Spell creation without scripting

gsuk

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I am trying to make a fairly complex spell creation system for my game but can't figure out a way to do it without scripting.


Here's the basic premise:  One of the races can make spells by discovering runes. These runes can be added to a parchment in any combination to make a spell. The runes that are added determine the spells effects. Eg, if they add a SPD_UP rune and a REGEN rune, whenever they cast the spell, they will receive a temporary AGI and Regen bonus.


I have created a common event where the player adds the combinations of owned runes (i have a variable for each rune type which increases by 1 each time a rune of that type is added). At the end of the event, the counters show what types of runes have been added.


The bit I'm having trouble with is finding a way to create a Skill based on those counters.


I also want the character's level to affect the potency of the created spell (so a spell made by a lv 10 character is not as effective as one made by a level 40 character).


I'm beginning to become resigned to the fact that this is not possible without scripting, but if anyone has any ideas as to how this could be done, I'd really appreciate it.
 

Andar

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All database parts are read-only by default. to add new entries into the database (like new skills) you'll need scripting.


However, there is another way around that - unfortunately that is a very time-intense way.


Instead of creating new spells/skills, you prepare every possible combination of components as a pre-made skill in the database.


And your construction event then doesn't construct the spell, but checks which of the existing skills/spells to use (or learn/unlearn) for which combination of runes.
 

gsuk

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Thanks. I thought that was the case. I considered making all the combinations, but with over 20 runes it would be a ridiculous number. Are there any pre-existing scripts that do a similar thing I could use?
 

Doctor Script

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I'm not exactly fluent in RPG Maker, but a suggestion?


Look at games like Don't Starve and how they handle the Crock Pot. It's essentially the same dilemma; You have four slots you can put into the Pot, and based on those four items, a new food item comes out. The list of 'raw' food in Don't starve is easily over 50. If they created 504 different food items, based on what you put it, the exploration would get tedious, and worst of all, frustrating; "Why is it that I put in Monster Meat, Carrot, Carrot and Squash, and got 'Spicy Tacos' but I put in Carrot, Monster Meat, Squash and Carrot, and got 'Diced Monster ala King'? That's not what I wanted!"


So, instead of burning hundreds of hours designing new spells for every possible outcome, place the runes into categories.


If, when using the forge spell skill out of combat, you combine the X runes, and you just account for the types first, with special ingredients accounted for later (In designing them, that is). A Dwarven, Elder rune, and two Elven runes would create a useful but mediocre spell; but, a Dwarven Rune, two Elven Runes and The Rune of Chalices (A special or rare Elder rune), will create an otherwise difficult spell otherwise to get that adds to the parties capacity until the level up further. If it isn't combined with two Elven runes, it counts as Elder rune on its own.


So, create about 30 spells, assess their value in the game, and make runes combinations that are fitting to the cause. Particularly hard to acquire runes can be used to create special skills that exceed the normal capacity of the party. Bosses can drop runes that allow the player to use their skills for themselves, but If it is a 1 of a kind item, I would recommend making the event check for the named skills, and the rest being "Filler" ingredients. It would suck to lose a hard earned Rune for a skill you crafted numerous times over.


Then just have a helpful wizard or scribe or such that can give the players hints as to what is needed, so they don't get frustrated when they don't create the spell they wanted to make. I would also recommend that, if you're going to go through all this trouble for the game, that you make the 'inscribing' a stationary thing. If players are farming runes in a particular dungeon, they will keep farming where ever they are until they are bored. If they have to go back to a village to scribe, it creates a natural tension/release cycle. They just completed their quest, they have a bag full of runes to turn over and they need to restock any way. It's like opening presents on Christmas, knowing you can is more exciting then being able to.


I hope this helps!
 

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