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Aleatory Common Event - RPG Maker MV plugin _____________________________________________________________________________________________________________________________________________________________________________________________________ With this plugin you will be able to play a random common event specified in the plugin commands. By purchasing my plugins, you will be directly supporting the funding of my game Genocide. You will be credited in the game. Con este plugin podrás reproducir un evento común aleatorio especificado en los comandos del plugin. Al comprar mis plugins, estarás apoyando directamente la financiación de mi juego Genocide. Aparecerás en los créditos. The plugin: https://adameldev.itch.io/aleatory-common-event-plugin-mv El plugin: https://adameldev.itch.io/aleatory-common-event-plugin-mv Plugin by AdamElDev
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I've seen websites and devices that let you generate white noise for different stuff like contacting spirits and I was wondering if someone could make a plugin that generates white noise similar to how those do. Yeah some would probably tell me I could just play some white noise as an audio background sound in my game but I feel like that's not good enough and may not really work for what I'm trying to do. Someone please let me know if this can be done with a plugin and if someone could make it for me. I'd appreciate it!
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- white noise
- plugin request
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Does anyone know how to recreate hyper beam or uproar on RMMZ?
portableclouds posted a topic in Theory and Development
The title says it all. Is there any way to event or use a plugin to create a skill that has a cool down or one that forces the user to use it again for a few turns on rmmz? -
Hello an introduction to the project is here: There are a couple SV battlers, like the ones pictured above, that I need converted into RMMV DS Character sets like the ones pictured below. DM Me for details
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Greetings! I'm DvLyon and I'd like to tell everyone that I'm developing a suite of plugins for MZ that are - and will always be - available for free at my website and on GitHub. Currently, there are a couple customizable HUD plugins already available, and plenty more are planned in the near future. I also work developing private plugins, assets and more. You can find me on Fiverr.
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https://youtu.be/xTiAC9Bx4SE Testing in progress It's easy to work. You just adjust 1 page. There are a total of 8 windows, a total of 120 windows. You may do 100 quests. What kind of this and this is an interesting option For you It still needs a little improvement. This is an example window. I think this may help as a good option. property Adjust window position All the options that are displayed as needed Working with general events Select unnecessary windows. Resize, adjust position Up to 15 options, 120 window Add a picture Change font color Enable and disable images with a custom switch. support MOG_MenuBackground MOG_MenuParticles
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Hi, I think I may be doing something wrong because in rpgmaker mv its not letting me have more than 30 plugins for my game. The yanfly plugin pack had like, a ton and I haven't finished adding them yet so I'm assuming this isn't something people usually run into, so it's probably me just not doing something right. The plugin manager only has a limited amount of slots and I can't download anymore. For some reason I couldn't find any forum talking about this when I googled it. Help is appreciated, thank you!
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- help
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I am trying to use Yanfly's Actor Party Switch plugin (found here: http://yanfly.moe/2016/06/17/yep-108-actor-party-switch-rpg-maker-mv/ ) It works as promised, but I really don't like that it allows the Actor to attack as soon as it is switched in. I would like there to be more of a cost to switching, at least in the form of not allowing the newly switched in actor to attack instantly. My concern is that my combat makes use of cooldowns, and this switching set up definitely encourages players to use their big cooldowns and then just switch out. Does anyone know how to make the actor party switch consume the turn it was used on? Even better, does anyone know how to create a common event that replicates the plugins functionality? With a common event that opens the switch menu, I could bake the switch function into a limited use item, or an ability that has a cooldown. Any help you can offer would be greatly appreciated. Thank you in advance.
