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

Jaymonius

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I'd definitely like to see some plug-in for part mode 7 in battles similar to Valkyrie Profile and Mana Khemia. Or even go the extra mile and have the game in 2.5D like the later Pokemon games, and a lot of the Ps2 Gust games like Ar Tonelico 2 and Mana Khemia, (even some of the Tales games, specifically Tales of Destiny R.)
 

Fire-Dragon-DoL

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1 - the default scripts

2 - final fantasy materia!!

3 - There is none, I will likely buy the maker, but I am still unsure of how I feel about JS - so much so I am contemplating writing my own ruby engine. :p
There are good news actually. Javascript is not so appreciated for the syntax (until the latest iteration with ES6), so, it has a lot of transpilers, basically stuff that convert one language into another.

And yes, there is a Ruby to Javascript transpiler (notice that this doesn't mean old scripts are supported by any chance!), it's called Opal, can be found here: http://opalrb.org/

So whoever is sad because Ruby will be missing, will find that friendly syntax again. Unfortunately we will miss that great Ruby SDK that I love so much.
 

kewitt

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More then anything full gamepad support with programmable buttons.





Or please Slip up ABC to ABCD...

One of my beta tester only uses a game pad and it took me about 2 weeks to code proper game pad controls into it.

Current game is about 45-60 hours, With about 20 hours lefts in game play to finish coding... and with MV coming out I've all but stop coding it because I will gladly spend time recoding for multi platform support.
 

triptych

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It would be interesting to see if you will be able to query other internet apis inside your game. For instance if you could query a weather api and have the game match the weather of your location (raining, sunny, etc.) with the weather in-game.
 

小乙puppet

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I hope to see: Quest System , Random Parameters of Actors and Equipments , Synthesis System , Variable Shop !
 

Fire-Dragon-DoL

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That would be fantastic, but you'll need some api to expose that. Sure they will, not sure what, though. I suppose the engine is based on v8, I wonder if they expose a good chunk of node apis or something similar
 

??????

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I wish people would read and stop reiterating the same dumb questions :/

YES, contact between your game and ANY server (providing it is active) will be possible. This includes weather API's, payment processing API's, etc. HTTP processing (and similar) are features that are come as STANDARD with javascript.
 

MikePjr

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I hope someone off the bat makes some minor scripts.

Like for a normal pointing cursor rather than the box.... i think i mentioned that before.

But little scripts like that i think would be useful.
 

Fire-Dragon-DoL

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I wish people would read and stop reiterating the same dumb questions :/

YES, contact between your game and ANY server (providing it is active) will be possible. This includes weather API's, payment processing API's, etc. HTTP processing (and similar) are features that are come as STANDARD with javascript.
No, that's completely wrong. The browser implementation of javascript comes with the ability to contact a server, it's not standard javascript

The API exposed to perform any web request is completely different from server side (nodejs) and client side (browser-based implementation), so there should be no assumption on the existance of such thing.

Node.js is a server-side JavaScript framework, or platform, embedding theV8 JavaScript EngineIt more specifically uses the ECMAScript standard only, which, as we said, does not natively include XMLHttpRequest
Now, NodeJS sure has ways to handle web! But that is NodeJS exposing its APIs, which they provide using libuv

Node.js provides its own proprietary HTTP Client API which internally based on the libuv and http-parser externalized node parallel projects.
So, unless there is an official statement (and please link me to the topic, I can't find it and I'm looking for since a week!), we might end up without the web. I'm sure developers won't do that, but who knows.

P.S.

I'm quoting this Quora answer
 

BloodletterQ

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A convenient way to add remove stats as well as change the way they function outside of skill formulas.
 

Eagleheart

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

    Extended resource and parameter functionality.  More stats, even just a few, better elemental handling, maybe an extra resource bar, and perhaps some modifications to the side view system.  Rows are nice but perhaps something semi-tactical.  A grid layout, maybe 10 panels wide by 5 panels tall, something in which character placement would be relevant with regards to area attacks/ideal ranges for specific weapons or skills.  Probably gonna end up commissioning that, though, I imagine it'd be fairly involved a task.

 

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?

    

Yanfly's Input Combo Skills, Instant Cast, Skill Restrictions, and Skill Cost Manager are essential in my opinion.  Hope that Input Combo Skills can become even more flexible!

Extended functionality battle scripts.  Free Turn Battle was glorious.

Scripts that increased the number of parameters on player characters and enemies, like Dekita's, which, unfortunately, I've never really been good with setting up.  Trying to display the added stats on a status menu of my own making... didn't work out.  All my own fault, of that there's no doubt.

Scripts that improved Elemental handling and functionality (Craze's Elemental Merger comes to mind).

