Element Combination System

FeaR616

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Element Combination System
By FeaR


I present today to you all my first script which I will use for my upcoming commercial game. =)

Introduction

IMPORTANT: This script is only to use for Actor 1 in the database!!!
This script allows you to set up new elements that can be created if the player combines two or three elements together. For example, Earth and Water elements combine together a new Plant element. But the choice order is important too, so you can make a new Mud element by combining Water and Earth (not like the other order which creates Plant). This script even provides an own skill leveling system based on elements. Instead of learning dozens of Fire, Water and Earth skills, the actor only learn one skill per element. If the skill is used enough, element points can be earned to level up the element itself and this results in a stronger skill. Users of this script can determine how much a skill have to be used by the player to gain one element point.

Features
- create new elements which can be combined

- new level up system for skills based on elements

Screenshots

The available skills of actor



See here the available elements based on the skills the actor knows



Level up the element...



... and the element is now one level higher and shows the current and next skill



and so the skill based on fire element is replaced with the next level one



learn some new skills...





...and the elements are available.



you can combine up to three elements, but not every combination creates something new



add some values to the variable (normally +1 when skill is used in battle) to made the elements available



if you choose two elements which would create a new element, you can decide to choose NO...



...to try to combine three elements and see, if they create a new one



create successfully a new element!



but remember, the order you choose the elements is important too!





and now, create a new element with three elements!!





and all the new elements add a new skill



REMEMBER! ALL the elements have to be in the database



and don't forget the notetags and to add the variable use in the formula 



( sorry for some german text in the screenshots!! )
How to Use
Plug and play and customize!!!

Script
Can be found here!
 FAQ
None yet.

Credit and Thanks
- By FeaR
- Free to use in any non commercial or commercial project.

Author's Notes
I tested this script a lot to prevent errors and to display the texts properly. I higly recommend to use KilloZapit Word Wrapping Message Boxes, but in some rare cases the text is not wrapped the right way.

I have no clue why, but if anyone find a solution, tell me. =)

also this script would be compatible with Yanfly's Ace Menu Engine if the commands are added there (what I do for me).

History

v1.1 - some minor bugfixes
v1.0 - initial release

Demo

not available

Any criticism about a better way to code some parts of this script, please let me know. =)
 
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Darkwolfen

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Question, do you think your script could be adapted to be used as a kind of sudo equiptment slots setup? Kind of like GoldenSun and its Djinn equip.

That would be the kind of thing im going to be going for in my game. (currently working to learn Ruby so im trying to get alot of exposure to it)

Thanks for the answer in advance ^-^
 

DarthVollis

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I think a demo would be very helpful for this script. 
 

Sixth

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I see you made a few settings where you wrote that it needs to be always 0.

You could initialize those without any settings for them, they should be 0 always at the start anyway, right?

I suggest to initialize them in RPG::Skill, since they are skills basically, right?

It would shorten the configuration part by a lot in the script.

Same for the variables used for gaining points.

Initialize those in RPG::Skill, and instead of using tons of variables, use those to increase the points.

That would spare the user the hassle of adding it in the damage formula.

You can do this for the enable/disable switch for the elements too.

Just a few suggestion. :)

And this:

FeaR::Elements[@chosen_element_1.to_s][:element_point] = 0#btw, shouldn't this be:FeaR::Elements[@chosen_element_1.to_s][:element_point] -= 1#instead of a direct set to 0?Will not be saved in the save files. Every progress will be lost upon closing the game.Also if the player quits the current game and starts a new one without closing the game completely, the element points would not reset, they would be the same as in the other game just exited.

I haven't tested this, just looked at the code, so if this is not the case, than ignore the rest of this paragraph. :p

You need to initialize these element points and save them too somewhere. You can either do this in an existing object (like $data_skills, $data_actors, etc), or make a new object and add the initialization, save and load data into the DataManager for it.

Just don't forget that after you did the above, you need to change these lines to reference the proper variables in the script itself too (so you can't refer to the module constants defined).

Interesting script for sure, haven't seen anything like this yet!
 
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FeaR616

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@Darkwolfen: I have no idea. First because I never played the Golden Sun games... Second because I am learning Ruby too, since one week more or less ^^

I would say... try it.

@DarthVollis: Demo is added in start post! =)

@Sixth:

well... my Ruby skills are not very good at the moment, I have no idea how to store the things you mentioned in RPG::Skill, but it sounds rational to me, maybe I build it in later when I have more experience.

why set the element points to 0 or 1 ... this is easy, to refresh the command list the commands have to be written new, bequase the names change with the skills and the datas, so every time new element points are gained if the variable is still higher than the "frequency" (I could not think of a better name >.<) so it does not matter if points = 0 or points -= 1 since the points are everytime 0 or 1 not higher...

maybe in future, as I said, when I'm more experienced, I optimize this script... for sure! =)

but now I have to work on my game to make process, this script was more work than expected...

btw, new version with some minor fixes online!

and thank you for your interest you all! =D
 

Darkwolfen

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@FeaR616: After i finish my codeacademy course i will give it a whirl. If it works out the way i want i'll share the code with you incase you'd like to use it for any future stuff you do.
 

FeaR616

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@FeaR616: After i finish my codeacademy course i will give it a whirl. If it works out the way i want i'll share the code with you incase you'd like to use it for any future stuff you do.
I gladly would like to see your code, doesn't matter if I use it or not, just curious about your modifications! ^^
 

Diretooth

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It seems your demo link is broken, can you fix this so I can download it?
 

FeaR616

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oooohh, sorry for the late reply!! ._.

unfortunately the demo is deleted... and I don't know why and there is nothing on my PC or Dropbox (Dropbox don't even show the deleted file which I would restore then oO)

so... there is no demo at the moment ;__;
 

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