When setting events to have a stepping animation, RPG Maker MV would animate them with a “ping-pong” format where it will go from frame 0 to 1 to 2 to 1 back to 0. In some cases, devs would like to animate their sprites in a different format, perhaps 0-1-2-0-1-2 or in reverse: 2-1-0-2-1-0. This plugin will also give events the option to spin in place while stepping.
The option to control the message speed is quite common in RPG’s nowadays. Players can put in whatever option they feel like for the text to go at, or if they wish, to have the text display instantly! This plugin will add in the ‘Message Speed’ option into your Options Menu for players to adjust! It comes with speeds from 0 (slowest) to 10 (fastest) and even an “11th” speed of being instant!
The Options Menu can be the one thing that can change how comfortable a player is with your game. Within the Options Menu, the player can alter any given settings to their liking adjusting to their playstyle. By default, settings like ‘Always Dash’ and ‘Command Remember’ are included in RPG Maker MV and other plugins made for RPG Maker MV may also add in newer options to the list. However, the menus themselves were always a bit iffy to look at and/or adjust. This plugin gives the Options Menu a visual makeover and full control over what options can be added to the menu to befit your players!
Save Points are a staple of many traditional RPG’s and even non-RPG’s. However, they simply serve as progression markers with the sole purpose of just saving the player’s game. We can expand more upon that and turn it into something else, changing the way the player feels about Save Points for your game!
Player comfort is a major thing to pay attention to when it comes to designing video games nowadays. RPG’s are no exception either. And inside of RPG’s, the player is usually within a battle a large portion of the time. And for this large portion of the time, players are often waiting for battle animations to finish playing.
This plugin adds in the ability for players to choose how fast they want battle animations to play from inside the options menu. From the default speed, which plays one animation frame per four real frames, to the fastest setting, which plays one animation frame per one real frame, the player now has the option to choose how quickly things progress in battle.
Some players may experience lag when walking near animated tiles. This is due to the fact that animated tiles constantly draw, delete, and redraw the tiles every few frames. Unfortunately, due to Pixi2’s drawing method, there exists some memory leaks when this kind of drawing occurs. On mobile devices or weak computers with little memory to spare, this can potentially cause some games to crash. The option to enable/disable animated tiles is now in the options menu for players to toggle.
For those who decide to make the default settings for the plugin to ‘auto’, any player who is playing on mobile or browser will default to having the setting off while local players will have the setting default to on.
RPG Maker MV is constructed in a way where each update to its engine is done once per frame update. While this is normally fine, as many players view the game through 60 fps, some players experience the game differently as their hardware may run at higher than 60 fps.
When RPG Maker MV version 1.1.0 is implemented, it implemented Galenmereth’s fluid timestep, which forces the game to always play as if it is 60 fps. In practice, this is great for everybody because players that experience more 60 fps will be able to play the game as if it was 60 fps.
However, there comes a problem when a player’s hardware isn’t strong enough to support RPG Maker MV natively at 60 fps (such as the case with older computers, or weaker mobile devices) or if the player is using video recording software that goes below 60 fps. The game will appear laggy and jumping without good response rates from input commands or possibly even make the player miss out on certain visual frame updates.
This plugin places a setting in the Options menu to enable or disable the fluid timestep addition and utilize the former RPG Maker MV engine updating function. This way, players will have the option of using fluid timesteps or opting to not use it instead of forcing it on everybody who may not be able to handle it.
WARNING: This plugin ABSOLUTELY REQUIRES that your project is using at least version 1.1.0 of the source code or you will NOT receive any keyboard or mouse inputs. You can download MV v1.1.0’s update here. If you’ve installed MV v1.1.0 and it still doesn’t work, it’s most likely because your project’s base source code is still in version 1.0.0. To check this, go to your project’s “js” folder and open up the rpg_x.js files. If you do NOT see “1.1.0” at the top, then you do not have the 1.1.0 version of the source code. At this point, create a new project with your installed MV v1.1.0, go to the new project’s “js” folder, copy all of the rpg_x.js files, and then copy them into your main project’s “js” folder. Save your project and then it should work after that. If moving over to version 1.1.0 is not an option for you, then you don’t need this plugin anyway as it is meant to disable Galenmereth’s fluid timestep problem which is only a problem with the version 1.1.0 update.
This plugin adds bust support to RPG Maker MV’s message system. You can control all bust functions from either the Show Text event command itself or through Script Calls. This plugin supports one bust on the Message Window and ten other busts on the screen behind it.
Busts can move, fade in and out, change opacity, slide in and out, mirror themselves, change scale, and have tones applied to them. While some of these options can be done through Show Picture event commands, having too many pictures on the screen can cause performance dips. By making busts separate sprites from pictures, there are less issues, too.
