gimmer_

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Introduction

Have you ever wanted a different kind of leveling up system in your RPG? Maybe one similar to Final Fantasy XII where you have a board you can navigate with each character, deciding where exactly you wish each one to excel? Well, Gimmer_LicenseBoard does just that.

Installation

You will require the following files:
  • js/plugins: Gimmer_Core for the scaffolding needed to run this.
  • js/plugins: Gimmer_LicenseBoard for the plugin itself
  • img/system: LicenseIconSet: a 64x64 icon set needed to draw the board. You can customize this with your own iconset so long as the 64x64 is maintained, and the icon indexes match the one provided
  • img/system: LargeLicenseIconSet: If you want to have a success window, you also need a single row of large 170x170 icons for the various gain types. You can customize this as well, but one is provided
  • data/Licenses.json: a json list of all the licenses. An example file is provided.
More information will be found in the README.md file included in the code.

Requirements

This plugin is developed and tested in RPG Maker MV v1.6.1.

Plugin Files:
Download free at https://gimmer.itch.io/licenseboard

Licenses.json Creation Tool
Included is a map tool that let's you use a special tileset to create maps.

You can create a map in RPGMaker MV using the provided tileset, and then take the Map000x.json file rpgmaker saves and run it through the html/js tool to convert into a licenses.json.

Instructions are provided with the tool to show how to use it in more details.

Video Tutorial:

Version History:
Version 1.0: Initial Release!
Version 1.1: Added support for hiding and showing the menu option with an in game switch.
Version 1.2: Added support for multiple license boards for difference classes
Version 1.3: Added optional parameter to show all licenses, put in some parameters for some of the hardcoded text labels on the success popup

License:
Free for both commercial and non-commercial use, with credit.

Credits:
codapill
for all graphical assets provided.
 
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ShadowDragon

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seems nice, but 2 questions though:

1) while it might work on level up, can an actor also stay level 1 and boost attack/def?
more in a variable way?

2) is it possible for a little demo, for demostration to how you set it up and in work?
 

gimmer_

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seems nice, but 2 questions though:

1) while it might work on level up, can an actor also stay level 1 and boost attack/def?
more in a variable way?

2) is it possible for a little demo, for demostration to how you set it up and in work?

1) This plugin removes the traditional leveling up in the traditional sense. You always stay level 1 and references to levels have been removed from the default game screens (like the menu and status screens). Exp from enemies is the currency you get to buy licenses with. You can have your enemies still drop 100 exp, but you have to set up licenses to cost that much. Or you can scale it so enemies drop 0-1 license points, and have licenses cost something reasonable.

2) I have a friend that was going to put together a tutorial video, but this one is a lot more complicated than some of my other plugins, so he hasn't gotten a chance yet. I'll see what I can throw together in the coming weeks: hard to find quiet time to record a video in COVID times.
 

ShadowDragon

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it doesn't have to be a big demo, a small demo to see it in action, 4-7 skills/buffs
to buy and more visible how JSON look like that way for easier to set it up.

However, I cannot tell if this plugin can WORK with my custom menu (no status)
while I dont use any status screen or level.

as for exp also not, but if exp becomes points that is earned is a unique way.
it might be usefull to earn/boost stats if I can use variables in it as well.

Still looking to create those params from attack to variable so it would be easier to
set up and control those easier for my hud and battles.

but I definitly going to look and see what I can modify (as for grid at least) to
make it work. it looks really nice though.

also probably the first in it's kind that has this feature, instead exp + points, exp = points :)

Keep up the nice work though. (look forward to the video or tiny demo, which I can
always can have a look at :)
 

gimmer_

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I've added a video tutorial made by my friend codapil!
 

ShadowDragon

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it worked a bit differently than I hoped, but few questions.

1) License board:
once you made one, and adjust it later, do you need to reconstruct the map
for a new license.json? because those with the mapID is probably not synced.

2) while Icons can be changes, in the window, there is "Gain +30 MP" in the video.
can the lable be changed from "Gain" to "add/adds" or easy changeable inside
the plugin?

3) you see clearly the windows behind, and as grid visible, why not making the windows
transparant (at least the license board window). (I can do that on my own.

4) while regions are used to increase values, does it have impact on the map
it self, or only pure inside the license map? (if only license map,
than YEP_RegionRestriction or TSR_FootSteps have no influence if same
number of region is used.

5) final,if you unlock something, is it always adjustments that become visibile,
or is there a way to have them visible at start, but you cannot unlock them,
unless one of the adjustment is activated?

4 might be something I can use, but make them hidden to see what becomes
visible is mostly nice that way.

but thank you for the video, easy to follow, and creating the board.
Keep up the nice work. (also downloaded the latest version just in case :)
 

gimmer_

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it worked a bit differently than I hoped, but few questions.

1) License board:
once you made one, and adjust it later, do you need to reconstruct the map
for a new license.json? because those with the mapID is probably not synced.

2) while Icons can be changes, in the window, there is "Gain +30 MP" in the video.
can the lable be changed from "Gain" to "add/adds" or easy changeable inside
the plugin?

3) you see clearly the windows behind, and as grid visible, why not making the windows
transparant (at least the license board window). (I can do that on my own.

4) while regions are used to increase values, does it have impact on the map
it self, or only pure inside the license map? (if only license map,
than YEP_RegionRestriction or TSR_FootSteps have no influence if same
number of region is used.

5) final,if you unlock something, is it always adjustments that become visibile,
or is there a way to have them visible at start, but you cannot unlock them,
unless one of the adjustment is activated?

4 might be something I can use, but make them hidden to see what becomes
visible is mostly nice that way.

but thank you for the video, easy to follow, and creating the board.
Keep up the nice work. (also downloaded the latest version just in case :)
1) The map itself doesn't do anything, it just gives you input to use in the license board maker. You can delete the map afterwards if you want to. If you want to alter your licenses.json, you can do it either by editing the map and running it through the maker tool again, or by editing the licenses.json by hand if you want. The schema is all name => key values, so it's mostly easy to edit.

2) For the Success Window: This is actually hardcoded currently. I'm sure I could make it series of text label parameters though. Probably would need one for "gained", "learned", "to wear", "to wield" to cover it all. I'll see if I can find the time to add it.
For the Board Window: This can be overwritten by added a "description" field to the license entry in licenses.json. You can either do this manually, or put an event on the square of the map with <description:You learned to juggle!> on it. That description will replace the default when you hover over it

3) Part of this for me was learning how to make the windows not always be transparent, as this was one of my first biggest window projects. I could add an opacity control to the plugin as well.

4) As mentioned, the map itself isn't meant to be used by the player. the regions might do something because of other plugins if you put your character there, but you shouldn't need to put your character there.

5) Right now the licenses only become revealed as you open nodes. The only exception is if you define the <StartingLicensePosition:x,y> tag on a class, that class will start at that license position and be able to see it. Although making the entire board visible would be trivial for me to add in as a parameter, so I can do that too.

Thanks for your interest and suggestions!
 
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ShadowDragon

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regions more on a different map, but if the lable "gained, learned etc"
are hardcoded, I will edit it on my own. So no worries on that part.

but I got 1 final question if possible, in the video you mentions another notetag,
I miss understoond this one, but those are the one activated at start?

but if I want to make lines like:
============= HP line
============= Energy
======ATT ========
etc

now I place attack in the center, but is there a way you can add, if 2 lines
can be extended, but only if for example top line and bottom line are colided
to activate the one in the center? like notetag of <restrict: x,y, a, b, c, d>
so for example:
<restrict: 3,5,3,4,3,6> (this will block 3,5 for being unlocked or visible
untill icon 3,4 (top) and 3,6 (bottom) are active as well. so the center can
be activated.

im not sure if this is possible, but if it's possible, do it on the todo list :)
so I can think of a nice path where you can activate the nodes on
3 or 4 places to increase the stats :)

I will try puzzle around on the default resolution to see what I can come up with,
as well for some plugins that using regions on a different map to see if they
collide or not.

