Fugama

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Oooooooooooh What Does THIS Plugin Do?
This plugin allows you to add item combining into a new battle menu on an actor specific basis to input skills.

Download (preview): https://www.dropbox.com/s/v4mseazvfn1k7q6/Fug_Combo Battle System.js?dl=0
Download (direct): https://www.dropbox.com/s/v4mseazvfn1k7q6/Fug_Combo Battle System.js?dl=1

Current Version: 1.5.0

Instructions:
After installing the plugin you'll need to setup some stuff in the notetags.
FOR ACTORS: use the notetag <slots: x> where x is the number of slots that actor has.
FOR SKILLS: <combo: x, y, z> where x, y, and z are all DIFFERENT item ID numbers. As it currently stands, combinations with two instances of the same component won't work. Naturally, you can make a skill need as many components as you want from one, to two, to Thirty or whatever.

Screenshots are all taken in a base project with no other plugins
f0LlDhn.png

Upon choosing "Splice" a window opens that displays a list of items in the party's inventory that are parts of skill recipes.
The window on the left displays the slots that actor has. If Consumable Items is set to false, it won't display the quantities.
The location of "Splice" in relation to Skill Types is customizable.

6Z9eTy5.png

The Text "Combinator" is replaceable.
yaErmRZ.png

Top box displays Item descriptions, Bottom box displays skill descriptions of the current item combo

FUNCTIONS:
1.) Can create a menu where the player can test the items in their inventory that are parts of recipes in various orders and combinations to see the descriptions of skills.

2.) Can replace skill types altogether or be added alongside them as you see fit.

3.) Can consume the items used in combination during combat.

4.) Can hide the items that are parts of recipe's from the regular item list.
(This let's you disguise this as things like combining punches and kicks instead of potions and bomb casings)

5.) Can rename the input button in combat, the name of the menu button, and name of the Actor Command Window button as you wish.

6.) Slots are on a per actor basis meaning that you can add, subtract, or lock an actor's slots at will via plugin or script commands.

7.) Decide if the item combine menu is listed before or after an actor's skill types.

8.) If an actor has no slots the option to combine items will not show up in the actor command window.

9.) Allows to you set a default skill if the player's combination ends up being nothing! (items will still consume if the plugin is set to consume items)

10.) If two skills have the same recipe you can set the plugin to choose based on highest skill ID, lowest skill ID, or randomly select between them

Locked Slots
This means that an actors slot is disabled. for example, if an actor has a skill combo of [1, 2, 3, 4] and you locked the third slot
they could no longer use the third slot and attempting to input that would either result in [1, 2, 0, 4] or [1, 2, 0, 3] depending on how the player acts. By default it will display as "Locked" and have no icon, but both of those are customizable.

But what are my rights?
All of them. Feel free to use this in commercial and non-commercial games, a spot in credits and, if you're feeling generous, a free copy of the game is all I ask. If you wanna edit the code, go for it! (note: If you edit the code and find yourself in hours of despair and frustration I claim no part in your suffering).

Other Stuff
If you find problems let me know and I'll try to address them depending on the severity & nature of the problem. I've done some compatibility stuff but not much. This works standalone and with some other plugins based on order of placement. Very rarely is anything overwritten entirely (if at all).

Plugin Commands and Script Commands are listed in the help file. If something isn't working and we verify it's an issue with the code I'll adjust that (being a one man testing crew has some disadvantages).

Special Thanks
to Yanfly! I started learning Javascript last year by analyzing his tips and tricks videos on youtube to make my own skills. Seeing how he made plugins, even small things like the code he uses to draw dark rectangles, have helped me reach this point. Yanfly is definitely an extraordinary member of the RPG Maker community!

to SumRndmDde! His tutorials on creating a plugin were an invaluable asset and a great reference guide for me going through this.
 
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Sissel Cabanela

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Oh man, this script is rather complex, but it's almost EXACT what I was looking for, niche as it may seem, as it is very well done and lovely. I have a question however-

Would it be possible to create a sort of 'deck' like system? As is it a rather strayed from the core, I understand it would likely be an 'addon' of sorts. What I mean to say is, you have a certain amount of inventory space, right? But instead of being able to access all those items at once at battle start, you are only allotted, say, 5 random items at the beginning. Each turn, you would be grant another random item, a 'draw' if you will, up to, let's say 10. This system I am describing is based heavily on the Megaman Battle Network series, if you are at all familiar. Does something of this sort seem impossible/not worth the effort? Am I too vague?
 

Fugama

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@Sissel Cabanela So, lemme get this straight, you just want it to look at the inventory before stocking what you can use, randomize a list of what's in the inventory, and then in the splice menu you want it to list up to an amount (I'd make that amount flexible of course) and then every turn that amount goes up by 1 so it'll list the next item from the shuffled list? If I understand this right it shouldn't actually be all that much of a problem. I'll just need to setup some extra options (like controlling the normal Battle_Item menu the same way, and deciding if it uses the same or a different shuffled list for that one as well, yay options)
 

Sissel Cabanela

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Yes! Sorry for the somewhat arbitrary request, but that is correct, yes!
 

Sissel Cabanela

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Awesome! I'm very interested. This Item-Combo itself is a very interesting way to make a standard turn-based engine into something more dynamic/interactive while still being inherently turn based. Will there ever be plans to add in combinations with the same two components? It's not mandatory obviously, but I was curious on if that was on your to-do list at any point.
 

Fugama

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If it's demanded I'll try and get that to run, maybe as an extension
 

shaylina

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Does this plugin still exist? I would really love to use it but the links only bring me to errors and file deleted.
 

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