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Skill Shop setting Actor/Skill Type specific skill purchases
KusageRose posted a topic in Programming
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- yami
- skill shop
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FeniXCLI - Open source RPG Maker MV plugin development tool
LTNGames posted a topic in Developing Tools
FeniXCLI - Open source RPG Maker MV plugin development tool FeniXCLI is a lightweight, easy to use RPG Maker MV plugin development CLI that helps you generate and setup entire project with no configuration required, just an easy to follow guided setup. It helps you develop plugins for RPG Maker MV by combining necessary development tools. These tools help with the building of all your plugins and serving files to a server for easy testing and streamlined productivity. Project Website | Gitlab Repository | Guide Features Project Setup Generate and entire project, download an MV demo game and automatically install and configures packages Live Server Start a live development server and reload when changes have been made to your plugin source code. Modern JavaScript Start writing with next generation JavaScript, split code into modules and import packages, no setup required! Roadmap Babel support Auto configuration for all packages in setup nwjs live reload support Live package install (install packages simply using the import keyword) Frontend GUI (For those who are terminal illiterate) Quick Start Create a new directory and open the terminal(Linux) or command prompt(Windows) and run the following commands. Install npm install -g fenix-engine-cli Setup a new project fenix Run the development server fenix dev F.A.Q Q: Is it ready? A: Yes and no! However, I only say no because it is in no way ready for a child to pick up and use, but it is ready for any developer that feels like giving it a try! Q: How will this make plugin development easy? A: It provides a consistent and easy to follow workflow and environment so that every plugin is developed in the same manner and with the same standards as any other developed using FeniXCLI. It also makes things easier by letting you develop your plugins in separate files which are bundled together to create a production ready plugin. Q: How can I get started? A: Follow the getting started guide Q: What is FeniXEngine? A: FeniXEngine is the name of the project which includes tools like FeniXCLI and FeniXTools. This open source project's mission is to make plugin development easy enough for a child, powerful enough for a developer.-
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Hello. I was wondering if I could get some help understanding this plugin. It is called Orange Time System. For people who haven't heard of it, it is used to create a time system in a Rpg Maker MV game. Basically, all I want is a demo for this plugin because there is no longer one available. If any of this seems confusing, please let me know. I appreciate any help on trying to figure this out. This plugin would really help me in the long run of my project.
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This is a bit of a lengthy post but I'm looking for a few plugins to help finish my battle engine. I'm making an engine that is essentially RNG cockfighting/Pokemon, at I want it to look similar to this: I have the basics done, but now I just need mostly visual plugins and a way to make abilities.First, I'm looking for a plugin that will give actors and enemies abilities like in the mainline Pokemon games. Basically a passive skill that activates under certain conditions. For example, something like "this actor gets an extra attack stat point when they are hit", "this actor summons another actor to battle when X condition is met" or "this actor regenerates 10% max HP every turn", something like that. A plugin where I can make abilities and give them to actors and enemies.I'm also looking for a plugin that will display both the Actor and the Enemy's HP and stats in the bottom box, instead of just the Actor's HP. I'm making an engine that is essentially RNG cockfighting, so I need both Actor and Enemy's stats visible so the viewers can see both sides' info. If I can have the Abilities shown too, that would be great.Also, instead of HP being shown, I would like it to be an estimate, like 100% HP is shown as "Unscathed", 99-75 is shown as "No Worries", etc.Finally, is there a way to make static enemies/actors move forwards before attacking with the Victor Engine Battler Graphic Set Up?Sorry for the lengthy list of plugins needed, but if anyone can help me find plugins that will let me do the above, that's great! EDIT: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/ Is there anything like this for MV, and a way to make it show the compared stats the entire time?