Keep up the awesome work
 

gimmer_

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Ah, I see what you're saying here.

Right now, unlocking a license unlocks the up, down, left and right adjacent ones.

In principle, I could add in support for requirements for any given node, and made it that you can't see it unless the requirements are met.
something like "<requires:x,y|x1,y1>" and have that pre-empt the adjacent ones unlocking it if that's set?

That will take some doing, but shouldn't be all that hard. I'll see what I can do for it.

The note tags for the classes are as follows:


<StartingLicensePosition:0,0> (Where on the board to start)

<BoardName:small> (the name of the board. You can edit licenses.json to call it whatever you want, by default the maker html will use the name of the map you used to make it. Board name is not visual)

<StartingLicenses:x,y|x2,y2|x3,y3> Will give anyone of that class those three licenses to start, and expose the ones around them


regions more on a different map, but if the lable "gained, learned etc"
are hardcoded, I will edit it on my own. So no worries on that part.

but I got 1 final question if possible, in the video you mentions another notetag,
I miss understoond this one, but those are the one activated at start?

but if I want to make lines like:
============= HP line
============= Energy
======ATT ========
etc

now I place attack in the center, but is there a way you can add, if 2 lines
can be extended, but only if for example top line and bottom line are colided
to activate the one in the center? like notetag of <restrict: x,y, a, b, c, d>
so for example:
<restrict: 3,5,3,4,3,6> (this will block 3,5 for being unlocked or visible
untill icon 3,4 (top) and 3,6 (bottom) are active as well. so the center can
be activated.

im not sure if this is possible, but if it's possible, do it on the todo list :)
so I can think of a nice path where you can activate the nodes on
3 or 4 places to increase the stats :)

I will try puzzle around on the default resolution to see what I can come up with,
as well for some plugins that using regions on a different map to see if they
collide or not.

Keep up the awesome work
 
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ShadowDragon

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I got 1 class, 1 hero, so I can use the starting licenses on 4 different points,
and position on 1 of those node. but requires/restrict are both fine.

I forgot to ask, if exp can be dropped by enemies EXP,
so enemy 3 exp is 4, so once killed, you get 4 points.
but does auto ad exp like -> add exp 5 from event tab also add 5 points?
or just exp? or is there a way to add 5 points on occasions?

I think the give points can give more controll, specially if you want to give
them out on quests. (for bosses is it easy cover), small enemies rather 0
in my case. or they can unlock it all quickly by easy grinding :)

that's all for now.
 

gimmer_

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EXP is replaced globally. The Gain EXP command will hand out LP. I have an event in my test game that hands out 5 points per conversation for testing.

That being said, you can have enemies drop 100 LP, and just make the cost of licenses 100s as well. Just depends on the grinding curve you want to generate

I got 1 class, 1 hero, so I can use the starting licenses on 4 different points,
and position on 1 of those node. but requires/restrict are both fine.

I forgot to ask, if exp can be dropped by enemies EXP,
so enemy 3 exp is 4, so once killed, you get 4 points.
but does auto ad exp like -> add exp 5 from event tab also add 5 points?
or just exp? or is there a way to add 5 points on occasions?

I think the give points can give more controll, specially if you want to give
them out on quests. (for bosses is it easy cover), small enemies rather 0
in my case. or they can unlock it all quickly by easy grinding :)

that's all for now.
 

ShadowDragon

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if it's globally, than its pretty neat, easy to give away points :)
exp curve is something I dont do, so I do it differently, so it wont
be too easy and wont be to hard, so I can balance this out just
perfectly.

I hope many found this usefull, but I had something in mind which
probably doesn't work, so if it doesn't what I have in mind, I make a nice grid
in stead.

you did one fine job on this amazing plugin, I try to understand the coding,
and change the lables accoording what I need, and add a background
image so it will suite the rest of my menu design and other things :)

not sure if background work for full map yet, but I try that part out,
because not anyone need one and want's it default for the main time.
 

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