This plugin grants your players the ability to access Patch Notes from the game itself. Being able to tell your players what you’ve changed from inside the game can make all the difference in the player experience. This plugin lets players access Patch Notes from the title screen, the main menu, or from a Plugin Command ran inside the game.
In RPG Maker 2003, pictures had the ability to load spritesheets and display certain frames from them at the issue of a command. Ever since then, later iterations of RPG Maker lacked the feature. This plugin will bring back that old feature and give you access to use spritesheets as pictures once more with complete frame control.
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.
This plugin lets you create Main Menu commands that play different common events depending on which actor is selected. A variety of combinations can be ran depending on which keyword and actor is picked by the player before running the common event.
Script Calls, whether they’re for setting variables, conditional branches, or actual script calls themselves, can run into performance issues when a lot of them are ran in succession. This plugin will optimize script call usage found inside common events and make them dedicated functions instead for better performance.
This is only done for Common Events, as with Map Events and Troop Events, the event list would be generated on the spot and not something that will continue to be stored in cache the moment the player leaves the map or ends the battle. This also doesn’t apply to Move Route script calls to maintain compatibility with Move Route Core.
For those using complex eventing systems utilizing Labels and Common Events, you may have noticed that labels in one Common event won’t jump to any labels located in the parent Common Event. This plugin makes it so that Common Events with the needed tag in their database name will import all child Common Events ran from it and merge it into the current list as if the Common Events have consolidated into one. By doing such a thing, Labels become connected through the parent Common Event and can interact with each other instead of just of just the Common Event instance itself before.
The Input Number event in RPG Maker requires players to scroll through each digit in order to pick the number(s) they desire. This is a slow and tedious process that could be sped up by using the keyboard to directly insert the wanted numbers instead. If players use keyboard numbers to insert numbers, they will appear instantly in the Input Number window. Players can also opt for the traditional/default scrolling method using arrow keys as well.
For those using the Enemy Levels plugin, you may have noticed that it only allows you to adjust levels based off the party’s levels. Wouldn’t it be nice if you can set levels based on maps instead? This plugin allows you to do just that. You can set a base level for all the enemies encountered while on this map or a base level range.
Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here:
Ever wanted to have shop prices for certain items fluctuate as your game progresses? Or maybe even set market values for certain items that change over time. This plugin lets you bind base prices, percentages, increases, exact values, and more! And the best part is, this can be done through variables so you can have extremely dynamic control over your game’s market.
Our good friends, Archeia and Yami have pushed out Early Access for Luna Engine MV!
Luna Engine MV is a tool created for RPG Maker MV (RPGツクールMV) to give you the freedom to manipulate RPG Maker MV’s default GUIs and modify them according to your own vision! Luna Engine can also be useful for seasoned programmers, providing a solid core base you can build up on.
Test playing your game can be quite time consuming. Each second you spend on the title screen, each time you accidentally picked Continue instead of New Game, the time it takes to turn on the FPS counter, and more. While each of these take little time on their own, the amount of extra time wasted adds up fast. This plugin will give you access to various features that will aim to help you save more time when it comes to test playing your game. These features will only occur during test play and will not run in finalized versions of the game.