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THE MERCHANTS OF EVERLIVE Throughout the United Chiefdoms, it was known that Everlive was the city of opportunity. Exotic items and delicacies were to be found that were not available anywhere else. Merchant caravans ventured to Everlive hoping to sell cheap items the city needed, and also buy the quite expensive items the city offered. Back in other towns, they could make very high profits on the select items that they invested in. There also was a reason that the items brought such high investment returns. Only about one out of ten caravans, that entered Everlive, ever exited the city... The lands around Everlive were very hostile. Making the conditions worse was that the sole fresh water source had twenty foot high walls, with archers stationed on them to stop anyone from reaching the river. It was known as The Walled River. It was walled for over thirty miles, starting at Everlive Mountain, all the way to its mouth, at the ocean. Even at the mouth, archers and pikemen prevented access. The poorest and most numerous people lived from two to ten miles from Everlive. They offered cheap items. Food caravans could make a little profit from selling food to them. It was almost guaranteed. Water caravans could make more profit, but they were often targeted by desert bandits. The poor people were known as the Low Merchants. The people living closer to, but not in, Everlive were known as Mid Merchants. The soil was better than the Low Merchants area. Simple gardens could supply their food. Some specialized in growing plants that had very deep roots reaching an aquifer that ended about two miles from the city. The Mid Merchants tended better protection. They could afford better weapons. Those closest to the city’s gate could even afford a guard or two. To different caravans, a little more profit could be made trading with the Mid Merchants. The High Merchants lived in the walled city of Everlive. Little was known about them. It seemed as the few caravans, that exited the city, were sworn to some sort of secrecy. Everlive, itself, was near the top of the mountain sharing its name. One known fact was that very high profits could be made. Another fact was that food caravans were not allowed to enter the city. About two miles northeast of the furthest area of the Low Merchants, away from Everlive, was The Mount. To get to it, there was a path that forked away from the main road. Like everything else pf value, it was walled in. It was controlled by The Miner’s Guild. You needed to make some easy coinage, so you decided to be an escort for a food caravan heading to the Low Merchants of Everlive. It has been about two days journey across the desert, following the coastline. You hear camels grunt their complaints. Ahead, you see a cloud of sand, getting larger, coming closer. It’s desert bandits... RPG BIZ ​ Imagine a game system where what you do in REAL LIFE gains you experience within the game. Here are different areas in Real Life that gain you experience in the games. 1. When you submit an article for a magazine or write a story for a game, you get SCRIBE experience. 2. When you submit poetry for the magazine or a game, you gain BARD experience. 3. When you recruit new members to our community, you gain LEADER experience. 4. When you submit artwork, you gain ARTISAN experience. 5. When you submit music compositions you gain PERFORMER experience. 6. When you submit plugins, you gain BUILDER experience. 7. When you play one of our community's games, you gain WARRIOR experience. 8. When you financially invest in our community, you gain MINER experience. 9. When you submit puzzles, you gain MUSER experience. 10. When you financially donate to our community for another member to receive MINER experience, you gain GIVER experience. 11. When you submit an entire game, you gain ARCHITECT experience. If you look carefully you will notice the words "submit" and "play". You are reading correctly, you gain experience for submitting and playing. You get even more experience if your submission is used in a game or game supplement (example: magazine). You get even more experience for successfully playing an entire game. With submissions, you may gain a lot of experience for making a lot of submissions, but for certain level advancements, there will be requirements for submission to be used, or proposed to be used in a game or game supplement. The membership into the community is free. Members that have their submissions accepted in a game or magazine may receive compensation, when that particular game or game supplement, has made an income. With higher profits, bonuses may be given to members who have high levels of different game categories (bard, leader, artisan, performer, builder, warrior, minor, etc.). As you can see, there are a lot of positions available for this massive project. We need a large variety of writers and poets. We need artists to create enemies, 'museum' artworks, unique flora and fauna for the landscape, title screen, chapter screens, facesets, etc. We need music composers with different styles. Plugin makers can be a great asset in creating new experiences for the players. These and other positions are available. ​
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- recruiting
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Today I was checking out the completed script forums and... Okay before I say anything else let me make one thing clear. This has very little to do with the function of any script it's self, nor am I accusing one of breaking some rule or saying that there should be any particular rules about this subject. This is not an attack on any script's author, an indictment of the community, or anything like that. This is a theory and development post, to talk about theory and development. Just wanna make that clear. Also, this only really applies to scripts being publicly released in any case. I say all that because, honestly, if some of the scripts there were my scripts they wouldn't meet my standards for 'completeness'. Mostly due to lack of a comment block describing/documenting the script in some cases. Keep in mind though I am very picky about my own scripts and that might not be a good thing. It's one of the reasons I have very few posts in the completed script forum actually, because I don't really think of very many of my scripts as 'complete'. I know it's kind of a pain to document stuff and I don't blame people for not wanting to bother. Having a demo is nice, but I don't feel should be necessary to understand how a completed script works. There is also the question of how well tested a script is, but that's not so easy to see. And don't get me wrong, 'incomplete' scripts are not bad to share or anything, I share mine all the time. I just think there is kind of more of an unwritten 'use at your own risk' attached. I think this applies to MV plugins just as much as VX Ace scripts, and indeed any publicly released snippet of code really. I am not sure it's all that important, but I feel there is a discussion there. So, what do all of you think?