Hime's Conditional Effects, Custom Use Conditions, Item Affixes, Custom Equip Types, everything State-related and Effect-related, really just brilliant scripts, and the much-loved Tag Manager.

Archeia's Advanced AI is another essential IMO.

Luna Engine ;-; it is so hard to leave you behind...

   
 

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?

    - Changes to native Accuracy calculations.  Accuracy over 100 being useful in combating high Evasion rates.
    - Adjustable critical hit potency formulae.
    - Improved elemental handling native to the engine, rather than it having to be added via plugin.  RPG Maker's method of handling elements has always bothered me ;-; have never understood why they have left it so bare-bones.
    - Improved States handling; basically integrating Yanfly and Tsukihime's work on states into the engine natively o.o

Past that I don't really know, the native higher resolution and return to three-layer map editing already have me sold. @_@  Day 1 purchase, gonna buy three or four copies just to support the company.  Loved RPG Maker since I was a kid, got started with RPG Maker 2000 many moons ago and was hooked.  Never have had much spare time to work with it, let alone to learn coding, so I have been very blessed to have access to all the creativity of the coders at this and many other sites; Archeia, Yami, Craze, Tsukihime, Dekita, Yanfly, DoubleX...  I am hopeful that all of them will find time to make more fun stuff for the MV version of RPG Maker.

 
 

??????

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No, that's completely wrong. The browser implementation of javascript comes with the ability to contact a server, it's not standard javascript

The API exposed to perform any web request is completely different from server side (nodejs) and client side (browser-based implementation), so there should be no assumption on the existance of such thing.
Yea, I suppose thats fair. It is technically the browsers implementation of js that has the http features.  Although, as MV will be able to export to html, for hosting games on a website for example, pretty sure that wont be an issue. :)
 

Fire-Dragon-DoL

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Yea, I suppose thats fair. It is technically the browsers implementation of js that has the http features.  Although, as MV will be able to export to html, for hosting games on a website for example, pretty sure that wont be an issue. :)
Yes, I would love to have games that change/relates in some way to something that is online. We can probably easily make turn based games in this way without any hassle!

However, I would love if they have exposed the web API so that it's available to all release targets without having to write yourself the compatibility layer. Unless they are just going to release "for web" in any case and wrap everything with cordova on phone, node webkit or electron on desktop.
 

Dungeonmind

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A skill point system where you get skill points and a victory aftermath system to go with it to show you getting points when you level up characters. Main menu access to a skill point distribution scene.

Annnnd an attribute system where you distribute your stat point instead! Yep I'm all about distribution today! ☺
 

YEEART

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1)

A stat distribution system you gain for every level. 

A simple battle camera if possible.

A bestiary

Environment manipulation, such as push, pull and throw. 

An ATB battle system, possibly including the function of reverse (you select actions first, THEN when the gauge fills up, you player attacks or does w/e action you input).

Edit: Supporting Omnimentals front/middle/back row suggestion as well. If you've played Radiant Historia, I'd pray for it to be something like that. But I think that's more of a 'grid' battle system.

2)

Your message system, but if possible, slightly improved. Possibly include features such a pop up text (text box appears above the sprites head), or allow faces to change mid text box.

Obviously your glorious class system and subclass system.

Party switch mid-battle, as well as equipment.

Your battle system, as well as your engine (I think you already confirmed this).

Your combo/skill chain battle system.

Free turn battle system.

3)

I was already sold on the character generator.
 
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Omnimental

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A front row / back row system for combat. Preferably with the ability to set our own number of rows, bonuses, and formation effects. Position related targeting would be awesome as well.

Edit: Oh, and definitely your Active Chain Skills script. I freaking love that script.
 
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Sennie

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I'd love to see a professional looking conversation text box like the one you made for VX Ace @Yanfly :)
 

captainproton

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@yanfly : I use quite a few of your scripts, actually. I'd also like Selchar's Golden Sun Unleash script.

I don't know. I think I'd have to see what it can and can't do on its own, first.
 

The Infamous Bon Bon

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@YEEART - I wondered in Ace why Yanfly didn't make a bestiary to go with the Enemy Target Info script, then I made a bestiary myself (that went along with other things) and I have to say it can be quite a bit of work.  The script it was part of was about 3000 lines (because it had other stuff) and another bestiary script I saw was over 2,000 lines.  That takes a while.  Don't get me wrong, I love bestiary scripts, but that is a lot of work, though I will probably remake my mine in MV because that is the kind of script I can actually do.

Personally the only visual battle script I really want is a CTB (Charge Turn Battle system) like Final Fantasy 10 had with turns that built up like an ATB, but had the nice bar that told you whose turn it was next.
 

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