Have a cool idea for a new plugin? Share it here! If your idea gets selected and I turn it into a real plugin, you’ll receive full access to my complete plugin pack as a reward!
🎉 Get 39 powerful plugins with a lifetime license — no limits, one payment, forever! · By
Thanks for the pack!
How about a plugin that allows you to put something on the map screen, like your face pic with gauges for your HP, MP and EXP, adjustable for various screen sizes and you can move it around and change graphics easily, and you can turn it on and off? I haven't seen that for MZ really (MV has one I think, but its old).
Well, if I start to choose a skill (or item), with this plugin, I get this error:
rmmz_managers.js:2080 TypeError: Cannot read property 'id' of null
at Scene_Battle.commandItem (LGD_AutoTargetSingleOption.js:75)
at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)
at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)
at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)
at Window_ActorCommand.processOk (rmmz_windows.js:6047)
at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)
at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)
at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121)
A regular Attack works fine.
One weird thing: I had a Stun state on a single enemy, and it crashed with this error (I did reproduce it too). Other states like Confusion might cause the same thing? Thanks for looking into it.
(This is the Auto Single Enemy Target plugin.)
TypeError: this.selectEnemySelection is not a function
at Scene_Battle.commandAttack (LGD_AutoTargetSingleOption.js:93)
at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)
at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)
at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)
at Window_ActorCommand.processOk (rmmz_windows.js:6047)
at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)
at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)
at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121.
One weird thing: I had a Stun state on a single enemy, and it crashed with this error (I did reproduce it too). Thanks for looking into it.
(This is the Auto Single Enemy Target plugin.)
TypeError: this.selectEnemySelection is not a function
at Scene_Battle.commandAttack (LGD_AutoTargetSingleOption.js:93)
at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)
at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)
at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)
at Window_ActorCommand.processOk (rmmz_windows.js:6047)
at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)
at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)
at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121.
How about a plugin where equipped weapons, armor, accessories, etc. can randomly (1 out 100 chance) just break? Is that possible? When it breaks, its gone and is subtracted from your inventory (in case you have more than 1). This would be checked when you hit something, or you get hit. Would this be hard to make?
How about a plugin to help manage or facilitate increasing individual party members/actors/class's level cap.
Inspiration - Final Fantasy XI: https://www.bg-wiki.com/ffxi/Category:Limit_Break_Quests
In Final Fantasy XI you could only reach a max of level 50 on your character on all jobs/classes. You had to a special side quest that would grant a key item that would increase the limit first to 55, then 60, 65, 70, and 75 (and then eventually to 99 as the game went on) as you completed more of these quests and got other key items. Would it be possible so that if you acquired a key item (or flipped a switch) you could have certain actors increase their max level limit this way. There could be options for either specific actor(s) or the whole party depending on how the user would wish to use it. In my game, I would like the idea of having each party member do a quest in order to increase the level cap.
I also thought of another variant of this using a character recruiting system similar to a Gacha where you would collect party members randomly through a wishing system, and if you collected a "duplicate" then the character you already have will be able to increase their level cap as well.