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Hey there. I've recently been considering adding a feature similar to FFX's weapon/armour augmenting feature. Basically, you use items to add abilities to your equipment, such as; By spending 99 antidotes, ,you can add a "poisontouch" ability to your weapon to inflict poison on contact. However, spending 99 antidotes on your equipment can add a "poison resist" that decreases the chance of being poisoned. I couldn't find anything on google related to this, so I thought I'd throw the idea out there. Ideally, abilities don't "unlock" unless you have atlast one item needed for it, ie; Poisontouch doesn't become visible until you have atleast 1 antidote on your possession. This makes later abilities easier to hide until later by giving higher tier items. I've seen a few augmentation plugins, such as sythesis, augments, upgrading and materia systems, but I haven't seen an ability added through items. My game focuses alot on material gathering for crafting and for selling for money (no enemy money drops) so having a feature where you can upgrade equipment with items makes sense in my games logic so I thought I'd ask anyway Just tossing the idea out there~ Thanks in advance if anyone takes this challenge~
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Hello! So, on my current project I can't seem to get Yanfly's GabWindow to display Gab Windows. I don't know why. I followed the directions, changed my plugin load order to the Yanfly recommended order, and it still won't display! I've put hours into my project and this feature will really improve things. Like, the textbox for non important stuff is annoying! So, the issues are: -It won't display and there's no error message or anything. I've removed a lot of the non-essential non-yanfly plugins as well, but it still does it! Is this a bug or am I doing something wrong? I tried putting: GabText my text ShowGab plugin commands, in that order, in regular map events and common events and it won't display either way. My current plugin list and load order is below:
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~Question time!~ I have been delving into RPG Maker VXAce and I have been hearing about plugins for it to change the way the game works and runs to do all kinds of shiny things. So for someone who has never used a plugin for this. Can someone tell me where would be the best place to go or a good starting point to get savvy with these mystical tools that are plugins?
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Completed MV Plugins List - Updated: 04/02/18
Takeo212 posted a topic in Completed Scripts/Plugins/etc.
