Dungeons & Dragons Collection Thread [21MAR16]

Pine Towers

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Disclaimer:

Lunarea said:

Lunarea, on Discussion Rules, said:
1) Discussion should be general, not project-specific.
While you're welcome to use your project as an example, please try to keep the conversation broad. Feedback that's only specific to your project should be posted in your project thread. If it's too early in planning to have a project thread, you can use the Features Feedback thread.
So, I guess this doesn't violate the rules, since we'll be talking about a whole mechanical system instead of one project-specific feature.


DUNGEON & DRAGONS
A RPG MAKER MV QUEST
(Updated as of 21-Mar-2016)

As a D&D player since the AD&D 2nd Edition, my dream is to make a D&D game and RPG Maker is the most suited tool for this taking in consideration my background (I use RPG Maker since the '95, and known little to none programming language). I know others want to make a D&D game, since attempts were made already (link1, link2, link3, link4, link5) or wished for (link6) and that's why I would like to try to concentrate the efforts on one single thread. (see Disclaimer)

At the moment of this thread creation, D&D at its 5th Edition and RPG Maker last engine is MV. These were what I cataloged so far (see update time), separated by authors (in alphabetical order):
 


HIMEWORKS


(Last Update 21-Mar-2016)


Hime makes a great array of utility plugins to circumvent the engine limitations to our use.


Core and Fluff: These are necessary for the crunch part, or just add fluff and easiness of control.

Battle Weather


Change Battleback


Common Event Buttons


Common Event Queue


Conditional Choice Text


Custom Death States


Custom Page Conditions


Disabled Choice Conditions


Disable Dashing


End Phase Triggers


Event Trigger Labels


Follower Event Touch


Game Over Events


Hidden Choice Conditions


Hidden Shop Goods


HMS: Pause Cursor


Large Choices


Level Up Events


Lock Facing Direction


Menu Command Manager


Menu Music


Move Route Commands


Movement Direction Lock


More Enemy Drops


Overriding States


Parameter Tables


Placeholder States


Pre-Title Events


Progressive States


Save Title


Self Variables


Synch Save Data


Timer Pause



Crunch: Finally, the plugins that modify the game itself!

Actor Battle Commands


Battle Command: Use Skill


Battle Exp Distribution: So you split the XP by the number of party members.


Counter After Hit


Effect Conditions


Equip Slots Core: Implements, music instruments...


Elemental Negation


Enemy Reinforcements


Exp Tables: To easy make your own XP Table!


Formula Effects


Guest Followers


Parameter Tables: Works with custom parameters!


Pre-Emptive Battle Events


Sideview Actor Enemies


Toggeable States: More like stances, right? Can work for the Power Attack too.


Weapon Damage: Even uses D&D examples!



Requires more Research: I haven't found a nice way to use these to help further the making of a D&D game. Any help is appreciated.

Battle Action Exp


Custom Party Leader


Enemy Classes


Enemy Equips


Enemy Levels


Instance Actors


Multiple Inventories


Party Manager


Random Encounter Events



VICTOR SANT


(Last Update 21-Mar-2016)


Victor is a fellow Brazilian with a truly remarkable collection of plugins. He's on my top3 programmers for sure.


Core and Fluff: These are necessary for the crunch part, or just add fluff and easiness of control.

Basic Module


Battler Graphic Setup


Cast Animations


Character Frames


Control Text


Custom Vehicles


Diagonal Movement


Direct Commands


Escape Codes


Even Conditions


Fog and Overlay


Loop Animation


Note Text File


Sfont


Skip Battle Log



Crunch: Finally, the plugins that modify the game itself!

Action Conditions: In 4e, getting to half health granted the bloodied status, unlocking new ways to interact during battle, but I'm sure you guys can think of other applications.


Action Dodge: May be worked for Fortitude, Reflex and Will defenses, but I still have to check this plugin fully.


Action Resistance: Damage Resistance!


Action States


Action Strengthen


Battle Advantage


Command Replace


Counter Actions


Critical Hit Effects


Death Counter


Dual Wield


Element Set


FollowUp Skills


Hit Formula: Easy way to make attacks with different hit formulas, like a melee attack, ranged, magical. Works for doing things like a Sure Strike (4e) or a Power Attack (3e)


Incapacitate States: Now you're petrified!


Passive States


Reflect Actions


Replace Actions


Retaliation Damage


Skill Ammunitions


State Graphics


State Replace


Tech Points


Toggle Targets


Trait Control


Unreachable Targets



Requires more Research: I haven't found a nice way to use these to help further the making of a D&D game. Any help is appreciated.

Charge Actions


Enemy Skills


Masters


Materia System


Mix Actions



YANFLY


(Last Update 21-Mar-2016)


Yanfly's contribution to MV is so humongous that's no way to quest for a D&D Game without looking for his plugins. I will even need to split them in categories:



Core and Fluff: These are necessary for the crunch part, or just add fluff and easiness of control.

YEP01: Core Engine


YEP02: Message Core


YEP03: Battle Engine Core


YEP04: Action Sequence Pack1


YEP05: Action Sequence Pack2


YEP06: Action Sequence Pack3


YEP07: Victory Aftermath


YEP08: Skill Core


YEP10: Equip Core


YEP11: Item Core


YEP13: Passive States


YEP14: Main Menu Manager


YEP15: Base Troop Events


YEP16: Battle AI Core


YEP17: Region Events


YEP18: Region Restrictions


YEP19: Save Event Locations


YEP20: Event Chase Player


YEP21: External Links


YEP35: Stop Map Movement


YEP36: Map Gold Window


YEP37: Status Menu Core


YEP39: Battle Statistics


YEP40: Event Mini Label


YEP41: Actor Variables


YEP42: Battle Status Window


YEP44: Animated Sideview Enemies


YEP45: Swap Enemies


YEP46: Gab Window


YEP47: Extra Enemy Drops


YEP48: Profile Status Page


YEP49: Credits Page


YEP50: Buff & States Core


YEP52: Region Battlebacks


YEP53: Shop Menu Core


YEP59: Aftermatch Level Up


YEP61: Buttom Common Events


YEP62: Slippery Tiles


YEP63: Weapon Animations


YEP65: Extended Message Pack1


YEP68: Smart Jump


YEP73: Message Macros


YEP71: Life Steal


YEP76: Tick-Based Regen


YEP77: Dash Toggle


YEP80: Keyboard Config


YEP81: FPS Synch


YEP83: Change Battle Equip



Crunch: Finally, the plugins that modify the game itself!

YEP09: Skill Cooldowns: Use with YEP22 for “Move” and “Minor” Actions that don't spend the actor's turn.


YEP12: Item Upgrade Slots: Magic Weapon Creation, anyone?


YEP22: Instant Cast: See YEP 09.


YEP23: Taunt: Not the best way to keep enemies at bay, but it can emulate the narrow corridors quite well.


YEP26: Critical Control: x2 damage for swords, x3 for axes!


YEP27: Job Points: Use with YEP 28 for things like Feats (3e, 4e, 5e).


YEP28: Skill Learn: See YEP 27.


YEP29: Party System: You must gather your party before venturing forth.


YEP32: Class Change Core: Dual Classes (AD&D) can be done this way, but it really shines when used with YEP 34.


YEP34: Subclass: Allows for Race + Class combo (AD&D), Prestige Classes (3.x), Paragon Paths (4e) or Archetypes (5e).


YEP38: Charge Turn Battle: Battler acting on their own turn order, without waiting for all the player characters to choose their actions. I still need to tweak it to best represent a Round and each battler's Turn.


YEP43: Skill Cost Items: Are you a true hardcore gamer so your Wizard need to bring bat guano? This also allows for improved versions of item usage for a certain class.


YEP51: Weapon Unleash: Allow you to change the basic attack of the weapon. Nice way to make a reach or ranged weapon if you work with YEP 54.


YEP54: Row Formation: The close we have until now to a tactical approach of the battle system.


YEP56: Limited Skill Uses: The Vancian magic (since the 1e) can be easily made with this (as the Barbarian's Rage) as well as Encounter and Daily Powers (4e) and Short and Long Rest (5e).