Autosave is a common feature found in standard RPG’s nowadays. Games would save at certain triggers or upon changing maps so that the player won’t lose any progress in case they forget to manually save. This plugin adds in an Autosave function to your game(s) and lets you control when to Autosave or set it to do it automatically under certain conditions.
This plugin requires YEP_BattleAICore. Make sure this plugin is located under YEP_BattleAICore in the plugin list.
By default, if an actor has the auto battle trait, it will cycle through each one of its learned skills (whether or not it has access to the skill type doesn’t matter) and selects the hardest hitting skill of them all. This setup may work for some auto-battlers but not all of them. What this plugin does is it incorporates the A.I. Priority system from the YEP Library’s Battle A.I. Core for actor auto-battlers.
Lots of players love to customization in games. It lets them put a bit of a personal touch in the games they like to play, and what a better way to do that than through Stat Allocation? With the Stat Allocation, players can alter the amount of MaxHP, MaxMP, ATK, DEF, etc. through a new resource, AP, which stands for Allocation Points. AP is usually gained through leveling up and is then used to boost stats!
However, if AP is not your thing, you can also allocate stats through JP (using the Job Points plugin) or through items! This plugin gives you, the game dev, three different ways to allocate stats with!
Stat Allocation in this plugin is tied to classes and not actors as a whole. This means that the allocation build that an actor can vary depending on the class the actor currently is. This means the player can experiment with multiple allocation builds instead of a one-size fits all allocation build if class changing is involved.
Classes can also offer different parameters to allocate points into, too. A warrior class may give options for ATK and DEF while a mage class can give options for MaxMP or MAT. This can be done through the usage of notetags for each class.
You can adjust the allocation rules for how each stat, too, from the name to the icon to the cost to the effect to the maximum number of times the stat can be allocated into. These can all be done through the plugin parameters.
This is a RPG Maker MV plugin that adds more features to battle. These new features include a new critical hit flash coloration because the previous one is a slight red glow that is easy to miss. Damage popups have the option of having rolling numbers before they land on a finalized number. This is to help players in figuring out which numbers are still new when multiple popups appear at the same time. These two options can be turned off.
New notetag effects have been added. These notetag effects include giving parameter bonuses depending on how high or low HP currently is, a damage cut function that stacks additively on global damage or on certain elemental damage, the ability to overheal past a battler’s MaxHP, MaxMP, or MaxTP, a new notetag trait to allow switching two parameters with each other, and some notetags to ease the usage of Yanfly’s Buffs & States Core counters.
The OctoPack Battler sample project is also updated with the new plugin and updates to the OTB plugin (for compatibility with Dragonbones and synchronizing turn order flashing). Please take your time to look at the new features!
Our friends at the Sacred Star Team, including the extremely talented MirageV, have a game they would like to share with us!
A warrior stands alone. A promise is forgotten. Today, that will change …
A mischievous mercenary from wintry Garenia and her long-suffering sister set aside their differences to compete in a tournament of arms. But when an old friend appears in the company of mysterious relic hunters, the past can no longer be denied. Sacred Earth – Promise is a four- to six-hour visual novel/RPG experience set within a fantasy world of floating continents and ancient ruins, with a dynamic custom battle system and a compelling cast of characters.
· Three playable characters with their own animated sprites and special attacks.
· Tactical, fast-paced combat: Utilize multiple-hit Chain attacks to build up your EX Gauge and expend it to unleash powerful Burst attacks or heal with EX Recover.
· Two ways to explore: transition between traditional tile maps and the original boardgame-style Symbol Map system for dungeon navigation. Manage your Travel Points to evade traps and gain the initiative in battles, and enjoy party interactions in the field.
– 10 side quests, including clever puzzles and challenging optional battles.
– 21 full-color CGs.
· An engaging presentation with moving portraits that displays conversations between up to four characters at once, with anytime-save and backlog features.
· Fully explore the game’s world and quests and unlock the true ending.
I’m sure many of you who have updated to MV version 1.6.0 or higher have encountered that error message. Why does it occur? It’s because ever since MV has updated to version 1.6.0 or above, it uses a newer version of NodeJS, the client that runs your game. For whatever reason, this version of NodeJS removed the isDevToolsOpen() function, making some of the code used in many of my plugins (64 to be exact) to leave behind this error message whenever custom but flawed code is entered in a script call or a Lunatic Mode segment. This issue is now “remedied” by just simply bypassing the check. You will still need to open up the Dev Tools window on your own using the F8 key to see the error stack that’s produced.
In any case, here’s the following plugins that have been affected and are now updated to have this issue fixed: