Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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.

  1. The characters themselves
  2. The weapon proficiency
  3. Luck/weighted roll chances need to interact with 1 +2
  4. 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

We’re you able to get it?

It's saying the page is quarantined and under additional review. I've been waiting for it to let me download it.

That’s odd, maybe it’s because I didn’t have anything filled out.

I went ahead and filled out the project page like I normally would, hopefully that fixes it for you.

It let me download now. I'm setting up some stuff based on my skills I have right now in my database(Which is mostly magic right now) and fixing to test it here soon when I finish the setting up for a simple glimmer chart for the main protag involving some magic of a specific type.

Sorry for double post. <Prof: key> means <prof: (what I put in the core plugin to in the lowercase for notetags for the proficiency types, in this case 'heal' since I'm doing healing right now as a test)>, correct?

(+1)

Okay. It's looking like it works perfectly, actually. ^^ Thank you so much. It's surprisingly exactly what I was wanting. The 'proficiency levels' not affecting damage, but allowing the ability to gain abilities at a more 'experimental' way.

Thats great! Please feel free to upload a little video tutorial test for other’s to see, i would love to showcase your stuff on the project page and link to some of your stuff :)