Original Source
- Original title: Spellcasting through Runes like Eldar Farseers
- Original author: Nedwal
- Original date: November 13, 2018
- Source thread: https://forums.rpgmakerweb.com/threads/spellcasting-through-runes-like-eldar-farseers.102105/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests
Summary
Share this vision with me: You stand as a mage in battle behind your allies. Since you've been surprised and the party is already exhausted you'll need all the power you can gather. So seemingly out of its own volition, the small pouch on your belt starts to open on its own. Six tiny objects, no larger than the tip of your thumb glide out and race towards your outstretched hand. There they start turning and circling each other, dancing in intricate circles and other shapes. They are RUNES. Then...
Archived First Post
You stand as a mage in battle behind your allies. Since you've been surprised and the party is already exhausted you'll need all the power you can gather. So seemingly out of its own volition, the small pouch on your belt starts to open on its own. Six tiny objects, no larger than the tip of your thumb glide out and race towards your outstretched hand. There they start turning and circling each other, dancing in intricate circles and other shapes.
They are RUNES.
Then you gather your power, push those raw energies out of your hand, your fingers and into and through the Runes, where they finally turn into a mighty lightning strike. You notice that the last enemy alive is a winged beast. So you withdraw the 2 lightning runes from your hands back to the pouch and summon your earth runes. Then your energy coalesces again, this time into the shape of a meteor that crushes the last enemy.
...this is sorta my vision for my game.
((Practically this could be applied to other classes as well, using maybe fang and teeth totems on a necklace for melee types, tarot cards for lets say gypsies/sage/assassin types etc.))
Basically runes should work as another set of equipment pieces, preferably in a different menu. Whereas traditional equipment should be worn over many battles and will increase mostly defensive attributes, runes will focus on offensive and supportive attributes and should be (automatically) switched for every spell or skill.
Multiple runes of the same type cannot be used on the same spell. Each rune can be equipped into any spell the user wants (so only one instance of a rune is needed to equip many spells with it)
Inspiration:
- Final Fantasy XI - You could change all your equipment with a few macros and thus equip exactly those attributes you needed for no matter which situation. (of course, this was not quite so realistic, changing your necklace, earrings, pants, body and prolly panties too mid-battle within a second or two.)
- Rappelz - Equip skill cards that you could combine to higher versions of themselves into each spell or ability.
- Warhammer 40k - Farseers' use wraithbone chips and other psychoactive materials to increase aspects of their future-vision (while one would help you focus on a single path out of all the strands that lead into the future, another might increase your vision range etc. etc). With increasing experience of the caster he could handle more and more runes.
- Warframe - You can mod each weapon or even your abilities to a certain degree and thus boost them greatly.
- Diablo II - combining 3 gems in the horadric cube to a gem of a higher tier.
Aim:
Best case scenario, i would like it to go towards this:
Every spell or skill, each of the spell/skill categories (Water, Fire..Dark, Light, Enhancing etc.) and the over categories (Elemental, Alignment(Dark & Light) or for Weapons this could be Pierce, cut, bash) get their own little Equipment Window in a menu called runes. So like you mod a weapon in Warframe, your character would be able to slot runes into each spell/skill, gaining additional slots throughout the game.
Protected download
(dummy project with morphed "BM_EquipCore.js" to show an equip screen customized for runes/spells)
Unlike in Warframe, equipping a rune into a spell doesn't prohibit you from using(equipping) the same rune for/into the next spell. So you would require each rune only once((per actor - so far only planning to have 1 actor)). Each skill/spell would also only be able to equip each rune once.
So after you slotted all the best spells with the most accurately fitting runes and you wouldn't want to go through each individual spell/skill, you could just jump to lets say the over-categories and equip a general fallback selection of runes there.
(so if f.e.: you only had 5 slots unlocked, you posses 5 stone, 4 fire, 2 wind and 2 ConserveMana-Runes you could simply equip all the elemental runes to their corresponding element category, thus saving you the trouble of equiping them into each spell. the conserveMana you could equip to each over-category that consumes mp (magic ones).
Casting a stone spell now should simply equip the 5 stone runes. casting a fire would equip the 4 fire and 1 from the next higher category, conserve mp. the second one would stay unused till you could unlock an additional slot. casting a wind spell will equip both wind and both conserve mp runes - should be clear. Now if i wanted a certain stone spell to use the 2 conserveMana runes over the (damageboosting) stone ones, i would have to equip them into that spell.)
Or if the char has the ability to use 10 runes and he casts fire I with only 3 runes equipped in that spell, it will check for the fire category and use the ( lets say) 4 runes there, and since i still have 3 unused spots it would check for the elemental category if there is runes there.
Protected download
(>> Pressing right arrow key (RED) will take you towards rune selection for the elemental category in this img. hitting enter would take you one level lower to select f.e. the fire element (Elevated WHITE). hitting enter again would bring you to the previous img.(UP))
Now once we have all our runes set in the equipment windows of each spell, if we now use a spell/skill during combat, it should simply add the attributes of the associated runes (only as many as we got unlocked slots) with the rest of the heroes armor or other attributes. (i know, not quite as simple).
Where I stand now:
To this point i have a nice little visual equipment scene set up that shows all my rune slots as well as all the other equipment.
I have read up on a lot of plugins for different aspects of what i would like to do but there is a ton of problems that present themselves. So i was hoping someone would hop on my (in my imagination) glorious idea and bend the RMMV core with their glorios JS magic and make my vision happen...
Protected download
My equip scene, using BM_EquipCore.js
((There is no alternate equip menu for slotting Runes into spells.
I have no good way of choosing which runes, when equipped, will exclude which other runes from being equipped.
There is no way to switch multiple items mid-battle with a simple script call or without opening and manually manipulating the equip scene.
Should i go an augmentation path instead - would that be any better (doubtful)))
I really hope that quite a few of you like or love my idea as well and maybe want to help in some way.
Hopefully someone will take on the challenge of scripting this. Otherwise i'll post some of my more detailed questions in a few separate theads. There is a ...load of them.
Love
Sup3rfly
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