YEP60: More Currencies: Gold, silver, copper. Electrum, Astral Diamonds...


YEP70: Absorption Barrier: The very first thing I remembered when seeing this was temporary HP, but it can also work for Stoneskin, I think.


YEP72: Item Durability: Swords don't tend to break nor shields to shatter in D&D (even when the option is presented, the best course of action is still to attack the owner of the item), but you can make a quiver spends arrows or magic wands spend charges.


YEP74: Target Core: Now you can cleave the nearest row! Or even better: burning hands on it.


YEP75: Equip Requirements: Why, if you already limit the items by class? Well, you could limit them by race, or even alignment or ethos.


YEP79: Event Chase Stealth: Sneaky thief! Do you think you can move silently or hide around here?


YEP82: Counter Control: Someone said counterspell? Riposte?


YEP84: AoE: Delicious Fireball.



Requires more Research: I haven't found a nice way to use these to help further the making of a D&D game. Any help is appreciated.

YEP24: ATB


YEP30: HP Gauge


YEP31: ATB Gauge


YEP33: Armor Scaling


YEP55: Enhanced TP


YEP57: More TP Modes


YEP58: Item Synthesis


YEP64: Enemy Levels


YEP66: Steal & Snatch


YEP67: Party Limit Gauge


YEP69: Extra Parameter


YEP78: Special Parameter


YEP85: Hit Accuracy



HONORABLE MENTIONS


(Last Update 21-Mar-2016)


Won't list every plugin from them, only the ones more focused on D&D. But they're worth following and may aspire great deeds.


BOBSTAH


Bobstah have quite several plugins already.


Custom Stats 1.3.2 is the one I want mostly for an update, since he promised a rewrite and it was the easier plugin to make custom stats (Str/Con/Dex/Int/Wis/Cha).


MOOGLE_X


Moogle_X is quite an inspiring programmer, with already wonderful plugins.


Equip Skill: Extremely easy to set up either a Vancian spellcasting magic slot (AD&D, 3.x, 5e) or powers by at-will, encounter, daily (4e)


Passive Skill


Trait Extension Bundle


Do you have any other plugin not listed here? Or an idea on how to work within the RPG Maker MV system to emulate a D&D mechanic? Share below and I'll try to keep this up-to-date. Any comments, suggestions or tips? Remember: This thread is not project-specific, so anything regarding D&D (any edition of it) is welcome.
 
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Crimson Dragon Inc.

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you will need a passive skill plug in to emulate the feats part of D&D...

also why 5th? why not 3.5 or wait for 6th?
 

Pine Towers

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you will need a passive skill plug in to emulate the feats part of D&D...

also why 5th? why not 3.5 or wait for 6th?
Well, maybe the phrase was misleading... I was just meant to say that today we're on the reign of the 5e, but the idea is a collection of plugins and tips and formulas and events that can emulate for any D&D edition, as can be seen with the examples on each plugin.

And yes, a passive skill can be used to emulate the Feats =)
 

deilin

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My biggest suggestion would be if someone makes a tactics system.


That way you can have ranged and melee combat. Hopefully, they will have better formulas for LOS for cone arcs, and object heights for hiding. I had some success with GubiD, but there was still some things lacking.
 

Pine Towers

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@Einherijar, will add. I'm re-researching plugins to make an update on the first post. Thanks for the tip.


@deilin, yes, a strategic/tactical combat engine would be near perfect for something alongside 3.x and 4e. But when I first started, back in the AD&D days (and I'm seeing this back with the 5e), grid combat wasn't popular, so the Yanfly Row Formation works great for this sort of "imprecise" distances (Dungeon World?).
 

deilin

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I never played lines like that until jRPGs.


Even in my old P&P days, we used miniatures and rulers, as well as "open room" acting. Rank-and-file battles like that would be too uncommon in most situations. Probably why I prefer tactical games then most standard jRPGs, and still use Ace and GubiD (even though it's abandoned atm) mostly.


