Don't forget to see my other contents : https://pege-dev.itch.io

This plugin provides a Golden Sun inspired djinn mechanics. Try it in the browser

Be carefull, this plugin is not compatible (for now) with a turn-based combat. Use time progress to make it work.

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Plugin Features

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If you're familiar with the game Golden Sun, you should know about these mechanics. But if you're not yet acquainted, let me explain them to you :

During the adventure, the player can capture Djinn, which are linked to an element. The player can assign a certain number of Djinn to each character, which grants them bonuses to parameters. Additionally, depending on the element of the linked Djinns, it determines the character's class and their skills.

During combat, it's possible to use Djinn as a sort of mini-summoning, unleashing a powerful skill (without spending MP). However, this action unlinks the Djinn, causing the player to lose their bonuses and risking a change in class. Alternatively, the player can choose to link Djinn that are not currently linked.

When the group has Djinn unlinked to any character, it allows for a powerful summoning (with the cost determined by the number of Djinn of certain elements). After this, the Djinn must wait for a certain number of turns to be linked to characters again (this occurs automatically without player action).

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How to use

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To usee the functionalities of this plugin, you must first install it correctly. If you are using other plugins that affect the battle system, place this one below them in the plugin list.

It is first important to properly configure all the functions you need in the parameters. Then, if you are using class features, you must create them in the database and add the necessary notetags for their assignment in the game (it is preferable for classes to have the same parameter and experience curves). Set a skill type for Djinn and summon skills. And finally, you must add your Djinn and summoning skills to the database.

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Compatibility Notice

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Overwriting :

The plugin overwrite the function :

- Scene_Battle.prototype.onSkillOk

- Window_SkillList.prototype.item

I couldn't do an alias for it because it losed the skill Id

Alias :

The plugin create an alias for these functions :

- Window_SkillList.prototype.drawItem --> to draw the Djinn and summon skills

- Window_Selectable.prototype.processOk --> to set the effect of djinn and summon in battle

- Window_SkillList.prototype.makeItemList --> to set the index of all summons

- Window_SkillList.prototype.updateHelp --> to prevent the help Window to make crash the game with summons

- Window_SkillList.prototype.item --> to set the skill of the summon

- Window_ActorCommand.prototype.addSkillCommands --> to add the Summon command in battle

- Scene_Battle.prototype.selectNextCommand --> to process the cost of the summon

- BattleManager.updateTurnEnd --> to update the Djinn cooldown in battle

- Window_MenuCommand.prototype.addMainCommands --> to add the Djinn command in menu

- Window_MenuCommand.prototype.processOk --> to set the mechanic of the command

- Game_Actor.prototype.onPlayerWalk --> tu update the Djinn cooldown on the map

If you encounter any compatibility issue with these functions, feel free

to contact me.

Purchase

Buy Now$15.00 USD or more

In order to download this tool you must purchase it at or above the minimum price of $15 USD. You will get access to the following files:

Djinn project-Demo.zip 77 MB
PeGe_DjinnSystem.js 73 kB

Development log

Comments

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Hello! I seem to be having some trouble, probably an incompatibility with Visustella, but let me see if you have any insight. I have an event that gives the player a Djinn:

But the Djinn menu is not added to the main menu, and the plugin command or the script to pull it up does not do anything

Here is what the logger has to say when trying to do this in game:

Uncaught SyntaxError: Unexpected end of JSON input
    at JSON.parse (<anonymous>)
    at PeGe_DjinnSystem.js:629
    at PeGe_DjinnSystem.js:2000


VisuMZ_0_CoreEngine.js:9399 Script Call Error
VisuMZ_0_CoreEngine.js:9399 ReferenceError: Scene_Djinn is not defined
    at eval (eval at Game_Interpreter.command355 (rmmz_objects.js:11296), <anonymous>:1:19)
    at Game_Interpreter.command355 (rmmz_objects.js:11296)
    at Game_Interpreter.<computed>.<computed> [as command355] (VisuMZ_0_CoreEngine.js:9399)
    at Game_Interpreter.executeCommand (rmmz_objects.js:9658)
    at Game_Interpreter.<computed>.<computed> [as executeCommand] (VisuMZ_1_EventsMoveCore.js:8466)
    at Game_Interpreter.update (rmmz_objects.js:9563)
    at Game_Interpreter.updateChild (rmmz_objects.js:9574)
    at Game_Interpreter.update (rmmz_objects.js:9557)
    at Game_Map.updateInterpreter (rmmz_objects.js:6793)
    at Game_Map.update (rmmz_objects.js:6697)

(-1)

Thanks, for buying this plugin. I triedit with some visustella plugins (but not all) and it's worked.

Can you send me your plugin list and give me a screenshot oh the plugin parameters on my discord (link in bio). I will do my best to solve your issue but it can take me some days cause I'm in holydays right now and don't hzve my main computer.

hello will there be light and dark Djinns? I’m asking in case of adding more elements before buying your pluggin.

You can set your djinn as you want, use the element you want, and put as much as you want.

Didn't try while making the plugin but I confirm you can add more elements

i see and what does happen in the battle system, I read but I'm more curious it changes into the GBA style of battle view

Sorry the plugin does not change the battle view or any visual aspect. It works only on mechanics.

If you want to have something approching the golden sun's battle view, I think you can change the battlers' home position and using the pseudo 3d battle plugin from mpp penguin.

i see... mechanics only... does that mean summons as Djinn were linked to that?

Sorry, english is not my native langage. I don't understand what you mean.

I sent you a pm on discord for all your question.