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Thanks for the fast reply.

I’m thrilled to hear the concept caught your interest! Since you’re looking into Darkest Dungeon for inspiration, here are some specific clarifications on how a "Skill Bar" system changes the flow of combat compared to the standard RPG Maker MZ "Command Window."

The General UI "Hotbar" Concept

In Darkest Dungeon [skip to 15:40 in video to see the combat] or Guild Wars, the player doesn't open a "Skill" menu to see a list of text. Instead, the skills are represented by Icons sitting on a permanent bar at the bottom of the screen.


  • No Sub-menus: Instead of selecting "Magic" -> "Fire," the player just clicks the "Fire" icon directly on the bar.
  • Visual Communication: The icons should show "Usability" at a glance. For example, if a player doesn't have enough MP, the icon is grayed out. If a skill is on Cooldown, a "clock" overlay or a number shows how many turns are left.
Limited Loadout for Added Tactical Depth

Arguably the the most important part. Even if a character knows 20 skills, the Skill Bar might only have 5 or 6 slots.

  • Preparation Phase: Before a dungeon or battle, the player opens a menu (similar to RPGMaker MV-era plugin the VCM_SkillBar management scene) to "equip" their active skills.
  • The Strategy: This forces the player to choose. "Do I bring 5 attack skills? Or 3 attacks, 1 heal, and 1 buff?"
  • MZ Implementation: It would be amazing if the plugin allowed us to set the "Max Slots" per actor (e.g., a Level 1 hero has 3 slots, a Level 50 hero has 8).
Key Features from the VCM_SkillBar Reference

Because VCM_Skillbar was never ported to MZ and the author does not appear active anymore, here are the features from the VCM version that would be most useful to replicate:

  • Slot Management: A way for players to drag-and-drop skills into slots outside of battle.
  • Keyboard Hotkeys: Pressing numbers 1–6 on the keyboard should trigger the corresponding slot.
  • Cooldown Support: A built-in parameter to define "Turn Cooldowns" so players can't spam the same powerful skill every turn.
  • Hover Information: When the mouse hovers over an icon, a small window (Tooltip) should appear showing the skill name, cost, and description.
Example Workflow for the Player:
  1. In Menu: The player sees they are entering a Fire-themed dungeon. They swap out their "Fireball" skill for "Ice Lance" on their Skill Bar.
  2. In Battle: The standard "Skill/Magic" command windows are hidden. The player sees the "Ice Lance" icon. (Icons for other menu options like "Item," or "Escape" could optionally be added via plugin parameters).
  3. The Action: They click the icon (or press '2' on the keyboard), select the target, and the action executes.

I hope this helps clarify the vision! I’m really looking forward to seeing what you create once you finish your current batch of tools. Let me know if you’d like me to find some specific screenshots or mockups of the "Skill Management" screens!

Bro, that was super informative, thank you so much!

With the descriptions you provided, I think I can create something that suits you. I think it would be awesome if you could press a key on the map and your skill list would appear, and you could drag and drop them into the skill shortcut box.

I've played Guild of Wars, and it's a standard feature in most MMORPGs, so I'm familiar with the general mechanics.

I think it would be interesting if we completely removed the standard RPG Maker menu, including the native Attack, Guard, Item, and Escape functions, creating two shortcut lines, one for native functions and another for skills. This way, the entire HUD would be recreated and would match the new elements.

I can make the two lines independent and allow you to position each one with its own offset, making it possible to customize your HUD in the best way possible.

What do you think?

Thanks again for the suggestion and for all the clarifications! That was amazing!

Hey Kadajah, thanks for the follow-up. Congratulations on the recent plugin releases by the way.

Regarding the HUD replacement, I think you're spot on. Replacing the native Attack/Guard/Item commands with a shortcut line would make the UI feel much more modern.

