Mouradif

Villager
Member
Joined
Jan 16, 2022
Messages
20
Reaction score
15
First Language
English
Primarily Uses
RMMZ
Hi there,

In an attempt to extend my knowledge of RPG Maker MZ plugin development, I'm offering my time and dedication to develop cool open source plugins for the community.
  • If something seems simple but can't be done with the editor
  • If there's a way to trick your way around using native editor features but it feels overkill
  • If there's already a plugin for it but its code is obfuscated (LZYskeptic)
Jump here and request a plugin!

Request Template:
- Description: What the plugin does. Doesn't have to be long but it needs to be clear
- Default behaviour: For the part of the game engine that you want changed, describe the current default behaviour of what happens in the game (with the plugin disabled)
- Enhanced behaviour: For that same part of the game, describe it again but with the plugin enabled. What changed?
- Parameters (optional): if some parts of your desired plugin are configurable, describe the parameters you need to be able to tweak from the plugin list
- Commands (optional): If you need some plugin commands exposed to the editor, describe what they do and what parameters they can take
 
Last edited:

Holder

Loading...
Regular
Joined
Mar 16, 2012
Messages
1,080
Reaction score
1,236
First Language
English
Primarily Uses
N/A
This isn't for my game (as I don't have one), but for everyone.
I'm a resource creator and have a complete series of bases using a 4 frame 14 row sheet that uses visual weapons to give the end user a greater choice of weapon selection and in game benefit of visual weapons.
There are existing plug-ins that use my personal sheet style:
I would like my content to also be enjoyed by anyone, so I'm asking to have something similar but built upon the default battle system.

I don't do any sort of scripting languages but if the weapon images could be determined to the location of the actor then it may reduce compatibility issues to plug ins that manipulate the location of the actor side view battle graphics.

Visual Weapons.
Main concept is that for any weapon that is equipped on an actor the graphic for that weapon will appear in battle. So that with any weapon change the player can see in battle what weapon they have on that actor.

Each weapon has two graphics for it and will have the same dimensions as the actor sheet. One image will appear on a layer below the actor and the other will appear above the actor. Only difference in the file name is that the above layer weapon graphic will end with a space then the word above.

Image examples (Just concept and very rough)
Hero.png
Normal default layout of SV_battlers
WPN_Sword1.png
WPN_Sword1.png

WPN_Sword1 above.png
WPN_Sword1 above.png

WPN_Sword2.png
WPN_Sword2.png

WPN_Sword2 above.png
WPN_Sword2 above.png

Thank you for posting such a topic and I hope this is something you'll consider and like you've said with it being open then possibly others may be interested in joining and bringing this to life.
 

Mouradif

Villager
Member
Joined
Jan 16, 2022
Messages
20
Reaction score
15
First Language
English
Primarily Uses
RMMZ
Quite the first challenge :biggrin:!!

Okay, I'll bite! I will need bit more details. I still need to get up to speed with the existing plugin you linked (AkeaAnimatedBattleSystem) but from what I understood of your request, everything is already handled by them. What features are you missing from them that I could write?
 

Holder

Loading...
Regular
Joined
Mar 16, 2012
Messages
1,080
Reaction score
1,236
First Language
English
Primarily Uses
N/A
Quite the first challenge :biggrin:!!

Okay, I'll bite! I will need bit more details. I still need to get up to speed with the existing plugin you linked (AkeaAnimatedBattleSystem) but from what I understood of your request, everything is already handled by them. What features are you missing from them that I could write?
The one I linked to can do multiple things, like action sequencing and things like that.
I feel like people overlook this plug in as it's compatibility with say VisuStella. I linked it for reference as to the concept of visual weapons and how it's handled in their code and structure. (Not saying duplicate their stuff just as a this is what needs to happen)

This would be mainly building upon the default side_view battle system. As by default the weapon image only shows upon action. Removing that and placing the images permanently within the battle.
Just something plug and play - If compatibility with the more wide spread battle plug ins then that'll be a huge bonus for the end user.

I can provide a final actor, weapon and above weapon sheet in the default format.
 

EonRDK

Regular
Regular
Joined
Mar 10, 2022
Messages
65
Reaction score
16
First Language
English
Primarily Uses
RMMZ
Hello! This sounds good and a huge help! Can you create a plugin that changes the startup into a Menu Screen?

Like it goes like this.

-Main Screen (NewGame, Continue, Options)
- When you press NewGame -> you enter the game, but instead of the normal overworld topdown view, you get a Menu Screen -> You see Menu Buttons like [Battle, Shop, Map, Logout] or something like that. Basically omitting the Overworld Feature of the RPG
 

Attachments

  • image (15).png
    image (15).png
    1.1 MB · Views: 33

Jimmy2017

Villager
Member
Joined
Sep 16, 2020
Messages
29
Reaction score
4
First Language
English
Primarily Uses
RMMZ
Here's one that the editor should really have built in already by this point:

Description: Target anyone, singular or all, for item/magic usage. This would allow you to make use of zombie/vampire plugins where healing items deal damage to the enemy, but not be restricted to only being able to target the enemy. There is a plugin that does this already, except it isn't updated and doesn't appear to work anymore, at least not with VS (shocker lol).

(see https://himeworks.com/2020/08/target-any-scope/ )

I don't know of any other plugins that offer anything like the above would have, so having a working one that is compatible with the VS suite would be a great addition.
 

Mouradif

Villager
Member
Joined
Jan 16, 2022
Messages
20
Reaction score
15
First Language
English
Primarily Uses
RMMZ
at least not with VS (shocker lol).
I don't know of any other plugins that offer anything like the above would have, so having a working one that is compatible with the VS suite would be a great addition.
What is it you call VS? I read it as "Visual Studio" but then I don't understand what you mean
 

Arthran

Regular
Regular
Joined
Jun 25, 2021
Messages
1,240
Reaction score
1,921
First Language
English
Primarily Uses
RMMZ
What is it you call VS? I read it as "Visual Studio" but then I don't understand what you mean
He/she probably means VisuStella. One of the bigger challenges that you're going to face in your endeavor is that most people are going to want your plugins to be compatible with VisuStella's plugins, but VisuStella obfuscates their plugins and has some PITB rules about the manner in which you're allowed to make your plugin compatible with theirs (supposing you can get around the obfuscation thing).
 

Roxus

Regular
Regular
Joined
Oct 22, 2022
Messages
106
Reaction score
47
First Language
English
Primarily Uses
RMMZ
I am new so I don't know if a plugin for this exists (I couldn't find any)
Description: A plugin for MZ that gives the look of player falling and rising in air.
What I am thinking of is a top down view of sprites, by default the player sprites size is normal but when you press Z the size of sprites decreases not the size of other objects, only player sprites and when you press X the size increases to normal.
Presssing X again increases the player sprites.
Basically giving the illusion of watching the character falling and rising in top down view.

The above is the main thing I am looking for but I also hope it is possible to modify other sprites and tiles, decreased and increased in size to give the illusion of depth and height. Not sure if its possible to have different size of tiles on a single map. (Maybe by paralaxing I can achieve that effect though but I will have to try)

I really hope at least the first part is possible, if you can make time to do it I would be really grateful.

Edit: Forgot to add an image. Here is a very rough example.
 

Attachments

  • a1 copy.png
    a1 copy.png
    770.1 KB · Views: 13
Last edited:

thenerdmansion

Graphic Design/Complex Eventer
Regular
Joined
Jan 5, 2015
Messages
413
Reaction score
174
First Language
Spanish
Primarily Uses
N/A
Similar to plugins that change the mouse graphic when it is hovering over an event.
my request is to trigger an event when picture 1 is hovering over the event. Please and thank you :).
 

whiteswords12

Villager
Member
Joined
Sep 18, 2022
Messages
26
Reaction score
2
First Language
English
Primarily Uses
RMMZ
Hi there,

In an attempt to extend my knowledge of RPG Maker MZ plugin development, I'm offering my time and dedication to develop cool open source plugins for the community.
  • If something seems simple but can't be done with the editor
  • If there's a way to trick your way around using native editor features but it feels overkill
  • If there's already a plugin for it but its code is obfuscated (LZYskeptic)
Jump here and request a plugin!

Request Template:
- Description: What the plugin does. Doesn't have to be long but it needs to be clear
- Default behaviour: For the part of the game engine that you want changed, describe the current default behaviour of what happens in the game (with the plugin disabled)
- Enhanced behaviour: For that same part of the game, describe it again but with the plugin enabled. What changed?
- Parameters (optional): if some parts of your desired plugin are configurable, describe the parameters you need to be able to tweak from the plugin list
- Commands (optional): If you need some plugin commands exposed to the editor, describe what they do and what parameters they can take
Hi There can you make a relationship/intimacy plugin that's compatible with Visu Stella.
- Tells player relationship from 1-10 (higher relationship gives player rewards/skills)
 

NickyLDN

Warper
Member
Joined
Nov 28, 2023
Messages
2
Reaction score
0
First Language
English
Primarily Uses
RMMZ
Hi there,

In an attempt to extend my knowledge of RPG Maker MZ plugin development, I'm offering my time and dedication to develop cool open source plugins for the community.
  • If something seems simple but can't be done with the editor
  • If there's a way to trick your way around using native editor features but it feels overkill
  • If there's already a plugin for it but its code is obfuscated (LZYskeptic)
Jump here and request a plugin!

Request Template:
- Description: What the plugin does. Doesn't have to be long but it needs to be clear
- Default behaviour: For the part of the game engine that you want changed, describe the current default behaviour of what happens in the game (with the plugin disabled)
- Enhanced behaviour: For that same part of the game, describe it again but with the plugin enabled. What changed?
- Parameters (optional): if some parts of your desired plugin are configurable, describe the parameters you need to be able to tweak from the plugin list
- Commands (optional): If you need some plugin commands exposed to the editor, describe what they do and what parameters they can take

I would love it if there were import boxes in the database where you click to chose things like character face. Being able to right click and do things like cycle through the layers or move the asset up and down the layers (instead of copy and deleting tile, changing layer level, reselecting and placing/pasting tile) on the map when on the map editor would be brilliant.
 

Latest Threads

Latest Profile Posts

Larvae.gif
They're larvae, not fightae, honest!
I've made a big emphasis on visually representing things to make the game as accessible as possible.

MP.png

Grimoires will consist of 5 - 10 pages of skills (still finalizing that max number)

Since each actor is able to take multiple actions per turn, each skill will cost 1-5 pages
This prevents more powerful skills from being uber spammed during an actors turn.
Cats are so easy. I noticed the gray one would never nap in the office while I worked, so I put a blanket on the spare chair in here and now she won't leave.
1701793108356.png
still work in progress, had not much time at the weekend^^
Oh deer! Have you checked my calendar today already? ;3
1701790624587.png

Forum statistics

Threads
136,773
Messages
1,269,748
Members
180,514
Latest member
Ikana
Top