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MV/MZ Starter Pack

🎉 Get 39 powerful plugins with a lifetime license — no limits, one payment, forever! · By LeashaX

Share Your Plugin Idea! Sticky

A topic by LeashaX created 98 days ago Views: 263 Replies: 50
Viewing posts 1 to 8
Developer

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!

How about a plugin that enables you to access your full Equip menu in combat - that works with the Visustella plugins? There isn't currently one, and it would be very useful for many game designs.

I actually have many plugin suggestions, to be honest.

Developer

If you want you can tell me all, the first idea of equip scene on battle looks good!

Developer

I can make the plugin but Is not compatible with visustella, and i cant patch it because Visustella obfuscate their plugins :/ But your idea Is very good and i Will Update the plugin pack with the plugin! You can send me a email? To gift you the pack?

email is: derek@simprosestudios.games

Developer

Check your email!

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).

Developer (1 edit)

Mmm sounds good but this Is More complicated but i Will try!

Developer (1 edit)

image.png At moment i have make this, bit i cant make it draggable at moment, but works good! shows labels for each parameter, hp,mp,tp and exp, you can edit the parameter name, and the gauges update dynamically in real time, you can enable or disable the hud with a switch

Nice! Make sure each parameter can be shown or not (some games don't use MP or TP). And yes, it should update dynamically (the MV one I mentioned doesn't always do this reliably).

Developer (1 edit)

I make a update to sample project to fix some bugs and include some beta plugins (The map hud plugins is one), i dont have implemented all functions yet but you can try if you want!

Developer

image.png

Works fine! There should be an option to make certain gauges visible or not (for example, I should be able to 'turn off' showing the TP gauge, which my current game doesn't use).

I also noticed its difficult to see if the map its on has a fair amount of detail (not black like your example screenshot). It would be nice to control the opacity of the entire hud more. I am using Galv's Layer plugin with parallax mapping, if that matters.

Developer

Im gonna check it out!

Developer

the problem i think is the layers of the hud maybe galv plugin is a little incompatible, im gonna update the plugin but im dont use galv so i dont know is fixed or not.

I have a plugin that might be specific to my game, but might be useful: Is it possible to make a plugin to skip the enemy selection thing, IF you are only fighting 1 enemy? This would save on unneccesary mouse clicks or keyboard strokes. MV has one like this, but it doesn't work with MZ.

Developer

Redownload the sample project again and cjeck the battle folder, use the plugin LGD_AutoTargetSingleOption!

Works great! You're a really good plugin coder (and fast!), no doubt.

(1 edit)

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.

Developer

Im gonna ckeck it out!

Developer

Redownload again and tell me how it works!

Works great now, thanks! Nice work!

Developer

No problem Bro!

(1 edit)

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.

Developer

I gonna check it out!

Also, when I have two or more enemies and I hit Attack, it crashes. Same error.

(1 edit)

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.

(1 edit)

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?

Developer

Mmm looks like a good idea! I will work on that!

Developer

At moment is harder but give me some days maybe i an make it!

Sounds good, thanks!

Not so much a "new" idea, but with your Breath Effects plugin, I actually split it into two as I only wanted the effect in combat for now. I was getting a weird line glitch on the event/tilemap version, but I'll just blame VisuStella for that lol.

Developer

That line glitch problem happends with your use a Plugin that Zooms the camera, you need to test changing values on that plugin until the line dissapear

Developer

Maybe Visustella camera plugin

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.

Developer

Oh that sounds good! I gonna check it out if os possible to make it!