Much like Breath of Fire 3, Battlers with a high AGI parameter can get extra turns between normal battle turns. This is based on a % amount higher a battler is than the average agility of the opposing team. These extra turns do not advance states/poison/regen etc.
This is not compatible with battle systems that modify turns (such as ATB or immediate action systems).
This plugin changes how level ups work in your project. Instead of levelling up normally when a character reaches the required exp for next level, the player will instead be required to manually level them up from a new scene that can be accessed via the status screen or script call.
The manual level up screen displays skills and parameters that will be acquired as well as a number of points the player can spend to boost chosen parameters. Each parameter can have one point placed in it which will increase it by a designated amount (which can vary for different classes).
Create projectiles that can interact with player and events using script calls.
These projectiles can be fired from the player or an event and set to shoot in a direction, at a target or toward the mouse position. Settings can be used to control which projectiles will hit or run an action on other events, which terrain tag or region id tiles block them, different actions they will do when then hit the player or an event and more.
Can use battleback graphics that contain multiple frames to cycle through for animation. I advise using sparingly as the files can become quite large and add a lot to loading times if too many frames are used (a precaching plugin might be worth looking into if that is the case).
The upper battleback and lower battleback can be mixed together with animated or not animated backgrounds.
This plugin allows you to notetag skills to make enemies slightly smarter and use those skills only if a certain condition is met and only on certain targets. This includes having heal skills that enemies will use only on their allies that are hurt, using a special attack skill only on actors that have a certain state, etc.
These conditions work with the default ‘rating’ system RPG Maker uses to determine which skill an enemy will use, allowing a basic way to increase enemy AI during battles through these priority skill conditions.
A simple plugin that allows you to play animations from the database on pictures created with the “Show Picture” event command.
NOTE: Animations played on the picture do not disappear when ‘Erase Picture’. You must use a script call, 1 wait and then Erase Picture command after.
Adds basic functionality to check if events are within a certain distance of the player and if the player is in 180 degree line of sight.
In addition, behaviors can be set up for events to automatically act differently when detecting and not detecting, such as guards chasing when detecting the player and returning to their start location when they lose sight of them (this uses default pathfinding code so does not do long distances well).
Enables code to use in conditional branches to make an event run different commands depending on how the event was triggered.
For example, when an event’s trigger is set to “Event Touch”, it can be run when the event collides with the player, when the player collides with the event or when the player presses the action button. A different outcome can happen for each trigger method.
A separate scene that can display scrolling/fading text as well as background images. It can be run any time during game or from the title menu, taking text/data from a .txt file in your project files. Designed to be used as a simple way to display credits but could be used for other purposes.
A plugin that allows you set up what commands display in the title menu, what order they display in and under what condition they will display.
Also included is an option to change the title menu completely when a certain condition is met.
This plugin changes movement so that when the player taps a direction that he/she is not already facing then they will turn on the spot instead of moving.
If moving, dashing or already facing the direction of movement, there will be no delay and walking will happen as normal so as to keep movement as fluid as possible.
This plugin does not take into account mouse movement.
Adds a New Game+ feature to allow the player to start a new game that uses specified data (such as gold, items, variables, switches, actors, etc.) from a save file.
After the player encounters where you placed the activate code and then saves the game, the New Game+ option will be added to the title menu.
– The player can only start a new game using a save file that has had it activated during the game.
– Settings include lists of items, switches, variables, actors, etc. that allow you to control what data is and is not transferred over when starting a new game plus.
– The number of playthroughs is recorded to use if required during game.
This plugin provides a lot of settings to change the appearance of the default title screen. Features such as:
– Title color, position, font
– Command menu windowskin, position, size, text color and font
– Add as many animated sprites to the screen as desired that can loop and play database animations
– Add as many moving parallaxes to the screen as desired
– Enable a “press start” option to require player to press a key before menu appears
This plugin adds the ability to duplicate/spawn events from a specified “Spawn Map” to the current map the player is on.
