Black Moon One-man Sto.
New Member
- Jan 12, 2026
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Sharing my experience: Implementing Dynamic Battle-H
Hi everyone! I’m really happy to be here and chat with fellow developers.
To be honest, I’m not a professional coder (I just know some basic logic) and I’ve only been learning to draw for about a year. Thanks to the progress in AI, I was finally able to finish this project! (LOL).
I want to share how I realized the Battle-H parts because I hope we can all make battle-H content even better. First, I have to give a huge shout-out to Demons Roots and Karryn's Prison. Those games blew my mind and are the goals I'm aiming for. (This project isn't perfect due to my early art planning, but I hope my next one can reach their level!)
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My Logic for Battle-H (RMV Plugin & State Stacking):
I had an AI help me write a plugin to display images during combat, and I drew the body, head, hands, feet, clothes, and equipment as separate layers.
The key is utilizing RM's "State" system:
- Each piece of art is bound to a specific state.
- For example, State 1 is "Full Armor," and State 2 is "Broken Armor."
- If the armor is completely gone, I clear the state to reveal the base body layer bound to the character.
- You just need to manage these states well, which can be done through Common Events.
This gives you total freedom to show exactly what's happening to the heroine during the fight.
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That’s my basic idea! Thanks for reading. Next time, I’ll chat about how I handle CG production. See ya!