- Joined
- Nov 15, 2017
- Messages
- 76
- Reaction score
- 45
- First Language
- English
- Primarily Uses
- RMMV
The following is a list of all of the plugins I am current working on or plan to be working on for the foreseeable future. Order of plugins in the list indicates the order they are expected to be worked on and the time frames for each plugin are when I expect I will be able to release the in-development version of said plugin. These time frames are not written in stone and are not guarantees of a "release date". I will likely often miss these targets as my free time is altered by my full-time job and other projects.
I will be adding new plugins to the list as the need arises, so check back every once in a while. You might find something new.
Branching Dialog (Beta Version Released) *New*
Allows you to set up branching dialog per NPC per map using switches as conditions. Allows you to set up branching dialog with a minimal amount of event pages. Will have optional support for YanFly's Message Core Plugin for formatting and word wrapping.
Plugin is currently functional, however there are a few polish-related things I would like to figure out before releasing it. Current plan is sometime late June early July.
forums.rpgmakerweb.com
Magic Schools Plugin (Feb 23 - July) *Newish*
Revamps how magic is learnt in RPG Maker. Allows you to configure elemental schools complete with skill trees that contain linked skills (IE: Fire -> Fira -> Firaga). Players then learn their spells through a custom scene. Can be configured to work with or without game currency and/or items for cost requirements.
Designed to work alone or with the Magic Crafting Plugin.
Magic Crafting Plugin (Feb 23 - July) *Newish*
Allows the player to craft their own versions of magic. Some set up required and consideration for skill organization in the database. Works by defining some base spells the player has access to at the start of a game and then creating spells that progress from those as recipes.
Includes several features that allow the player to alter the crafted spells, some of which are item note tag attributes that allow creation of catalyst items. When these are using in magic crafting, they change features of the resulting spell. Some examples are an item that can add repeated casts of the spell, one that will alter the spell formula, or items that can add status effects to the crafted spell.
One optional feature is the renaming of spells.
Item Crafting Plugin (Feb 23 - July) *New*
Allows for creation of item crafting system. Uses note tag attributes to create crafting map. Can theoretically support any depth of crafting system (only tested up to 5 levels so far [Ex: base materials -> tier 2 materials -> tier 3 materials -> tier 4 materials -> item to be crafted]).
Optional currency cost system based on base material cost with additional option to include a rate of the crafted item's cost.
Optional system to allow crafting if all required base materials are present in inventory, but they have not been crafted into the higher tier materials required by the crafting item.
Possible optional system for allowing a cost item either globally to all crafting items or based on a crafting material type (Ex: a different cost item for liquid and solid crafting materials).
Codex Plugin (Mar 23 - Aug) *Update*
Allows you to easily add lore into your game with a means for players to review said lore from the game menu. Also includes features for information tracking. Is designed to be highly configurable, but does have a lot of configuration required.
This is a massive plugin with optional first and third party plugin support for the following plugins:
Possibly more in the future.
Core Plugin (Feb 23 - Jun) *New*
Establishment of a core plugin for my series of plugins to bring disparate repeated code together and create a more streamlined/focused coding architecture for my plugins. This will go through continual updates as later plugins are developed.
Request Plugin (Mar 23 - Aug) *Update*
Think of this as a front-end to handling quest plugins that require a lot of plugin commands. Made mainly for my game to allow me to handle YanFly's Quest plugin process much more easily.
Can be modified to support other quest plugins.
Allows you to call plugin commands from the code, end-running the plugin command interpreter and dealing with repetitive plugin commands calls to keep your other events clean. This plugin is designed to start, end, and give out the rewards from quest plugins.
Difficulty Plugin (Mar 23 - Oct) *Update*
Does what it says on the tin.
Allows the creation of difficulties. Not only does this allow you to affect the general things these kinds of plugins do (enemy health, etc), you can also modify stat growth, exp level requirements, damage, and a number of other things.
Contains some scripting support for more advanced game mechanics that can be supported by this plugin. As an example, I am using this plugin to alter enemy attack patterns within AI Battle Core depending on the difficulty selected.
After Action Status Effects Plugin (May23 - Dec) *Newish*
Makes status effects marked with the End of Action timing actually tick down at the end of an action instead of the end of a turn. Requires some set up to define which states should apply to this plugin.
Improved Event Touch Plugin (May23 - Dec) *New*
A small plugin to fix Event Touch bug (I consider it a bug anyway). Removes the requirement for an Event Touch event to be on set on Same As Character priority.
I don't know if this has any impacts, haven't really tested it a lot outside of the stated functionality. I could release it today, but I want to do some more testing before I do.
Monster Counter Plugin (May23 - Nov) *Newish*
Allows for tracking monster kills. Useful for achievements or quests where the player needs to slay a certain number of a type of enemy. More features will be added in the future.
Advanced Item Effects Plugin (May23 - Nov) *Update*
Allows items used from the Item menu to level up a character, give upgrade points, or alter state growth values. Made for my game, but a version of it that can be used by anyone will be created.
