Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

[VX] Junction System

Junction System
by Dargor
Version 1.0


Introduction

I've been working on this for at least a month, and now I guess it's time for this script to see the light! It's still W.I.P. but not for long.
If you're reading this, I assume (and I hope!) you have played Final Fantasy VIII and you know what Junctions are.

Here's the essential things you need to know about junctions

The basic idea behind the junction system is to equip Skills and Summons on an actor to gain bonuses on statistics.
It is possible to junction (equip) skills on the following parameters:

HP, MP, ATK, DEF, SPI, AGI
Elemental Attack, Elemental Defense
State Attack, State Defense

It is not possible to junction a Summons on parameters. However, Summons will enable Junctions on the previously listed parameters.
Summons will also learn new Abilities and Battle Commands.
All these elements will be available to the actor to which the Summon is junctioned.

Summons are creatures that will unleash powerful attacks when called in battle.
They have the same characteristics as a normal actor. That means they gain EXP and levels, they have HP and MP, etc.
The difference between a Summon and an Actor is that a Summon learn abilities as they level up and they Master this ability when enough APs are gained.
In order to gain AP, a summon must be junctioned to an actor.
Summons will also gained EXP but the amount of EXP gained will be divided by the number of Summons junctioned to the same actor.

In battle, when a Summon is called, it takes the place of the actor to which it is junctioned and takes damage for him.
Then, the Summon uses his attack and is immediately dismissed. Since Summons can take damage, it means they can die.
When a summon is dead, it cannot be called again until he is revived.
However, they will slowly regain HP outside of battles.

Summons also have Compatibilities in direct relationship with Actors.
A Summon compatibility towards an actor affects the delay before the Summon unleashes its attack and the strength of the attack.
Its Compatibility will change depending on a couple of factors.
It mainly depends on how many Summons are junctioned to the same actor but also on how often the summon is called.
If there is more than 1 Summon junctioned to the same actor, the Summons compatibility towards this actor will be lowered.
If there is more than 1 Summon junctioned to the same actor and if a Summon is called, this Summon's compatibility towards this actor will raised
but other Summons compatibility will be lowered.

An ability has various effects on both an Actor or a Summon. They can raise Statistics, enable new Battle Commands and enable Parameters Junctions.
Abilities can only be gained by Summons.

There is two types of Abilities; Actor Abilities and Summon Abilities.
Actor Abilities will affect Actors and Summon Abilities will affect Summons

Actors can only equip Abilities Mastered by their junctioned Summons. They can only equip Actor Abilities.
Summon Abilities will automatically be applied to their respective Summons. Actor Abilities will not affect summons.
However, Summon Abilities can affect actors in some cases.
In the example of an "ElemATK" ability, the ability is considered as a Summon Ability since an Actor cannot equip it, but the effect (enable 1 Elemental Attack Junction)
will be applied to the Actor.

That's almost all about it.
Since Junctions are quite complicated, this script comes with a big customization module that let you edit A LOT of things.

Features
  • Junction Skills on 6 Statistics (HP,MP,ATK,DEF,SPI,AGI)
  • Junction Skills to increase Elemental Attack/Defense
  • Junction Skills to increase Status Attack/Defense
  • Junction Summons to actors to gain special Abilities
  • You can use your Summons in battle (duuuuh!)
  • Summons will defend you and take damage for you
  • Summons will gain EXP, AP, Levels, learn new abilities, exactly like a normal actor
  • Summons can live, Summons can die...  :sad:
  • Summons can regenerate on-map :smile:
  • Summons have their own Status menu
  • Actor's can equip Abilities to gain Bonuses such as HP+10%
  • Actor's can gain new battle commands
  • Actors ans Summons have compatibilities, a sort of Like/Don't Like system which influences the speed and the strength of a Summon
  • There's a 'Remove All Junctions' command in the junction menu, which works.
  • There's an 'Auto Junction' command in the junction menu, which doesn't work for now...
  • Summon Items
  • Comes with an home made Ability Editor!
  • There's probably more!

Screenshots




Script

http://www.mediafire.com/?eywyeqtddtn

Demo

http://www.mediafire.com/?hbtwfcyd0my

Notes

This script requires BOTH my Custom Commands script and Skill Draw script.
This script is NOT COMPATIBLE WITH THE TAKENTAI CBS.

Hope you like it!
-Dargor
 

Yazus

Member

This script is kickass. Serembles PERFECTLY Final Fantasy VIII system.

If it were compatible with takentai, this script would be 100% epic win but 99,9% is also ok ;)
 

J4iru5

Member

AHH! YOU'VE BLOWN MY MIND! AGAIN!
this is amazing, you're like mr.christie, but for scripts.
Mr.Dargor, you make some goooood scripts!
 
I LOVE YOU!!!! MARRY ME!  :grin:

Ive been waiting for this to happen since RPGMAKER95. (I mean the Junction system, not marrying you. I just came to that gesture (arrogant what?) when I saw this topic)
 
Hi dargor i just played your demo and i noticed that the links to junction doesnt work, i know its still on demo but i hope you can finish it soon, another kick ass script.
 
