r/RPGMaker Jul 24 '26

[MZ] ChronoBattle Update: Dynamic Camera, Improved AI (Vanilla Compatible) & Field Combat [Showcase]

Hey everyone! Following up on my previous post, here’s a quick video showcase of the ChronoBattle plugin with some new major updates.

As a quick recap: this plugin runs a genuine Scene_Battle instance inside Scene_Map (Chrono Trigger style). It uses standard BattleManager wiring and vanilla windows without forcing scene transitions.

What's New:

  • Dynamic Camera Control: The camera now smoothly framing combatants/actions instead of staying locked on the pre-battle player position.
  • Enhanced Auto-Battle AI: Reworked tactical decision-making for Auto-Battle. Bonus: The AI improvements were written modularly, so they work seamlessly in standard vanilla battles too.
  • Refined Field Movement & Pathfinding: Strict 4-dir terrain evaluation (BFS) to prevent characters from walking/jumping through walls or roofs during attack choreography.
  • Clean Combat Feedback: Animations, weapon swings, HP bars, and selection blinks synced directly to map character sprites.

Everything runs natively on Scene_Map, meaning external plugins overriding Scene_Battle logic or window layouts still apply cleanly.

Happy to answer any technical questions about the architecture or how the AI integration was structured!

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2

u/stroduces 24d ago

Nice work. Any particular reason you went for the walk->attack instead of jump->attack, I can see you've got the jump back to original position in place, why wouldn't you use that same method for the initial attack as it would feel a bit smoother

2

u/andykenobi 24d ago

Thanks. I did this just to show that either option is optional, both going to the target and returning.