Field Manual Plugin (May23 - Dec) *New*
Another plugin for my game that will see a public version released. Allows you to create a submenu for more options for the player. Will feature a horizontal or vertical menu setting.
Advanced Weapon Plugin Full Redesign (Jul 23 - Mar 24) *Update*
A complete redesign of the AWP to try and remove all of the things that make it incompatible with pretty much most other plugins. Will utilize some of YanFly's features (like independent items) and attempt to refactor a lot of the systems.
I will be splitting out some of the other features I put in for my game into another plugin that may or may not get released. They don't really belong in this one though. Part of why they were added was due to what I did with the damage processing with this plugin. I will likely need to re-evaluate that and try to come up with a solution that doesn't require those other features to be embedded in the AWP.
Major visual overhaul as well.
Ammo System Plugin (extension for Advanced Weapon Plugin) (Jul 23 - Mar 24) *Newish*
Ext plugin to my AWP plugin that adds an ammo system for ranged weapons. Ammo types are defined for a weapon and skills can be set up to require certain types of ammo to be used. Not quite ready for release yet, some major changes are planned to help reduce conflicts with some YanFly plugins.
Embedded Charts plugin (Aug 23 - Dec) *New*
Early concept, but use of Chart.js to create something similar to Persona's social stat star chart.
Custom Stat Curves (TBD) *New*
Early concept, bypassing of editor stat curve system to allow you more control.
Push Puzzle System (TBD) *New*
Early concept, allows you to set up Zelda styled push puzzles.
Fast Travel System (TBD) *New*
Early concept, allows implementation of a fast travel system.
Versatile Weapons (TBD; extension for AWP) *New*
Early concept, allows definition of weapons that can be used one or two handed. Provides a UI menu to change your grip style on the weapon and displays the parameter and other buffs (or debuffs) doing so will provide.
Visual Encounter Meter (TBD) *New*
Early concept; An encounter meter to visually represent how close a random encounter is to spawning. Will have several display modes: custom image sequence (ala LoD), free-floating gauge, static gauge, shape fill (think of like a shaped gauge that fills, like a square or something).
Random Encounter Limit (TBD) *New*
A plugin that allows you to specify a number of encounters that the player can encounter in specified maps. Once the amount of encounters drops to 0, there are no more random encounters on the map until a specified timing.
There will be an on-screen UI element that will indicate either the threat level within the area which will correspond to either a mapping of percentage of fights done to a text list or just displaying the remaining number of fights.
Timing on reset of the encounter limit can be configured to work with either a switch, variable value, a number of different maps transferred to, or time-based.
Plus a few I have probably forgotten.
I have been busy.......
I will be adding new plugins to the list as the need arises, so check back every once in a while. You might find something new.
Branching Dialog (Beta Version Released) *New*
Allows you to set up branching dialog per NPC per map using switches as conditions. Allows you to set up branching dialog with a minimal amount of event pages. Will have optional support for YanFly's Message Core Plugin for formatting and word wrapping.
Plugin is currently functional, however there are a few polish-related things I would like to figure out before releasing it. Current plan is sometime late June early July.
RMMV - Branching Dialog Plugin V0.5.1
Hello! It has been quite a while since I released anything new and I just happened to have this plugin I made as part of a YouTube series. I plan on using it myself, so I cleaned it up, got everything working and have decided to release it. Here is the link to the GitHub Repo...

Magic Schools Plugin (Feb 23 - July) *Newish*
Revamps how magic is learnt in RPG Maker. Allows you to configure elemental schools complete with skill trees that contain linked skills (IE: Fire -> Fira -> Firaga). Players then learn their spells through a custom scene. Can be configured to work with or without game currency and/or items for cost requirements.
Designed to work alone or with the Magic Crafting Plugin.
Magic Crafting Plugin (Feb 23 - July) *Newish*
Allows the player to craft their own versions of magic. Some set up required and consideration for skill organization in the database. Works by defining some base spells the player has access to at the start of a game and then creating spells that progress from those as recipes.
Includes several features that allow the player to alter the crafted spells, some of which are item note tag attributes that allow creation of catalyst items. When these are using in magic crafting, they change features of the resulting spell. Some examples are an item that can add repeated casts of the spell, one that will alter the spell formula, or items that can add status effects to the crafted spell.
One optional feature is the renaming of spells.
Item Crafting Plugin (Feb 23 - July) *New*
Allows for creation of item crafting system. Uses note tag attributes to create crafting map. Can theoretically support any depth of crafting system (only tested up to 5 levels so far [Ex: base materials -> tier 2 materials -> tier 3 materials -> tier 4 materials -> item to be crafted]).
Optional currency cost system based on base material cost with additional option to include a rate of the crafted item's cost.
Optional system to allow crafting if all required base materials are present in inventory, but they have not been crafted into the higher tier materials required by the crafting item.
Possible optional system for allowing a cost item either globally to all crafting items or based on a crafting material type (Ex: a different cost item for liquid and solid crafting materials).
Codex Plugin (Mar 23 - Aug) *Update*
Allows you to easily add lore into your game with a means for players to review said lore from the game menu. Also includes features for information tracking. Is designed to be highly configurable, but does have a lot of configuration required.
