What kind of plugins/scripts are you looking forward to?

joebro617

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I love to see a better way to manage and change the weapon sprites for the battlers in MV, 

YOU CAN DO IT

Weapons1.png
 

Arisete™

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I love to see a better way to manage and change the weapon sprites for the battlers in MV, 

YOU CAN DO IT
I don't think a Plugin will fix how Attack Motions can be chosen.

The only way I could see this being easier is if they update MV and add a "Sprite Box" like they have

for Charaset, Faces, [sV]Battlers, Icons,etc

But doing it for the attack motions.

But, if you're confused on how to currently use it.

I explained it in another thread here.

http://forums.rpgmakerweb.com/index.php?/topic/46425-coverart-character-pack-weapons3png/?p=466468
 

krazie22

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What I'd LOVE to see is the same battle system that 'Yami Battle Symphony' used.

The amount of possible edits blew my mind.

Getting a bit sad when I attempt to make a multi hit skill, but it only hits once. :(
 

Arisete™

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What I'd LOVE to see is the same battle system that 'Yami Battle Symphony' used.

The amount of possible edits blew my mind.

Getting a bit sad when I attempt to make a multi hit skill, but it only hits once. :(
I believe we already have Action Sequences and stuff that is a part of Yanfly's Battle plugin list.

It allows you to set actions in notetags similar to how Battle Symphony was.
 

Matratos

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Some scripts ideas :

-A script that give you a in-game menu (you can make it pop with an event) with multiple categories like Shop/Armory/Event, and with submenu like Weapon/Armors/etc... Very useful, especialy if you want to make cities like Hyper Dimension Neptunia.

-Categories for the shop, because actually, when you want to buy an item, weapons are mixed with armors and potions.

-A script that allow you to "teleport" your character where you click on a selected map

-A script for cinematics :| there is already an option.

-A custom dialog script who look like visual novels (with artworks instead of the classic portrait)
 
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Targaryen

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At first, I think most of us need some basic plugins to customize our battle flux, I have a lot of ideas (for SIDEVIEW BATTLE almost), but these are the main:

- State System: work in with element system and other functions.

    * Effects: Zombie, Poison/Regen control, Float (maybe with state sequences?), Guts, Autolife, Recoil, Reactions, Thorn mail...

    * Lunatic Countdown (how many turns a state will last).

    * Conditional Passive states, and autostates.

    * Complet Elemental System: evasion, damage, counter, apply effects on hit, etc... Maybe an Lunatic Elements?

- Skill systems:

   *  Chains, Skill combos, Skill link (with conditions), press buttons (now with mouse system would be great), unison skills, fusion...

   *  Utilities like: Menu after choosing a skill (for example, you want to Invoke a fire or an ice aeon, and you can choose it with a menu with common events).

   *  Specified skills: Steal, Invoke, Blood and Blue magic, Mix, Transform, 

   *  Advanced Targeting system: Areas, Multiple Target (pick,4exmpl, 2 targets with your mouse, or even pick an area with your mouse), and conditional targets.

   *  Commands: change commands with weapon, states... add conditional commands, etc.

   *  Charge skills.

   *  TP manager.

   * ..

   * ....

   * .....

   * a lot more.

- Enemy system:

  *  Set parametres by level and with conditions.

  *  Set level with conditions.

And of course all your yanfly ace engine (Lunatic damage, enemy levels... etc), its perfect and I hope you could reconvert it to MV (at least Battle engine). Really thanks, and very good job this engine. I have tons of ideas, I was making games with rpg maker since I was 7 years old, and 15 years after here I am. Im really excited with this engine proyect.
 

Black Noise

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Wow!

Well, I've got quite a list of scripts I'd love to see made for MV, many of which I haven't seen for VX Ace at all and are rather ambitious.

  • Yanfly's Skill Cost Manager. I'm glad Yanfly's Skill Core plugin allows you to give skills cost to HP and TP but I haven't seen an option to have item costs yet (i.e. Using arrows for bows and bullets for guns with the Weapon Skill plugin).
[*]Be able to equip ammunition with ranged weapons.
  • That way, you can equip different types of ammo to your weapon, adding different effects.
[*]An Ammo Magazine system.
  • Each ranged weapon would have an ammo count that decreases whenever the actor uses that weapon or any other skills that require different amounts of ammo (i.e. Single shots, 3-shot bursts and full-auto fire!)
  • Thus, the weapon and corresponding skills will be unusable if the "magazine" is empty, regardless whether you still have ammo in your inventory.
  • Add a "Reload" skill which refills the "magazine".
[*]Independent Actor Inventories
  • Each with adjustable Item and Weight limitsAccumulated Weight having an adverse affect on stats
[*]Ability for Actors to pass each other items, both in the field and in battle (Useful in a Tactical Battle System)
[*]Including an Item Bank where actors can store items and retrieve them back
[*]Should be compatible with the Yanfly Item Core
[*]An Expanded Stats system
  • Adding new stats like Dexterity and Charisma
  • Including new parameters influenced by basic stats, taken from Dark Souls.
  • Should be compatible with Yanfly's Engine
[*]Proficiency System
  • Actors develop prophecies in various skills, including...Individual Weapon types
  • Different Magic Types
  • Mining and Crafting
  • Speechcraft (i.e. Persuading NPC's)
  • Stealth, Lockpicking, Hacking, etc, etc.
  • Users can create new and as many prophecies as he sees fitEach skill has its own XP and level which can be built up through practising them (i.e. Using a sword will get an actor to improve on using that weapon type)
  • Stats can contribute to XP gain rate (i.e. A high ATK stat boosts XP gain for levelling up Weapon Skills and AGI boosts XP gain for a Parkour talent)
  • Actor can gain new abilities through levelling up certain proficiencies
[*]Should be compatible with the Expanded Stats System
[*]Could be set so that actors cannot level up with accumulated XP (for both proficiencies and basic level) until he rests.
[*]Needs System
  • Can be affected either by player movement or real-time, as toggled by the user
  • Covers Hunger, Thirst and Sleep which feeds an overall MoraleEach actor has his own needs which decrease differently, as the user defines them
  • Hunger, Thirst and Sleep incur penalties to stats, Max HP and MP as well as skill costs and cool downsAny of these gauges, when at maximum or a certain user-defined percentage, yields bonus effects.
  • Or could yield negative ones (i.e. A full hunger gauge denoting a heavily bloated actor, adding a penalty to his stats or a maximum Thirst gauge making the actor more likely to need a pee break - Not sure how it could work, but someone had got to make that happen!)
[*]If either Hunger and/or Thirst are empty for a certain amount of time (again, user defines), the actors current HP and MP begins dropping.
[*]An empty sleep gauge carries a great risk of the actor falling asleep during battle
[*]Morale determines the actors overall performance through his/her mental state and motivation
  • Besides needs, user-made events and other parameters can affect Morale independently (i.e. Taking part in a fun activity or defeating a Boss monster to raise Morale or being under constant monster attack will decrease it).
 