Due to the large library we've accumulated in the Completed MV Plugins area, I decided to go ahead and make a forum Master List. This list is sorted alphabetically by Plugin Creator. This list was created to help keep track of the plugins created and to help you find any plugins that were buried away on the first pages. Once the main list is completed, I'll move onto breaking it down more to help find a particular plugin. Since this is an official list, please keep conversation to a minimal here. Only post if I've missed something, there are broken links or I've made a mistake anywhere. Thanks~ ___________________________________________________________________________________ BlackMorning84 DarknessFalls Dexter DoubleX Dragon3025 Estriole Galv Glasses Kino Lil' Yami Maliki Mjishi SeeM_Villian Shaynec1981 Soulpour777 Szyu Traverse Tsukihime Victor Sant Zerbu -
lifesim Plugins and Features for LifeSim/OpenWorld Game
jet_black posted a topic in Theory and Development
Hello guys, for some time I was tinkering with the thought of starting to work on a project of a Life-Sim / Open-World game. Of course not something like Skyrim in Rpg Maker or stuff like that. I´d like to develop a game that takes place in a small modern village/town. There are no battles, no typical quests and nearly no fantasy elements. Just stripping off that whole JRPG mechanics. Focus of the game should be the everyday life in the village that creates the "story" and plot. Everyday you have things do, have a sleep cycle, needs, you can interact with all other people in the village, events will happen, etc. Features will be things like: - Day-/Night- Cycle - Needs (Eating, Drinking, Sleep, etc.) - Relationship-Level with the other people in town - People will react differently every day - The game should get an overall eerie feeling (not sure yet how to acchieve it) I don´t want the game to be finished in a short amount of time, nor do I want to win a price with it. But I´d like to know, what features or things in general you´d suggest or would like to see after the stuff you have read so far. I´m excited to read your posts PS: I guess I should mention that I don´t already know how to create all these features, so plugin suggestions for all those features are very welcome. And the combinations, for example, I know there is a plugin for day and night. But I don´t know how to create the gameplay mechanics that the people act different through the days, new events will happen, etc. It shouldn´t just be about ever-repeating tasks like working and surviving, but feel more like you´d really "live" the game as an experience. Greetings, jb- 1 reply
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Need 'incapacitated state' plugin & 'shatter-kill' for Frozen state plugin
Animebryan posted a topic in Programming
I'm planning on making 2 custom states, Petrification & Frozen. I need a 'Incapacitated state' plugin for Petrification & a 'Shatter-kill' plugin that causes the affected target to die instantly when hit with a physical attack while Frozen (perferably with a SE to occur when it happens). If anyone can help me with these I would appreciate it. Please- 13 replies
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I am just going to inform everyone of you that I will be working on new ideas next year. By new ideas, what have I come up that I will do as plugins anyway? I have been thinking of doing new things I never did back in Ace, and since everything was already in MV, it was hard for me to think what new stuff can I bring to the community and in RPG Maker that someone may have not worked with before. Here are the plugins I am working on and will be released on January, respectively, in no particular order. 1. Chapter Select - an ability to select a chapter on your game. The plugin reads saved files, so it kinda has that episodic feel to it. If your games are episodic, this is the perfect plugin for you to select only the chapter you want. 2. Rhythm Mini Game - A rhythm mini game, where you press the buttons on the screen, kinda like Cytus. 3. Rock, Paper and Scissors Mini Game - As the title says, a rock, paper and scissors game. 4. Message Choice Pictures - Uses pictures as choices. 5. Title Designer EX - I have started this project, although I think there were something lacking in it and I want to rewrite my support on this plugin. 6. Ys Action Battle System - An action battle system like the Ys series, where you bump the enemies to damage them. Still thinking for the projectile stuff. 7. Valkyrie Profile HUD - A hud just like Valkyrie Profile. 8. Particle System - A particle system which can be used for all my plugins that has to do with graphics. 9. Menu System Valkyrie - A menu system I designed for RMMV. 10. Menu System Verdandi - Another menu system I am designing for RMMV. 11. Verdandi Card Battle System - A battle system with cards instead of normal battles. 12. SOUL_MV Engine Plus - an engine dedicated to solve most database / utility problems, all for menus, battles, etc.
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Here is an article that I've written about page conditions in RPG Maker MV, and why I have decided to write a plugin that will allow you to define your own page conditions: https://www.patreon.com/posts/3615909
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- rpgmakermv
- eventing
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So, I'm trying to get back into producing music. I used to produce a lot of electronic/EDM style music, but havent been doing it much lately. considering I'm working heavily on a large scale RPG project, I figured I'd start working on some concept music. So I figured I'd ask around here, if you guys have any particular VST synthesizers you use for producing? Primarily stuff with a 16 bit style. I like organic sounds as well so if you know any good software for realistic instruments that would also be nice. I use Fruityloops Studio, and primarily use Sytrus for the synths, because I'm comfortable with it, but I'd like to find something a little more specifically geared towards that 16 bit sound. Any suggestions? Check out my most recent song here and if you feel like giving some feedback I would appreciate it! Thanks everyone!