RMMZ Talent & Race Scripts (possibly MZ Update of Frogboy Scripts)

Anthony Xue

Ancient Architect
Veteran
Joined
May 9, 2016
Messages
117
Reaction score
117
First Language
German
Primarily Uses
Hi everyone,

I'm looking for scripts that allow for the inclusion of D&D style talents (leveled abilities like Lockpicking, Swimming, Fire Magic...) and races (Elves, Gnomes, Orcs each with their own effects on stats and classes).

Frogboy had two excellent scripts for this in MV:


Unfortunately, I haven't found anything similar for MZ. So I think the easiest way would be to update the MV scripts, which Frogboy himself has approved.

Would be extremely glad for any assistance here. Thanks!
 

Anthony Xue

Ancient Architect
Veteran
Joined
May 9, 2016
Messages
117
Reaction score
117
First Language
German
Primarily Uses
It does help with the races, true. However, I don't see how it could replicate the effect of the talents, since it seems the various traits cannot be leveled; an important factor of the Talents Plugin is that the talents have ratings (which the player can add to at each level up) and can be tested (i.e. Talent Rating + rnd value > difficulty?). Can't find such a functionality in the Visustella plugins.

Still thanks!
 

Neo Soul Gamer

Veteran
Veteran
Joined
Aug 10, 2012
Messages
659
Reaction score
403
First Language
English
Primarily Uses
N/A
The Core plugins allow for custom parameters to be made. For example, you can have two custom parameters per talent. One that determines the raw number of the talent, and the other that determines the level of that talent based on a formula. (Every 10 talent points means 1 level, for example.)

You then have different ways to show these parameters.

- A common event bringing up a message window to show the values using escape copes.
- You can use SRD's free version of HUD Maker to create a neat custom window with gauges based on the level of custom parameters.
- You can simply add the values to existing menu scenes, like the status menu.
- You can commission a plugin for a completely custom scene.

You can take it a step further and use something like Visu's Skill Learn plugin (assuming you're not actually using skill learning features). With that, you can create skills that run code when acquired, and have them removed immediately. This can pretty much create a system where you're buying upgrades using the built in AP system, which can be your talent points.

I know this is a pretty farfetched approach. I just like to throw out suggestions like this to help people think outside the box. :)
 

Anthony Xue

Ancient Architect
Veteran
Joined
May 9, 2016
Messages
117
Reaction score
117
First Language
German
Primarily Uses
"Farfetched"... yes, you could say so :cool:

I guess it's possible to really bend things this way, but at some point "out of the box" means "through a maze". The plugin did everything I wanted very conveniently, and this way would require a ton of work (not only in the setup, but during eventing as well) for maybe two-thirds the functionality. But still, thanks for pointing it out.
 

Latest Threads

Latest Posts

Latest Profile Posts

Light up explosions with QABS and Community Lighting.
qcPQHt9.gif
Doing RPG Maker News #18 | Moghunter is Back, Encrypt MV/MZ Plugins, Isometric Geometric Tiles
Unironically, no joke, after consideration and self-reflection, I have decided that the best thing for my creative/workflow/commitment problems is to spend EVEN MOAR hours a day playing videogames than I normally do. (Micro-thread)
FINALLY got my weather system implemented. Who needs a black mage when you have a weathermancer! :p

Forum statistics

Threads
110,643
Messages
1,054,915
Members
143,770
Latest member
unband
Top