Dargor, you've got some great talent and potential with a lot of the scripts you have done.
This script would be perfect for those who are making a Final Fantasy VIII game. ;)
 
It works great! Now all I need atm is getting rid of the Equip command. xD It's totally unnecessary.

edit:Okay, did that!

Now I notice, I equipped just Chaos, and when I use Summon as a command in battle, it doesnt work. Just no effect... Havent treid it with other summons though yet...
 
First of all, thanks to all of you for your comments, I appreciate it a lot. :smile:

@Yazus 
To be honest, I have never tested the script with this CBS but I know it pretty well. I can assure you that, if you try to use both scripts, you will at least get some incompatibility issues with some features of both scripts.

@J4iru5 
Nice, now I make cookies for RPG Maker! :lol:

@New2Ya
Now I notice, I equipped just Chaos, and when I use Summon as a command in battle, it doesnt work. Just no effect... Havent treid it with other summons though yet...
It happens in the demo or in your game?

@mufffin
Hi dargor i just played your demo and i noticed that the links to junction doesnt work, i know its still on demo but i hope you can finish it soon, another kick ass script.
What do you mean by links to junction? The Junction command in the main menu?

@AlbinoWalken69 
do you think this script would be compatible with the equipment skills and mastery script here?
It will probably be. I'm sure Yeyinde made his script so it can be as compatible as possible.
I'll try it out, just to be sure.
 
I used the demo. Ill try it out with assigning more summons on that character aside from Chaos. ;)

Say, dont wanna be a bitch here, but think it will ever be able to combine this with the Delvv (?) Sideview Battle System? Thats not the Tanketai, just to make clear. The Delvv cbs worked together with the Draw and Custom Commands scripts, but with Junction it doesnt. Has to do I think with how it assigns the battler and its name. (as it also caused me trouble with your Party changer, so maybe it is connected somehow?)

Of course, its not essential, but it'd make the battle look sexier.

Oh who am I kidding, I'm madly in love with this script. xD

Question: I havent tried this out, thus why I'm asking. If I have more of the same spell drawn, will it boost your status? Like in FFVIII, when you had 10 Curaga you'd get 1100 HP, but with 100 Curagas equipped, youd have 9999 HP.

If thats so, there's going to be a problem. Draw is now a summon-ability that only specific summons have (like Chaos). If other characters cant Draw as only 1 character can equip Chaos, they cant get more skills to equip on their stats, right.

One way to fix this would be that Draw is a standard ability, though I actually prefer your concept of Draw being a summon-ability.

Another way to make this work even better, and this is just a thought, is by making us able to switch magic from one hero to another, in amounts. Exactly like FFVIII actually, only this way, strategy comes into use.

============================

Example:
Hero 1 
Commands => Attack, Summon, Magic, Draw
Magic => 75 Fire
Junction Stat Magic (Fire Equipped) => 55

Hero2
Commands => Attack, Magic, Guard, Item
Magic => 20 Fire
Junction Stat Magic (Fire Equipped) => 28

In this example, Hero 1 can draw more Fire, whereas Hero 2 cant. This way, Hero 2 can never get more for example Magic power when it doesnt have more Fire. Thus, by a Menu Command like 'Magic Switch' we are able to move 50 Fire over from Hero 1 to Hero 2.

Hero 1 
Commands => Attack, Summon, Magic, Draw
Magic => 25 Fire
Junction Stat Magic (Fire Equipped) => 30

Hero2
Commands => Attack, Magic, Guard, Item
Magic => 70 Fire
Junction Stat Magic (Fire Equipped) => 50

======================

Something like that...

I have no idea how complicated this would be, but it's worth mentioning I think.
 
OK... got a bug to report... when selecting commands.. you can remove all the battle commands from the characters list of commands... nothings wrong yet... however once you enter battle and that character takes his turn... bam, error. Need to make it so you can't empty out the command list bassically. Other than that... awesomeness. One of the greatest scripts I have ever seen.  :thumb:
 
To bad i'm working with XP, else i would use this script for sure, or is a XP version comming up or is it pretty easy to edit an XP version?

Great work anyhow ;)
 
Very nice script, I want to know if its possibly for Element Attack/Defense to boost a specific element
Nevermind, I see the option for it. I wanted to know why you have the six stat slots when the junctioned skill has the same properties no matter where it is equipped(This was an error caused by one of my scripts that was resolved). Also on a side note, would it be to much trouble to have the Summon modify the actors stats when junctioned to them and not just through skills?

Noticed a small bug. When your using the Draw command, you can't see what your drawing
Nevermind, it seems the Draw Script grabs Poison Attack as a default skill when the enemy has no skills
 
Very spiffy script! I actually had an idea for a Final Fantasy VIII fangame using RPG Maker VX, and this would be PERFECT for it. However, I have yet to get VX...but that's not too much of a problem.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top