LMPGames

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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.



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.......
 
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LMPGames

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Added in release time windows and a few more plugins I remembered/found the concept details for.
 

Kes

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As this section of the forum is called General Discussion I was wondering what the discussion element of your thread is? At the moment it just looks like advance advertising of what you intend to do. Not being rude here, just confused about what I'm supposed to be replying to.
 

LMPGames

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If people want to discuss these plugins with me they can; part of the purpose of the thread is early feedback, ideas, etc.
 

caethyril

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I've moved this thread to JS Plugins in Development. Thank you.

Probably better over here. Sounds like good stuff!
 

LMPGames

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Added an new plugin to the list; an Item Crafting plugin. Will have a public alpha release around the same timeframe as the Magic Crafting/Magic Schools plugins and is under active development right now.

It will have support in the Codex plugin.

Also included my new Core plugin to the list. Will be required for most, if not all, of my plugins going forward once it is posted.
 
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ShadowDragon

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will there be demo's for those plugins as well?
 
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LMPGames

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will there be demo's for those plugins as well?
Yep, all of them will have demos and demo project files. The Codex plugin will have an actual 2-ish hour game as the demo just because there is so much stuff to showcase and I felt a bit crazy.
 

LMPGames

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Added a planned rebuild of the Advanced Weapon Plugin to the OP. Once I have some more time, I will be adding in some additional plugins. Everything set to release between Nov and Jan is still on track, except for the Codex plugin; there will be a lot of game dev required for that one and other projects have sucked up a lot of my time since late November.

Not sure what the retargeted release window for that is at the moment, but likely some time after March next year. the mapping for the demo will take a while :rswt
 

ShadowDragon

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Mapping is hard, but if you have the basics only, it will be more
than enough for the preview, if it can do alot more, than you can
add an advanced demo much later if they are stuck on them :)

maybe even selling the advanced demo to show everything what
could be done. but that is up to you.
 

LMPGames

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Mapping is hard, but if you have the basics only, it will be more
than enough for the preview, if it can do alot more, than you can
add an advanced demo much later if they are stuck on them :)

maybe even selling the advanced demo to show everything what
could be done. but that is up to you.
I thought about doing that when I originally floated the idea when working on the plugin demo during a stream; it would solve the time problem.

However, I also want this to have the dual purpose of exposing people to my story-telling style, game mechanic design, and game world. I am actually setting it within my game's world and will probably tie the location this demo will take place in into my game somewhere.

So I kind of want to go all out on it; I have to make these maps anyway at some point and I technically want this to be an actual small game I can release.
 

LMPGames

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An update; things that would have released this month more than likely are going to be pushed back to Feb or Mar now. I haven't been able to put any time into plugin dev so far this year for various reasons.

Added a new plugin to the list; an Encounter Meter plugin inspired by Legend of Dragoon.
 

LMPGames

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Added a new plugin to the list. It will kind of be an add-along to the LoD random encounter plugin. Essentially it will let you set up limited random encounters. You set a number of encounters for a specific map via its id. Once all of the fights have happened, random encounters will be disabled for that map until some unit of time or a triggering event happens to reset the counter.

You will be able to alter the map settings through plugin commands and scripting. There will also be a visual UI component that will have two, maybe three, viewing modes. I will look into if the troops present in the map can also be changed/altered through this plugin so that it can allow for altering the enemies that are present on the map as well.

It seems like that would be a nice feature to have and fits in well with the idea of maps having Threat Levels that indicate the number and strength of enemies present. To that end there may also be some engagement with third party plugins like YanFly's Enemy Levels plugin to increase enemy levels on higher threat maps too; though that is something a dev could also easily set up. Options are always nice to have though.

Shout out to UPRC for the idea and permission to run with it as it was something from an old game of theirs.

I have moved the Ammo System plugin after the AWP redesign. It seemed silly that I was saying I was going to complete an extension plugin for a plugin I am going to redesign from the ground up.

I also added in some new labeling to each plugin to let you know if this is a brand new plugin or something that already exists. Here is what each means:

*New* - brand new plugin, nothing previously developed

*Newish* - kind of a new plugin. Had some previous development and is either implemented into my game in an alpha-state or was developed as a one-off for someone's game and I have been allowed to release a public version.

*Update* - these plugins have been developed to a beta state and implemented into my game or have been released here on the forums as an in-development plugin in the past.


No updates on the "Jan" posting window plugins; still have not had much time to work on things, but I have been slowly trundling through the Magic Crafting plugin updates.

I will be revising all of the time windows later in the week. Everything will probably be shifting two to three months; these time frames are when I expect to be able to have the in-development versions of the plugins ready, but I am not guaranteeing they will be. Wanted to call that out.
 
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LMPGames

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Finally remembered to update the time frames.... only like a week and a half late :rswt

The AWP and Ammo System recodes stretch into 2024 because the AWP is so massive and its going to be a full recode, nothing of the old coding is going to remain. That could take a while and it will be interfacing with several of YanFly's plugins now and will have to have a new system added to it for refinement that allows the use of items to provide additional bonuses.

I am also splitting out some features strictly for my game from the AWP which may require some additional work to support within the AWP. All of that translates to a big "I have no clue" what the update post window will be.

The Ammo system is likewise getting a hefty face lift.

No new major progress to report yet on the four plugins currently being worked on from the top of the list. Another project has required my time though I am hoping to get some solid progress in next week.

The two that need the most work are the Codex plugin and the Magic Schools plugin. The Codex needs updated to support the Magic Crafting/Magic Schools plugins.

I am adding in some new features to the Magic Schools plugin to allow you to limit the number of spells a class can use in battle as part of a set of features to make magic use more tactical.

This will likely be split into an extension plugin as it isn't technically part of the main plugin feature set. Essentially it will create a pool of known spells and then limit the number of spells that a character can use, configurable to the specific class.

There will be either a menu option or an option at the Magic Schools NPC that will allow you to re-adjust your in-use magic. I also have plans for stored loadouts that allow quick switching.

New additions inspired by FF1, which I just played for the first time recently.
 

LMPGames

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Yo! I have been neglecting the heck out of this thread for a while now. Unfortunately things have slipped yet again, a large and time-sensitive project came up at work and a side contract I have has become more active. As a result I have not had any time to work on these plugins outside of the new one I added to the top of the original post.

I have updated all of the timelines with new end times. Once I can get some time, I will be knocking out the first six of the plugins on the list in quick succession. They are all mostly done or are close to done, I just need to retest everything, clean up the code, and make sure the Core Plugin support was added in as I lost track of what has been done in those.

Technically I could release the Branching Dialog plugin today, but there are a few items I want to resolve first because if I don't it would be a lot of work updating any configuration people would do to make use of the new features these items will enable.

If you are interested though let me know through a dm and I can send you the link to the GitHub repo.

Time to get the train back onto the tracks.
 

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