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Every skill generates its own sigil from its own properties — no PNGs, nothing random at run time - SigilCore.js

Plugin desc : Point it at the skills you already have. Element picks the palette, damage type the glyph family, MP cost the complexity budget, and the skill id seeds the rest.

License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Prohibited (This does not apply to works made using the material.)
・Details: See Download Page / In-plugin documentation

Author : CSAF — Core Systems Asset Factory

Website : https://csaf.itch.io

Desc page : https://csaf.itch.io/sigil-core

Download Page : https://csaf.itch.io/sigil-core

File name : SigilCore.js

Help of plugin :

============================================================================
Sigil Core — the spell art draws itself
============================================================================

Point it at the skills you already have. For each one it derives a seed from
that skill's own identity and properties, and generates a sigil: concentric
rings, a symmetric core polygon, radial spokes, runic marks and orbiting
nodes, all under one N-fold rotational symmetry.

The same skill always produces the same sigil, on every machine and in every
save. Nothing is random at run time.

WHAT DECIDES WHAT
-----------------
  damage element  → palette, and the hue the whole figure is drawn in
  damage type     → the glyph family (strike, ward, mend, drain, hex)
  scope           → how the figure is arranged (single core, split, ringed)
  hit type        → stroke character (certain = solid, physical = heavy,
                     magical = dashed)
  MP / TP cost    → complexity budget: rings, marks and nodes
  skill id + name → the seed, so two skills that agree on all of the above
                     still get visibly different art

This file is the ENGINE and holds no drawing code at all. It is pure data:
it turns a skill into a list of primitives with lengths and an order. That
separation is deliberate — it is what makes the generator testable outside
RPG Maker, and it is why `SigilRender.js` can inscribe a sigil stroke by
stroke without the engine knowing what a canvas is.

============================================================================
Terms of use
============================================================================
Use in commercial and non-commercial RPG Maker MZ projects. Credit CSAF.
Do not redistribute or resell the plugin itself.

Spell effects in RPG Maker mean animation frames, and animation frames mean an artist. Sigil Core takes the other road. Point it at the skills you already have, and for each one it derives a seed from that skill’s own identity and properties and generates a sigil: concentric rings, a symmetric core polygon, radial spokes, runic marks and orbiting nodes, all under one N-fold rotational symmetry.

What decides what is the whole design. Damage element sets the palette and the hue the whole figure is drawn in. Damage type picks the glyph family — strike, ward, mend, drain, hex. Scope arranges the figure: single core, split, or ringed. Hit type sets stroke character, so certain is solid, physical is heavy and magical is dashed. MP and TP cost buy the complexity budget of rings, marks and nodes. The skill id and name form the seed, so two skills that agree on all of the above still get visibly different art.

The same skill always produces the same sigil, on every machine and in every save file. Nothing is random at run time.

This file is the engine and holds no drawing code at all. It is pure data: it turns a skill into a list of primitives with lengths and an order. That separation is deliberate — it is what makes the generator testable outside RPG Maker, and it is why SigilRender.js can inscribe a sigil stroke by stroke without the engine ever knowing what a canvas is.

Where to get it: the itch.io page linked above, which shows the current price. The plugin is paid. The download ships readable, unobfuscated JavaScript — no minification — plus a LICENSE.txt. Commercial use in your games is permitted; redistribution of the plugin source itself is not, which is why this entry links to the plugin rather than hosting the file.

 

AI disclosure: the code and the store images for this plugin were generated with AI assistance, and this is disclosed on the itch.io listing as well.

 

Note on the help text below: this site cannot display angle-bracket characters — it stores them as entities that then render literally. Sigil Core’s help uses 6 arrows and comparison signs, written here as → and ≥. Nothing else has been changed: every other character is exactly as it ships inside the plugin.

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