Rune Skills (Skill System)

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Started by mjshi 105 posts Page 2 of 6 View original ↗
  1. Jaar said:
    Hey, I really love this plugin! It definitely adds an interesting mechanic, and I'm really looking forward to messing around with it.


    I do have one question, though. Is there a way to have a sort of repository that saves combinations once you input them? For example, I combine the Fire Rune with the Wind Rune to cast Raging Flames for the first time. Raging Flames is then added to my skill list so I can see the combination I need to use cast it again in the future. Is something like that possible?

    I think that's a good idea actually, u should implement that as well.
  2. @mjshi Can you change your plugin to be able to put an icon on the choice list text? Just to be more dinamic


    Or just alow to do some like this: \i[27]Add, \i[2]Execute %sMP, \[23]Clear All, \i[0]Cancel 


    Thanks, by the way I am from Brazil, do you speak portuguese also? 
  3. Other than Spanish words being similar in appearance to Portugese (so I can understand a little), no, I do not. I speak English, Chinese, and am learning Spanish ^^.


    As for icons, those shouldn't take too long either-- I'll see what I can do, but I'm a bit busy at the moment and don't really have the time to be writing anything. To implement graphics like icons, I'll need to stop and think for awhile about how I want to go about it.


    Like above, I'll notify you if I do get around to it, but right now I can't do much more than answer a few quick questions or write something that doesn't require too much time spent thinking.
  4. @mjshi, THANK YOU FOR THIS. This is exactly what I have been looking for in my magic-heavy, witch school game. If you ever get around to adding the combo save mechanic, please let me know. I'm coming up with a clunky workaround, but it would be really neat to have this in a future update. (Totally get that you're busy, though!)


    One quick question for you: Is there a way to remove the topmost window? I think it's always empty, and I'm hoping to streamline the rune menu as much as possible. I suppose I can peek around in the json file again, but I know very, very little about javascript and would not want to break something else in the process. 


    Thanks again! You are amazing :)  
  5. @hppyniss Sure, that's a quick edit. Dropbox file has been updated.
  6. @mjshi Wow thank you for doing this so quickly! This is perfect.
  7. (Message to mods: I hope this isn't double posting! I have a new question -- let me know if I should avoid this/DM mjshi in the future!)


    @mjshi Another quick question for you. I've set up the runes system in all of the necessary areas, and it works beautifully (and adds SO much to my combat, so THANK YOU!!) However, if I save the game and reopen the save file, I get the "Type error: Cannot read property 'length' of undefined" after I add the first rune in battle. I've tried adding the setup runes command to all of the maps (so that regardless of which map the save file opens to, the setup still occurs), but that didn't work (it was a very noobish guess, anyway.) 


    I'm sure I'm just doing something wrong ... have you ever encountered this/have any tips? 
  8. @hppyniss 


    Adding setup runes to every map should not be necessary.


    I did as you said (save the game and reopen the save file) and I'm not experiencing this error. Could you send over a project (preferably of a small size) that shows this error or provide steps to encounter this error from a fresh new project?
  9. @mjshi Yep! I'll send you what I have. Thank you so much. 


    FYI -  I have a few of Yanfly's battle plugins (and also a timed action plugin from SmRndmDde), and the runes seem to play nicely with these plugins. Right now I'm moving the plugins around to test different load orders, but to no avail. Anyway, this'll all show up in your inbox in a moment.
  10. Actually, @hppyniss, I think I found the issue-- it's in the rune's setup routine. 


    I've updated the plugin so that it no longer needs to be set up before running-- everything automatically runs at Scene_Title's initial boot up.


    This will not work with certain plugins that skip the title screen entirely. Honestly it depends on what skip title plugin you're using.
  11. @hppyniss All links will point toward the correct file since all links point to the dropbox file.
  12. @mjshi BEAUTIFUL! It works! There's a funky black space on the title screen now (I'm just using the generic RPG maker title screen), but I can totally live with that or work it into the design. You rock.


    Edited to add: the black space is where the screen was extended using Yanfly's core engine resolution, in case you ever need/want to fix this. My title screen will ultimately just be a solid black background anyway, so it's not a problem for me. 
  13. update 1.01a


    Fixed to work correctly with Yanfly Core, added instructions in help file as to what to do if runes aren't displaying.


    @hppyniss That black space issue has been fixed with the latest update.
  14. In light of the various plugins that modify the title screen--


    update 1.01b


    Rune skill initialization has been swapped to at the initialization of the map instead. If this is an issue, please contact me and we can try to work out an alternative. However, I expect that this change ought to increase compatibility as fewer plugins overwrite map initialization in complicated ways.


    after some testing, it has been revealed that maps actually load multiple times, which may end up lagging the game a bit.


    Initialization has been transferred to on data file load, which should only occur once and be compatible with battle tests.
  15. Hello.
    It feels weird to be mentioning it on someone else's topic...


    I made an edit to this plugin for my personal use, with mjshi's permission. There were some things I wanted to change for my own game.


    I decided to share because, why not, so I tried to make it a highly customizeable. I am not completelly satisfied, but I think the only thing mjshi did that I did not in my version was the different modes of skill costs, but in exchange I made my version compatible with YEP_SkillCore, or at least it seems so in my tests (also with YEP_TargetCore, or so I hope, and can't think of any other YEP plugin that would need another change).


    So, that's it. mjshi asked for me to mention it in her topic when it was ready if I wished to made it public, and I don't see why not make it so, so...

    Link to my version
  16. I am having trouble adding runes to the pool. It simply won't allow it... what do I do?
  17. @silversmithfara Check the spoiler tag in the first post, did you follow all the steps?
  18. Holy crap this is EXACTLY what I've been looking for, you are quickly becoming a favorite of mine!!
  19. mjshi said:
    @silversmithfara Check the spoiler tag in the first post, did you follow all the steps?
    I did, yes. The problem I'm having is it opens the Add Rune menu in battle, but the add command is grayed out.