitches and it stops moving as if it's route has reset and so it can't move anymore because there's a wall there.

'Skip if cannot move' is not checked too just like the documentation says.

Thanks for reporting in those details. This is quite strange because we have made projects with both MV3D and TurnBasedMovement and we have not run into this issue before. If you would be alright with us looking over your project to figure out what's going on, please send the project in either a compressed zip file or as a link to a repository to our business email (found on our Store Page). Any additional instructions you can provide in the email for how to replicate the bug within your project would be appreciated.

I'll try to get you those files as soon as I can. 

I did do some more testing, and turning the frequency down to 4 helps. I actually thought I;d solved the issue since it seemed to be working great at that slightly lower setting, but it eventually stopped following the path I laid out.

So it might have something to do with how the frequency of movement works since 5 glitches out almost right away and 4 works for quite a while (over 20 moves) before glitching out totally.

I've also gone back and forth between two different versions of mv3d: 8.3.1 and 9.0, but they both have the same issues. I'm using 8.3.1 in my project, by the way.

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I sent you a Google Drive link for the project.

Hi, just wanted to let you know that the plugin has been updated (to  Version 1.1.0) with a fix that allows you to use the Turn degrees and Jump move route commands as part of TBM without running into an issue. Thank you for alerting us to this bug and giving us the info needed to create a fix for it :)

(1 edit) (+1)

is there a readme or documentation file for this? I'm not sure of what to type to alter an event's speed, or where it would like me to put that. is that just in the event's standard movement settings?

(1 edit)

Hey spejoku, thanks for the question! You can find the documentation for the Turn Based Movement plugin in the help section of the JS file itself. For some reason that does not seem to be showing up in the Plugin Manager, so I'll repost the helpfile in image form here. We will release a patch that fixes this issue soon.

To alter an Event's speed, you would need to change the settings in the Autonomous Movement section of the Event Page. This can also be done via Set Movement Route's Change Speed option or via script call.

Hope this helps. Please feel free to ask any other questions you may have :)

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thank you very much! this was very helpful

thats mv3d that it is compatible with?

Thanks for the question! Yes, this plugin is compatible with MV3D :)

ah thank you for the quick reply. it seems i misunderstood what the plugin was or i was looking at the wrong one from google xD but my issue is that i need a plugin ( a lot of people need this plugin) that prevents you from rotating the camera while moving forward, and prevents moving forward while the camera is rotating. there is currently no way to have smooth 1st person 90 degree turn movement. kind of hard to describe what im asking for. galv's stationary turning is the script that comes closest to fixing it, but doesn't.   it adds a delay after turning which makes it so that you cant move in the middle of a rotation,  which is the part that works, but it specifically has no delay while moving, so you can still turn the camera in the middle of a movement, effectively killing the 1st person dungeon crawler control feel. as it stands, mv3d has 1st person mode but no practical use for it, as the controls are just... no. any interest in picking up such a task?

The rotation fix while moving issue is definitely something we have run into on our end as well. We can certainly look into resolving this issue in a future update :)

hello I would like to reproduce via a plugin all the mechanics of the pokemon games white and black version and I want everything to be fully customizable graphics interfaces etc ..., how much will it cost me please? finally if you created it for me of course

Hello, thank you for your interest. Please send your plugin request to myth.atelier@gmail.com. We will evaluate it and have a quote ready for you within a few days :)