I have finally started to understand the scripting in MV that I've been modifying the core scripts directly so things like 99% element damage counts as a damage - 1, and 101% is a damage + 1, and critical damage is a d6 roll. I am working on changing surprise, evade, and even state rates to roll equations as well.
 

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I actually uploaded a plugin today that would allow you to impliment saving throws and such, its called Clark's Hit Rolls,


it does dice rolls for to-hit, to-cast, to-evade, to-evade ( magic ), and to-crit. the critical isn't designed -quite- like dnd, and eventually i will update it so you can do like 5d6 formulas and such, right now everything's roll starts at 1, 1d20, 1d50, etc.... when i add a minimum you can achieve the 2d20, 4d8, etc


link:
 
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Pine Towers

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@clark, may you please link your thread here? I'll make sure to check your plugin and add i to the list in the next update.  :)
 

Crimson Dragon Inc.

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for the more research.... you wouldnt be using atb but CTB for D&D as it best simulates the battle progression of D&D


also item syntheisis is big for D&D as its basicly item crafting


enemy levels do have a big thing due to D&D enemies leveled..


steal and snatch adds more to the rogue's skill arsesnal


for D&D we would need a whole new accuracy system plug in (and way to make armor a stat) due to how accuracy works in D&D
 

Pine Towers

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Hello, @Crimson Dragon Inc. !


CTB is on the Crunch list, So I put ATB there because I haven't create a "No no" list. Afterall, even ATB can be used for that Real-Time w/ Pause feel.


Crafting weren't a big deal in AD&D, and mundane crafting weren't in newer versions. For magic craft I pointed out Item Upgrade, although Item Synthesis can be used, but isn't a 'core' concept.


Enemies always retain their Challenge Rating or Level. Only in D&D4E we can see a "progression by level" in the monster creation. And I, myself, am not fond of monsters that scale to the players.


Steal & Snatch aren't common skills for the rogue/thief to use in-combat. But yes, it add a whole new level of depth to them.


So, your ideas are great for certain re-imagination of D&D, but aren't part of the core of the game.


For the accuracy, I did it with Victor Sant Hit Formula. I checked for (1 + Math.rand(20) + a.atk > b.def), but found that, while in the tabletop you can't feel that much, during the MV playtest the amount of misses (66% hit chance is what was aimed for the designers of 4E, for example) makes the combat boring, to say the least. So even I (a purist) think it will need to be tweaked for maximum fun.
 

Crimson Dragon Inc.

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Hello, @Crimson Dragon Inc. !


CTB is on the Crunch list, So I put ATB there because I haven't create a "No no" list. Afterall, even ATB can be used for that Real-Time w/ Pause feel.


Crafting weren't a big deal in AD&D, and mundane crafting weren't in newer versions. For magic craft I pointed out Item Upgrade, although Item Synthesis can be used, but isn't a 'core' concept.


Enemies always retain their Challenge Rating or Level. Only in D&D4E we can see a "progression by level" in the monster creation. And I, myself, am not fond of monsters that scale to the players.


Steal & Snatch aren't common skills for the rogue/thief to use in-combat. But yes, it add a whole new level of depth to them.


So, your ideas are great for certain re-imagination of D&D, but aren't part of the core of the game.


For the accuracy, I did it with Victor Sant Hit Formula. I checked for (1 + Math.rand(20) + a.atk > b.def), but found that, while in the tabletop you can't feel that much, during the MV playtest the amount of misses (66% hit chance is what was aimed for the designers of 4E, for example) makes the combat boring, to say the least. So even I (a purist) think it will need to be tweaked for maximum fun.




actually item crafting is a big core machanic in 3.5 (alchemy, arms and armor, fletching, tailoring, carpentry to name a few) in fact inorder to get anything good equipment wise you ahd to craft it yourself or find it as a treasure during your adventure


also for the formula, it should be (math.random(19) + a.hit > b.def + b.eva) to account for how D&D's armor class was based off dex and that attack and hit were calculated seperately and the fact that a 20 was a guarenteed hit (aka a critical attack) but still this plug in requires alot of tweeking to get it to work like it does in D&D


um enemies always leveled with the player...... 4E is the only one to have rules based on how they progressed in all the others you had to assign the enemies with a class and treat them as player characters (since they have actual rules regarding the nonbase races as PCs)
 

Farr

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Im always open to help with D&D games and ideas.
 

Nol

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Threadomancy !!


Did any of you guys manage to convert Eva into a proper AC ?


As in my hit will be compared with the Eva value, and


if hit - eva >= 0, then 100 else 0


(as in automatic hit or automatic miss)


i tried fiddling with VE's hit formula (which makes for a perfect and maleable hit rate and Yanfly's hitAccuracy (which by default make it so that hit rate = Hit-eva)


No idea if there is compatibility issue yet, since i cant define eva as a fixed number instead of a %


Else i could skip charisma and rework it into Ac, but that would be my last ditch attempt as it would restrain my freedom
 

Farr

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Threadomancy !!


Did any of you guys manage to convert Eva into a proper AC ?


As in my hit will be compared with the Eva value, and


if hit - eva >= 0, then 100 else 0


(as in automatic hit or automatic miss)


i tried fiddling with VE's hit formula (which makes for a perfect and maleable hit rate and Yanfly's hitAccuracy (which by default make it so that hit rate = Hit-eva)


No idea if there is compatibility issue yet, since i cant define eva as a fixed number instead of a %


Else i could skip charisma and rework it into Ac, but that would be my last ditch attempt as it would restrain my freedom


Im using this setup for my Yanfly hit accuracy;


Accuracy Formula: (Math.randomInt(20) + 1) + (userHitRate + skillHitRate)*100 - targetEvadeRate


and for the Evasion Rate


Target Physical Rate: target.def


Im not using constitution on this game, sadly. I would love to create new stats but after the MV updates they are all broken.
 

Nol

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Smart move on the constitution, it might indeed be the least important, i'm guessing you give bonus Hp directly ?


So you kept defense as is, but used it into Ac


you're not adding any str bonu to hit ?


Your formula is a D20+ [User mod + skill mod ]x100 -def


Why x100 ?


(i'm guessing you modified Hit rate too ?)


I could bypass evade entierly by setting up constitution as def, i was just relunctant to kinda loose potential (non implemented "yet") fortitude checks
 

Farr

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Yes, the *100 is to set up XParams correctly.


My hit rate is set like this (Using Yanfly`s XParamFormula)


Hit Formula: (base + plus) * rate + flat + ((user.level / 4) / 100) + (((user.atk - 10) / 2) / 100)


I can`t set up a hit formula for each class, so they will all share the same formula. :(


I decided to give 1% extra chance to hit every 4 levels and every +2 str above 10 works as an +1 hit.


My evade formula is set to 0 in case you`re wondering.


I didn`t want to lose the saving throw checks, but that`s too complicated to do, so I wont even bother. 


We really can`t do a 100% D&D battle style anyway.
 
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Celianna

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Moving this to general discussion, as it isn't a support question.
 

PsychicToaster

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My biggest suggestion would be if someone makes a tactics system.


That way you can have ranged and melee combat. Hopefully, they will have better formulas for LOS for cone arcs, and object heights for hiding. I had some success with GubiD, but there was still some things lacking.
There is actually one in the making over in JS Plugin Development : D


I just wanted say that this thread is fantastic. As someone is inspired by cRPGs and D&D, this is an extremely helpful post. I'm not basing my game on Gygax's work, or even the work of any of the newer D&D rulesets, but I am a more western fantasy/old school RPG fan. Most of my lore and such I'm trying to come up with on my own. There are some plugins I'm using here already, but quite a few of these I didn't even know about. Still plugin shopping, so this post is very timely.If I have anything to add, I'll be sure to post about it.
 

deilin

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@PsychicToaster That plug-in was posted after I wrote that, if I remember right. I'm still waiting to see how it develops, and how soon. I have a project I want to start, have sprites already set-up as far as GubiD. I'm still thinking of using GubiD for a while since there are things with MV I really do not like, and haven't been able to edit.
 

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