Oh, what I'm planning on doing/hoping on doing is when the character reaches a requisite level and matches a monster of a specific scaling, depending on their action, from the available actions the character can learn, they'd have a chance to obtain them. AKA, they try to heal with healing magic and have the level required for their level 2 single heal, their level 1 AoE heal and their level 3 single heal, they'll have a chance of obtaining either of those instead of using the spell itself, with the level 1 AoE being more weighted and the level 2 Single heal slightly less weighted, but still possibly get the Level 3 single heal before the other two. This is just an example. ^^
That might be a little too complex than just 1 plugin system, there might need to be 2 dependant plugins.
Basically you keep adding “If this than that” happens statements in the code, with more than 3 independent systems involved.
- The characters themselves
- The weapon proficiency
- Luck/weighted roll chances need to interact with 1 +2
- Character + Monster Scaling before determining #3
I make no guarantees because i’m working on other projects too, but i’ll try to get it as close to your request as I can; there’s just a lot of independent yet dependent variables that may end up breaking your game if you add other independent plugins.
So i’ll go for a “universal” base code, then you will need to “enhance” the files by adding your other files into either Claude or another LLM along with it with the instructions to “merge, fix holes, and rerun under RPG Maker MZ’s default database”
Here’s the first iteration based on your posts, when you try them out please screenrecord so any errors or modifications I can tailor as best I can.
–> https://rpg-maker-plugins.itch.io/glimmercore-beta-testing