Item based Magic system

Monkey_Zombie

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As the title suggest a magic system that is tied more to something the actor has equipped rather than inherent to the actor's class or skill list. I was thinking of something similar to how the GoldenSun games dealt with magic but with magic rings instead of spirits.

Also having a consumable with more than a single use. For example, a magic ring with 20 charges of a fire spell using all 20 before being consumed.
 

Engr. Adiktuzmiko

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I played some games that use such.. Implementation of the equipment based skills is easy as equipment can have the Trait/Feature Add Skill..

As for consumable with charges, implementation would probably need a plugin/script.
 

mathmaster74

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@Monkey_Zombie I have a game in development where the player character has charges for their skills. It uses a Yanfly plugin. I'm pretty sure there's a plugin in the Yanfly library for this effect too. Perhaps the Item Durability plugin can mimic this with some creative application? :unsure:
 

JoelMarler

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My game is based on this idea too. The way I've done it is to make each piece of equipment provide a 20TP/MP skill and a 0TP/MP skill, and I've also incorporated a Yanfly plugin that lets your actors change equipment once per battle for added flexibility. How are you thinking of executing the idea?
 

Monkey_Zombie

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@Monkey_Zombie I have a game in development where the player character has charges for their skills. It uses a Yanfly plugin. I'm pretty sure there's a plugin in the Yanfly library for this effect too. Perhaps the Item Durability plugin can mimic this with some creative application? :unsure:
Thank you my dude.
 

Monkey_Zombie

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My game is based on this idea too. The way I've done it is to make each piece of equipment provide a 20TP/MP skill and a 0TP/MP skill, and I've also incorporated a Yanfly plugin that lets your actors change equipment once per battle for added flexibility. How are you thinking of executing the idea?
Having the magic menu show a list of known magic spells, their type, and their energy cost. If the item meets the parameters the spell is cast. Once the item is out of charges, it is destroyed and broken pieces are placed in the inventory.
 

Kes

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[mod]Please note:[/mod]
Games Mechanics Design is for looking at aspects of gameplay at a more conceptual level. It is not for discussing implementation, so please do not refer to assorted plugins. [And anyway, items with limited number of spell uses does not need a plugin/script - simple eventing will do it.]

@Monkey_Zombie Do you want this to be a general discussion of the pros and cons of such a system, and factors to take into account (in which case it can stay here) or do you want it to be more implementation oriented (in which case, it needs to move to MV Support)? Please post to clarify.
Thanks.

Oh, and in addition, if you have something to add, and no one has posted since you last did, and it is less than 72 hours, please use the Edit button and add the additional info/comment to your earlier post, rather than double posting. If you want to quote more than one person, you have to use the Multiquote button, otherwise the forum software automatically creates a new post for each quote. It might be simpler to use @ plus the username (as I have here) if you want to make it clear who you are replying to and tagging them that way also sends them a notification about it.
 
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Monkey_Zombie

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[mod]Please note:[/mod]
Games Mechanics Design is for looking at aspects of gameplay at a more conceptual level. It is not for discussing implementation, so please do not refer to assorted plugins. [And anyway, items with limited number of spell uses does not need a plugin/script - simple eventing will do it.]

@Monkey_Zombie Do you want this to be a general discussion of the pros and cons of such a system, and factors to take into account (in which case it can stay here) or do you want it to be more implementation oriented (in which case, it needs to move to MV Support)? Please post to clarify.
Thanks.

Oh, and in addition, if you have something to add, and no one has posted since you last did, and it is less than 72 hours, please use the Edit button and add the additional info/comment to your earlier post, rather than double posting. If you want to quote more than one person, you have to use the Multiquote button, otherwise the forum software automatically creates a new post for each quote. It might be simpler to use @ plus the username (as I have here) if you want to make it clear who you are replying to and tagging them that way also sends them a notification about it.
I suppose it would be a little bit of both I'm conceptualizing the way the magic would be implemented within my game. I don't mind if you need to move it.
 

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[move]RPGMaker MV[/move]
Thank you for you patience and understanding. Also what did you mean by "items with limited number of spell uses does not need a plugin/script - simple eventing will do it." because I would like to know
 

Kes

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The answer will start off a bit vague, because you are using MV and and I am using VX Ace.

You need to determine which actor is using the item. Here is where I cannot help you because the syntax for script calls is so different in MV.

Set a new variable somewhere to the maximum number of uses, in this case 20. I often put this in the opening commands of the game, but you may have a different preference.
Then you need to create a common event which the item calls.
Conditional branch to check that this variable is greater than 1.
If it is, Force action for the skill.
Reduce the variable by one.
In the 'Else' branch (i.e. the variable now equals one)
Force action
Change item and remove it from inventory
some text or other telling the player that the item is used up.

Because the item is removed from inventory, you don't have to worry about further uses.

Here is a screenshot show a common event set up that way. Note, because I don't know the MV script call I have used the ordinary way of determining who is the actor for the Force action. Your commands will look slightly different in MV, but not so different that you can't work it out.

upload_2019-5-12_14-14-28.png

EDIT
Ah, wait. Just had a thought - are there going to be multiple instances of e.g. the fire ring available at any one time? If so, that makes it much more complicated.
 
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Monkey_Zombie

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EDIT
Ah, wait. Just had a thought - are there going to be multiple instances of e.g. the fire ring available at any one time? If so, that makes it much more complicated.
There might be, each actor will have two slots to put a ring on, one for each hand. The individual actor might have two fire rings or two different actors could have the fire ring equipped, its 6 ring slots of 8 elements at 9 different power tiers.
 

Kes

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In that case I think you will need a plugin.

[mod]I am therefore moving this to JS Plugin Requests[/mod]
 

Monkey_Zombie

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In that case I think you will need a plugin.

[mod]I am therefore moving this to JS Plugin Requests[/mod]
Thank you. Hopefully I can get the help I need for my project.
 

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Hello! I would like to know if there are any pluggings or any way to customize how battles look?
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