Sapphire Luna

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I would like to customize the looks of menus and windows. Changing colors, borders, fonts, appearance etc.

Having enemies animate the same way battlers do while in side view rather than a stationery image. I'm sure this can be done as there was a script for XP that did that.
 

Fire-Dragon-DoL

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Guys!!! Stop talking about what you want and start developing it, rpg maker is already out!!!!!  :p  (disclaimer: it's a joke)
 
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Syltti

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So after looking over the scripts I have in Ace, there are a few I would really like to have in MV.

  1. Yanfly's Ace Status Menu - The amount of info this script gives was amazing, plus being able to make biographies for my characters was a very nice touch.
  2. Yanfly's Save Engine - Just cause I liked how it worked and looked.
  3. Yanfly's Parameter Bonus Growth - This is kinda... really needed. I still don't quite understand how MV's (or Ace's) parameter growth system works... like... at all. This made customizing my character's growths so much easier.
  4. Yanfly's Skill Cost Manager - Needed this because one of my skills required a special item in order to be used.
  5. Yanfly's Weapon Attack Replace - Custom skills for basic attacks ftw~

These are the plugins I'd love to see come to MV.
 
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altorn

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As we already have a 60fps output engine, why not have a more precise pixel movement as well? (if not yet made, i don't know)

In conjunction with the 8-direction movement script, we should have pixel movement script to enable us to move the characters not tile-by-tile but pixel-by-pixel in all directions.
 

Mr_G_W

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YEA's Enemy target info was an extremely useful script, and one i would love to see it in MV.
 

NanayaQ

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Don't know if these script will get ported in the future, but I like Atelier-RGSS scripts.
 

leos100

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It would be cool to have Yanfly's shopping script in MV. Would help me make my game a lot!
 

altorn

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Particle system for rain and snow or whatever you want.
 

Jory4001

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Both these would be deal makers.

1.) Tile Swap

2.) Animated Enemy Battlers

Tile swap can add so much depth to your map and puzzle design I am amazed it's not a default feature.

Animated enemy battlers, in both Front and Side View, even if its just an idle animation, However having an animation sheet like the Actors do for SV would be awesome, and having their dead body graphic persist the remainder of the battle be an option as well!

Tile swap would be my #1 choice as my designs are currently limited in their scope for my RMMV game without making dozens of events to do the same thing.
 

Berylstone

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Hello, everybody! Hope you're as excited about RPG Maker MV as I am! (。 ◕ ‿‿ ◕ 。)

I have a few questions to ask all of you~

1. What kinds of plugins and/or scripts are you guys looking forward to seeing in RPG Maker MV?

2. What kinds of scripts did you enjoy in the past iterations of RPG Maker that you would like to see ported over to MV?

3. And finally, what would be the main deal maker (as opposed to deal breaker) that would completely convince you to move from previous RPG Makers to RPG Maker MV?
I would like to see the MV equivalent to Modern Algebra's Global Text Codes script for VX Ace.  

This allows the user to use special message codes in any window, not just the message and help windows.  This is probably the main deal maker for me.
 
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Daemien

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I REALLY want to see something for the dual-wielding in MV. The main protagonist of my game, which I converted from VXAce, is supposed to have the option of using a bow, dual melee weapons, or using a melee weapon with a small shield. However, choosing to the dual-wield slot type removes the shield slot entirely in MV. I could change shields to another equip type, but I DON'T want the character to be able to do the following:

-Dual-wield shields

-Dual-wield bows

-Wield a melee weapon and a bow

-Wield a bow and a shield

Unless I haven't thought of a way, I don't think this can be achieved effectively in MV, at the current moment.

In addition, I'd like to see dual-wielders actually have 2 separate attacks that calculates the damage separately on each attack rather than everything happening all together. There were scripts available in VXAce that addressed all of this, but I can't seem to find any plugins for it in MV.
 

kaukusaki

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I love all your scripts yanfly. Basically save my incompetent coder monkeys time lolz. Two things I yearn for: action RPG battle system and a TCG system. I'm converting my ig maker games swf output to html5 and it's headache inducing.
Keep up the great work! I have about 75 games in the pipeline. You probably won't even play them all lolz!
 
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