This is a massive plugin with optional first and third party plugin support for the following plugins:
- Advanced Weapon Plugin
- Magic Schools/Crafting Plugins
- Item Crafting Plugin
- YanFly Skill Cooldowns
- YanFly Enemies Level Up
- YanFly Steal/Snatch
- YanFly Element Core
Possibly more in the future.
Core Plugin (Feb 23 - Jun) *New*
Establishment of a core plugin for my series of plugins to bring disparate repeated code together and create a more streamlined/focused coding architecture for my plugins. This will go through continual updates as later plugins are developed.
Request Plugin (Mar 23 - Aug) *Update*
Think of this as a front-end to handling quest plugins that require a lot of plugin commands. Made mainly for my game to allow me to handle YanFly's Quest plugin process much more easily.
Can be modified to support other quest plugins.
Allows you to call plugin commands from the code, end-running the plugin command interpreter and dealing with repetitive plugin commands calls to keep your other events clean. This plugin is designed to start, end, and give out the rewards from quest plugins.
Difficulty Plugin (Mar 23 - Oct) *Update*
Does what it says on the tin.
Allows the creation of difficulties. Not only does this allow you to affect the general things these kinds of plugins do (enemy health, etc), you can also modify stat growth, exp level requirements, damage, and a number of other things.
Contains some scripting support for more advanced game mechanics that can be supported by this plugin. As an example, I am using this plugin to alter enemy attack patterns within AI Battle Core depending on the difficulty selected.
After Action Status Effects Plugin (May23 - Dec) *Newish*
Makes status effects marked with the End of Action timing actually tick down at the end of an action instead of the end of a turn. Requires some set up to define which states should apply to this plugin.
Improved Event Touch Plugin (May23 - Dec) *New*
A small plugin to fix Event Touch bug (I consider it a bug anyway). Removes the requirement for an Event Touch event to be on set on Same As Character priority.
I don't know if this has any impacts, haven't really tested it a lot outside of the stated functionality. I could release it today, but I want to do some more testing before I do.
Monster Counter Plugin (May23 - Nov) *Newish*
Allows for tracking monster kills. Useful for achievements or quests where the player needs to slay a certain number of a type of enemy. More features will be added in the future.
Advanced Item Effects Plugin (May23 - Nov) *Update*
Allows items used from the Item menu to level up a character, give upgrade points, or alter state growth values. Made for my game, but a version of it that can be used by anyone will be created.
Field Manual Plugin (May23 - Dec) *New*
Another plugin for my game that will see a public version released. Allows you to create a submenu for more options for the player. Will feature a horizontal or vertical menu setting.
Advanced Weapon Plugin Full Redesign (Jul 23 - Mar 24) *Update*
A complete redesign of the AWP to try and remove all of the things that make it incompatible with pretty much most other plugins. Will utilize some of YanFly's features (like independent items) and attempt to refactor a lot of the systems.
I will be splitting out some of the other features I put in for my game into another plugin that may or may not get released. They don't really belong in this one though. Part of why they were added was due to what I did with the damage processing with this plugin. I will likely need to re-evaluate that and try to come up with a solution that doesn't require those other features to be embedded in the AWP.
Major visual overhaul as well.
Ammo System Plugin (extension for Advanced Weapon Plugin) (Jul 23 - Mar 24) *Newish*
Ext plugin to my AWP plugin that adds an ammo system for ranged weapons. Ammo types are defined for a weapon and skills can be set up to require certain types of ammo to be used. Not quite ready for release yet, some major changes are planned to help reduce conflicts with some YanFly plugins.
Embedded Charts plugin (Aug 23 - Dec) *New*
Early concept, but use of Chart.js to create something similar to Persona's social stat star chart.
Custom Stat Curves (TBD) *New*
Early concept, bypassing of editor stat curve system to allow you more control.
Push Puzzle System (TBD) *New*
Early concept, allows you to set up Zelda styled push puzzles.
Fast Travel System (TBD) *New*
Early concept, allows implementation of a fast travel system.
Versatile Weapons (TBD; extension for AWP) *New*
Early concept, allows definition of weapons that can be used one or two handed. Provides a UI menu to change your grip style on the weapon and displays the parameter and other buffs (or debuffs) doing so will provide.
Visual Encounter Meter (TBD) *New*
Early concept; An encounter meter to visually represent how close a random encounter is to spawning. Will have several display modes: custom image sequence (ala LoD), free-floating gauge, static gauge, shape fill (think of like a shaped gauge that fills, like a square or something).
Random Encounter Limit (TBD) *New*
A plugin that allows you to specify a number of encounters that the player can encounter in specified maps. Once the amount of encounters drops to 0, there are no more random encounters on the map until a specified timing.
There will be an on-screen UI element that will indicate either the threat level within the area which will correspond to either a mapping of percentage of fights done to a text list or just displaying the remaining number of fights.
Timing on reset of the encounter limit can be configured to work with either a switch, variable value, a number of different maps transferred to, or time-based.
Plus a few I have probably forgotten.
I have been busy.......
Last edited: