What scripts are you planning to make for RPG Maker MV? (for collaborative purposes)

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Chances are I will write up some statistic / distribution type systems.. Beyond that, I do not yet know. :)
 

Lecode

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For now I'm planning to do:

- Skills / States / Equips Manager & side effects in battle 

- Stats Manager

- Window Transition Manager (smooth transition between scenes )

- MMORPG like equipment system ( socket, enchantment, analyze,ect)

And i'll convert my battle systems:

- Dragon Blaze like SBS

- Dofus like TBS
 
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Shaz

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I plan to rewrite the following scripts - after checking first to see that MV doesn't already include the functionality:


Clone Events


No Lock NPC


Multi Layer Fogs


State Add/Remove Commands


Dynamic Features (though these are called Traits in MV)


Dynamic Effects (these may also be Traits in MV - haven't seen an Item screenshot yet)


Item Restrictions


Large Sprite Collision


Developer Tools:


Passage Modding


Extract Event Contents


Cross Reference Tool


Lazy Tilesets Export/Import scripts


A couple of them have bugs in the Ace version, so I may be able to fix them in the process.
 
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Yuuta Kirishima

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I want to start with a simple crafting system. Then possibly HTTP Processing.
 
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Rukiri

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I plan on working on an A-BS script, and a class system. 
 

Engr. Adiktuzmiko

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Probably try to port my DA-CTB system and its add ons.. Depends on whatever features does really come with it... Plus maybe whatever I feel like doing.
 

Tsukihime

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To be determined when I see what MV has to offer and what is lacking.


Maybe they have a new take on eventing.


Maybe they've finally expanded page conditions and stuff so we don't need to use comments or script calls.


Maybe they aren't limited to 4 choices per "Show Choices"...


Nothing particularly big, as with most of the scripts I write.
 
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Evgenij

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I would probably do a day and night system to get more familiar with JavaScript. And maybe some smaller things like customizable menus if the MV keeps static menus.
 

DoubleX

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I think I'll first try to translate all of my original RMVXA scripts when I switch to RMMV, into their RMMV counterparts first, before writing any new or editing any existing RMMV ones at that moment :)
 

Zeriab

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So many interesting plans. I wonder how they change when MV comes out :D

Personally I doubt I'll win over my laziness and do a conversion.

Instead I mess around, and stalk those who actually are productive. >_>

*hugs*
 

nio kasgami

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So many interesting plans. I wonder how they change when MV comes out :D

Personally I doubt I'll win over my laziness and do a conversion.

Instead I mess around, and stalk those who actually are productive. >_>

*hugs*
stalker-sensei!!!! : D
 

Rukiri

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So many interesting plans. I wonder how they change when MV comes out :D

Personally I doubt I'll win over my laziness and do a conversion.

Instead I mess around, and stalk those who actually are productive. >_>

*hugs*
Wow... I found the "good" twin!  

I'm exactly the same way!
 

Iavra

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That depends on what is missing from MV. I'm planning on porting over the scripts listed in my signature, especially localization/external text (probably in JSON format) and animation.


/edit: Weak Reference probably won't work that easily, since JS objects don't know when they are garbage collected.
 
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Khas

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Expect a new SAS version (ABS with advanced physics) and Ultra Graphics series (lighting, fog, special effects, ambient occlusion, graphics related scripts with shaders - I'm very excited that RMMV has access to the GPU :D ) scripts from me!
 

NPC

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I don't really want to claim a spot on the list being the amateur coder that I am, but I'm working on a Visual Novel script.

Ehh, maybe I'll have to make it compatible w/ Nio's so I don't have to do as much? ;)
 

nio kasgami

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I don't really want to claim a spot on the list being the amateur coder that I am, but I'm working on a Visual Novel script.

Ehh, maybe I'll have to make it compatible w/ Nio's so I don't have to do as much? ;)
hahahha sure you can always pm me for show me your code so I can help you to make it compatible with it 

I just have to finish the documentation of the VX ACE one >_> I really need to focus and finish this damn documentations lol
 
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NPC

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hahahha sure you can always pm me for show me your code so I can help you to make it compatible with it 

I just have to finish the documentation of the VX ACE one >_> I really need to focus and finish this damn documentations lol
Ah, I'm only finishing up my flowchart. I haven't even touched Atom yet. ;-;
 

Ralpf

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For me most of it depends on the details of MV's core scripts / code, what I feel like it lacks for my needs, and so forth. But one thing I know I am going to do now that it uses WebGL that I've always wanted to do in Ace: Isometric Engine. Both for normal movement and with a tactical turn-based combat system. This is actually completely feasible now. Depending on if the editor itself is modifiable or not, it'd have to use a third-party tile editor (like TileD), in which case I'd also have to find a good way to incorporate events. One idea is to make the maps parsable in MV's editor from a "top-down view", so you place events there.
I clicked on this thread hoping somebody was going to say that.
 

Ramiro

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I probably want to try to implement the system used in braverly default... (BP turn battle system... ?)

It's so nice has a lot of tactics yet it is so simple...

Depends on my mood, so don't count this as a I will, it is an "I might..."
 

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