Custom traits (for data storage only)

Would you like this feature?


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Andar

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One comment first:
This is a usability feature without any function on its own, as an option for later plugin writers.


Description of the Feature:
  • Add a custom option to the trait windows, allowing to store a combination of a new custom type with a number
  • Add a new list "custom types" to the types tab of the database, similiar to the existing type lists (like skill types) for the feature above
The intention is to store custom data whereever in the engine a trait list is used. That custom data would have no function on its own, but could be used by plugin writers.
In that way, it would be similiar to the "meta" function of reading tags in the notebox, but without further crowding on the notebox, allowing a much more user-friendly way of storing data for plugin use.


Code for Implementation:
The core engine will not need any additional code as this would be for plugin writers to use (optional: provide a meta-function for ease of use)
The data structure will need a new custom type stored for use here, but this would be similiar to existing types
The editor will need a new entry option on the trait windows, but again that would be similiar to the already existing options like "Parameters"


Mockups:
customtrait.png


Why is this feature good?
  • The notebox is already overcrowded if you're doing a plugin-heavy project. This feature would give an additional option to store data for plugin use, but one that is a lot better visible and usable compared to adding another line to a notebox that already contains several dozen entries (especially if they're some of Yanfly's lunatic code tags or action sequences)
  • The trait list allows multiple entries of the same trait, giving this options that don't exist with the default meta function (which only returns one value for a tag).
  • The traits are automatically collected on the actor no matter if from equipment or class or actor itself. No need for a plugin writer to check different noteboxes on equipment or class etc

Possible issues with this feature?
  • The required change in the data structure (especially the need for the custom types) will probably cause an effect similiar to when the child generator tab was added (need to edit existing json files for compatibility), only this time in the projects themselves. Might be prevented by storing the new data in a new file.
 

nio kasgami

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I might apreciate this! it's would permit to example if I do a 'rage' traits where when this person have this traits he can have a chance to get a rage states etc

so instead of having to put a notetag and clutter it I could just add this to the trait!

do I understand it correctly?
 

Andar

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yes, as long as the rage is handled by a plugin checking for this - as with notetags it would not do anything by default.
 

Wavelength

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I've wanted this in RPG Maker for a very, very long time - as well as, in the same vein as your suggestion, the ability to add extra custom parameters (that do nothing except via eventing or code) to character Classes.
 

nio kasgami

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yes, as long as the rage is handled by a plugin checking for this - as with notetags it would not do anything by default.
I see so pretty much how would you access the "trait"?
Speaking more from a plugin dev aspect

example I want to create it but how I push the actual informations in a JSON?
 

orzfly

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In my personal opinion, a simple text box would be enough for any arbitrary notes. Here is the mock-up.
Parameter Settings Copy.png
  • The traits are automatically collected on the actor no matter if from equipment or class or actor itself. No need for a plugin writer to check different noteboxes on equipment or class etc
In fact, this is the only reason changed my mind to support this feature. :ahappy:
 

Victor Sant

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I like the idea of @orzfly, the noteboxes and notetags already cover a good part of what it could be used for, but it would make plugins that creates trait-like fuction easier to develop and interact with the trait system itself. My plugins already do this but I have to add a lot of extra code to do so.
 

Andar

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@orzfly If it can be done by textbox, that would be a nice option.

I only went to the variant of using custom types because all existing traits only have two numbers (one to ID the detail, one to give a value) as options, and adding text there would require more changes (in my opinion).
Also, a single text box would not be able to use an automatic calculation of the values (like all rates automatically multiplied or added to each other, that automatic is currently also an option that would require only minor tweaking to function in my original variant.
 

Shirakami

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There wouldn't be a need to change any existing structures whatsoever. Each trait is listed as an object with three (number) variables each.
Code:
{"code":11,"dataId":5,"value":1.01}
This is a trait object to increase the element rate of the 5th element to 101%.
Effects work the same way, except they are made of 4 values in total
Code:
{"code":11,"dataId":0,"value1":0,"value2":500}
We could (and should) keep it that way.


Also, please make sure that we can add multiple new traits. For that, we would need 3 input boxes (as opposed to only two as shown in the screenshot of OP). It would also help us in putting in new values for existing traits that arent supported by the editor.
For example, you added a new ex param called crit damage rate. The editor only let's you select from vanilla ex params. And creating a completely new trait just for one value seem unpractical to me. Instead you could just put in the original traid ID (in this case 22) and put in whatever values you want.


I think this feature is a must have. There is no point in being able to add any custom values to actors/battlers without any easy access to them through the editor. The metatag system is a big help to it, but its still limited in application. Adding new traits through the metatag system is a huge pain. And directly editing the json data files isn't a good solution either, as the editor will completely overwrite all custom values whenever you hit the save button.
 

ICF-Soft

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Letting custom traits would be very good.
The only problem I can see is if more than one plugin uses same trait code.

I hope this will be implemented including effects.
 

xDGameStudios

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In my personal opinion, a simple text box would be enough for any arbitrary notes. Here is the mock-up.
View attachment 57894


In fact, this is the only reason changed my mind to support this feature. :ahappy:
We could even directly add the struct ourselves if we like:

Code:
{"code":40, "dataId": 0, "value1": 0, "value2": 500}
Even though it might not seem a lot this could be a game changer and help remove the clutter from the "Note" box!
All database plugins have to use it and it makes database creation a headache.

Even if it is for simple things like: using EXP +25% (I may not want it doubled) or Gold -2% I may want to change the gold received by the party... though they are very good for customization, traits the way they are, become very limited!!

Letting custom traits would be very good.
The only problem I can see is if more than one plugin uses same trait code.

I hope this will be implemented including effects.
to avoid the duplication ID effect we could use text (and there could be a new tab in the editor that could be used to add a new type of trait).
I know that from a plugin point of view this would be more complicated as there would be needed a way to add the trait codes to the database...

And this is my last observation... not all persons use third party plugins sometimes I'm just trying to create my own game with my own code, and my own plugins, and as I'm the one doing it there would be no id collision. This would be just a tool that would help a lot database development.

another thing @ICF-Soft this could already happen if I use my plugin to automatically add to the traits array by processing meta tags in the "Note" box... I could already be using ids that are being used by other plugins.
 
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