Golden Sun Class System

thierrywtrmz

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Hello guys.

Once I tought "wow it would be cool to make my own game".
I decided to go with RMMV there was a sweet offer on it.
After many arguments with all the gamers in my head, we agreed on a class system that would be similar to Golden Sun's.

The game I have in mind would have object that would act like the djinns in Golden Sun
There are multiple types of djinns, that acts as a separate kind of equipment as the weapons and armors. The class of your hero is decided with the combination of djinns he has equipped.
So for example if he has one fire djinn, he is an arsonist, but if he has two, he turns into pyromancer.

In my game, the "djinns" would be my only equipment.

I've been trying to get a similar system to run in RMMV.
There is a plugin that does exactly that but it's for VX ACE.

I was at first looking for a script that would make the class change depending on your set of equipment, but couldn't find anything usable.

During my quest for script I found VE_EquipSet (https://victorenginescripts.wordpress.com/rpg-maker-mv/equip-set/)
This plugin allows to create set of equipment, that is almost perfect but the problem here is that it changes the state of your hero, and not his class.

So I'm stuck here.

Maybe there is some plugins combinations I didn't think of ?
Maybe I could make a state change the class of a hero ?
I have zero experience in JS but maybe the VE script is editable to make the Set change the class ?

Any thought on this would be appreciated


Thanks for your interest.
 

marsatche

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Your condition to change classes is just based on the weapon they equip, right?

Cus, maybe you don't need a plugin. There's already an event command "Change Class" that lets you do that at any time. You should make a common event or something that uses "Conditional Branch" that will check the djinns that the player equips. Make this event run as a parallel process that is always on throughout the game, no matter which map the player goes to.

Here's a similar thread I came across, it's not a detail tutorial, just to give you insight of what you might be able to do.

You can also change the player's sprite with "Set Movement Route..." after that, if that's gonna be a feature you guys will add.
 

MushroomCake28

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Hmmm, moving this to plugin request for now since you seem to be looking for a plugin. I'll move the thread again if you decide to go the event system way.

I've moved this thread to JS Plugin Requests. Please be sure to post your threads in the correct forum next time. Thank you.


Additionally, if you found the perfect script for VXA and can't find anything for MV (and the event system doesn't suit your needs), I may suggest you consider moving the VXA. If you haven't started working on your project you wouldn't lose much.
 

Zonegm

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Like this:

1580531978137.png1580532015416.png1580532057938.png
Harold was a warrior but after I equipped him with Magic Djinn he turned a Mage. You don't need a plugin for this! It can be done with Common Events!

All you have to do is prepare this:

1580532187262.png
This is a very "brute" setup but then you optimize it as you wants! You need an event at the first map to turn on the switch to start the Common Event (in this case I used the START as you can see it there).
 

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thierrywtrmz

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Hi Guys,

Thanks for your replies.

I tried few things with the common events and maybe this could work, but It would have be better if I the event checked the type of the weapon, instead of the weapon itself, even though I think I can make it work.

My main issue is that the common event don't run during the menu. So the class of the hero doesn't directly change when I equip the weapon, I have to close the menu before that. It's annoying me mostly because I can't see the aftermath of equiping (and changing class).

Can we make a common event run during menus ?



Sorry for posting in the wrong forum, actually I'm still not sure if I need a plugin support, request, or just a little eye opener about RMMV
 

Zonegm

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I see... So, that is what I said. It is a very "brute" setup, just a stand for you to do whatever you wants after it. Optimization is something that only you can do it, it is your game afterall. But let's do this!

I tried few things with the common events and maybe this could work, but It would have be better if I the event checked the type of the weapon, instead of the weapon itself, even though I think I can make it work.
So, you want the conditional branch to check the weapon's type rather than the weapon itself? You could do the following with the same common event structure we used: you are going to edit the Conditional Branch. Go to the forth tab, in Script and paste this: $gameActors.actor(x).isWtypeEquipped(n);

Now, how does it works? The x is going to be the hero ID, in my example it would be 1 (because Harold's ID is 1), you can check it out in the Actors Page (the number where your character is on the list). The n is going to be the Weapon Type you want, so, go to the Types Page. Dagger is 1, Sword is 2 and so on... You want the same code for armors? No problem: $gameActors.actor(x).isAtypeEquipped(n);

Personally, I do think that this is not much like Golden Sun (because in Golden Sun you have weapons, armors and then the Djinns). I still think that using them as individual equipments is better. But, it is your call!

Can we make a common event run during menus ?
Now, here we go... The RPG Maker has a limitation in this. The Engine has only two Game Interpreters (one in the Map and another in the Battle). This means that only at this moments the events can be loaded and/or refreshed. How to do it then? Sincerely? You are going to need a plugin for this afterall!

Read this thread: https://forums.rpgmakerweb.com/index.php?threads/add-event-interpreter-to-the-main-menu.111610/

Personally, I don't know any plugin that creates a new interpreter for the menu (although there was one for VX Ace, I think). They say in that thread that Hime could had created something like it. Also, one user pointed out the Yanfly Event Commands. I do think it is possible to use that plugin to function as a Menu for what you want but beware: the configuration of such thing is very hard!
 

thierrywtrmz

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Thanks for your reply.

The common event works with the weapon/armor type, but I gotta admit the "no equip aftermath" is a major turn off.

I looked for an event interpreter with no succes. Tsukihime have some but only for VX Ace.

I true my system isn't really a Golden Sun system, I used this reference cause I felt it was the closest I knew.
In fact they would be a different type of equipment, but I thought it would be easier somehow to turn my equipment into "djinns" than adding a new type of equipment. Am i wrong ?

Back on topic, as a back-up idea, I was trying the VE_Equipset I mentioned in the first post.
It allows you to create multiple "set" of equipment, changing the state of your hero.

I think it might be possible to edit the script to make it change class instead, I'm looking into that.
I mean I'm looking at bunch of javascript tutos for noobs first.
If a Java expert would like to help, he's very welcomed :)

Otherwise, I might go with only the VE_Equipset, disregarding classes, and using states to act like it.
 

thierrywtrmz

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Hello again guys.

Finally I obtained what I wanted combining the VE_equipset with an ugly script of mine that runs at the refresh

var newExp = this.currentExp;
if (this.isStateAffected(24)) {
this._classId = 23;
this._exp[23] = newExp;
} else {
if (this.isStateAffected(23)) {
this._classId = 22;
this._exp[22] = newExp;
} else {

etc for as many class as I needed.

I tried to make a plugin that used notetags with no succes so I'm going with this for now.
 

thierrywtrmz

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I might have got ahead of myself cayse my script crashes the game everytime I enter combat.
But I think the idea is good, it works in the menus
 

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