I was looking more into  an old MV plugin called VCM_SkillBar for inspiration on the 'Equip/Swap' logic. A few things it did that would be amazing in your MZ version:

  • 1. On-the-fly Swapping: It had a "Swap Bar" that appeared when you right-clicked a slot, allowing you to quickly change skills without a deep menu. Having a "Change Skills" toggle to enable or disable this mid-game would be a great way to control player progression.

  • 2. Map vs. Battle: It allowed for different bars on the Map (for healing/utility) and in Battle (for combat). Keeping these as separated entities is huge for flexibility.

  • 3. Dynamic Loadouts (Max Slots): VCM allowed you to limit the number of slots available. It would be incredible if we could set a "Max Skills" parameter—perhaps even via Notetags so a Level 1 hero has 3 slots while a Level 50 hero has 8.

  • 4. Item & Skill Integration: A major feature was allowing Items and Skills to coexist on the same bar. If a player puts a "Potion" on the bar, it shows the item count; if they put a "Fire" skill, it shows the MP cost.

  • 5. Smart Slot Management: * Automatic Placing: An option to automatically add newly learned skills to the first empty slot to save the player time.

    • Duplicate Prevention: A check to ensure skills aren't repeated; if you move a skill to a new slot, it clears the old one automatically.
    • Occasion Filtering: Only showing skills on the bar if their "Occasion" (Battle/Always/Menu) matches the current scene.
  • 6. Compatibility: Since many of us use VisuStella Battle Core, it would be incredible if your bar could sit "on top" of the battle scene or optionally hide the VisuStella actor command window entirely.

  • These are just some "food for thought" items that could be introduced in later updates that would make this the definitive skill bar for MZ battle scenes in a way that differentiates it from similar plugins, such as Hendrix's Hotbar Creator that is exclusively for the map scene.

    Thank you so much for taking the time to reply and for being so open to these ideas. I'm always looking forward to whatever you decide to do next for the RPG Maker community!

    Hey Koa, how are you bro?

    So, I just wanted to say that the development of the plugin we were talking about is in full swing!

    I already had an icon and hotkey system in my ABS plugin and the NinjaMove plugin, with all the logic for checking cooldown times, mana consumption, and so on, so the part where I had to program more functions was the battle part, but a piece of code I had in the VagrantHit plugin that alters the composition of the battle menu gave me the basis to modify the battle interface.

    There are still configuration details, checks, and polishing to be done, and it will be beautiful to see all my work fall apart when I connect the visuStella plugins, but development continues to be fun.

    You can follow a little bit here:

    By the way, the plugin's name will be KoaSkillBar, I think it sounds good.

    See ya!

    Hey Kadajah!

    I’m doing great, and even better after seeing that update!

    First off, I am honestly blown away that you took the time to develop this plugin based on our conversation.  Seeing you put out a working demo that looks that good that quickly is nothing short of incredible. 

    I just finished watching the demo video, and the progress is impressive. The UI looks incredibly clean, and the logic you’ve implemented for adding and removing skills seems so seamless.  (I'll keep our fingers crossed for the VisuStella compatibility because I know how difficult working with their plugins can be. If there's anything I can do to help with that, please let me know.)

    I am very honored that you would consider featuring my name in the plugin, but please, keep it as KadajahSkillBar! You have a real talent, and I have a feeling you’re going to be a household name like Galv, Yanfly, Moghunter, or VisuStella soon (if not already); you should get all the credit and searchability for your work. Just a tiny mention of me on the plugin page would be an absolute honor enough.

    On a more personal note, I’d love to know if you have a Patreon or a similar platform where I can become a supporter? If not, would you ever consider offering a Itch.io bundle of your add-ons for purchase so I could at least make a well earned donation? You are such a valuable asset to the RPG Maker community. Your responsiveness and the way you support your users is rare, and I’d really like to show my appreciation for your hard work and dedication.

    Keep up the amazing work, and I can't wait to see the next update!

    Best,
    Koa707