These events can be temporary (which disappear when player leaves the map) or permanent (they remain even when player leaves the map and returns) and can be cleared with script commands if required.
Events can be spawned to a specific x,y location or a random tile with specified region ID.
This plugin makes changes that make each actor able to equip and hold a certain amount of items. In battle, actors only have access to the items that they currently have equipped. Outside of battle the party inventory works as usual. A new scene can be added to the menu for the player to equip items to their actors.
Create multiple images that display one after the other in order before the title screen appears. These images can have an animation played on them, which allows you to create static or animated logos or other images as splash screens.
Includes options to skip each logo individually, skip all or disable skipping.
Requested by James Westbrook.
Press a button on the map to bring up a list of up to 10 party members. Pressing the numbers associated with each actor allows you to change the formation quickly without pausing the game.
Settings to change how the “Show Text” message box looks in your game. Change the windowskin, input indicator position, font, font size, etc. to make messages look more unique and different to normal windows.
Also the option to add code to your Show Text message commands to have the messages look like speech bubbles over characters.
Allows you to set a respawn time for events that can activate a self switch or switch once their timer has expired. This time is kept from map to map.
This could be used for things like planting seeds that will grow, enemy encounters that will respawn and more.
Customization includes building your own enemies, objects, weapons, levels, bosses etc. An xls file has been included to assist in creating the script calls required to use in RPG Maker MV for each customization step.
Touch screen capability is active but limited as this is designed for keyboard/gamepad play.
Left/Right/Up/Down keys to move
Space/Enter – fire main weapons
Shift (hold) – charge up charge weapons
Shieft (release) – fire charge weapons
Future updates include:
– A scene where player will be able to equip modules to their ship and play the mini game with their own ship layout.
– Extensive “How-To” tutorial for setting up the mini game (pending patreon support!)
– Much more!
An information box drops down whenever you are selecting a target for an action in battle. This box contains information about the action toward the enemy such as minimum and maximum damage, hit chance, critical chance and state/buff changes.
Includes plugin settings to allow you to customize your info box.
Creates a graphic above the player to be used to hide everything around them except for the transparency in the image. This could be used to create a visibility range around the player while the rest of the screen is hidden.
The overlay can be zoomed in and out to shrink/grow the range and also have varied transparency.
The visibility range image can be changed during game.
Adds diagonal movement for the player using the keyboard and also optionally using the mouse.
Includes an option to use diagonal charactersets to show diagonal sprites (for those who wish to use them).
Enables you to display an icon above the event the player is facing. This icon has a floating up and down movement and is determined using a tag inside a comment anywhere on an event’s active page. The idea for this is to be used to indicate to the player what the action key will do before they press it.
This plugin adds a sliding motion to the normal camera motion when the player moves and also allows you to change the camera focus to:
– X,Y coordinates
Camera will slide to each target it changes to at speed specified in plugin call.
This plugin adds visual effects to maps using animations with the following features:
1. Settings for idividual animations
– Change z value to play under/over map objects and characters
– Play animation at x,y position and not follow target’s movement
These settings are done using a tag in the animation name in the database
2. Region animation effects
– Set “Region Effects” to display when event or the player contact
– Use event note to control what region effects they can activate
– Set global region effects for all maps the in plugin settings
– Set local regions events for each map in the map’s notes
– Choose a common event to run
Combining these things, you can create map effects such as stepping in shallow water, kicking up dust or anything you imagination can create using the MV Animation editor in the database.
The ability to run a common event further adds to the region stepping functionality
This is an intermediate plugin – beginners may find it complicated.
A system for players to customize their actors by equipping “Shards” to them.
These shards can give the same benefits as weapons or armors (bonus features/stats) and in addition you can set up “Shard Links” for the player to gain additional skills depending on if certain shards are equipped next to other certain shards (setup required).
Lots of customization for scene graphics, individual actor slots, gaining slots during game and a lot more settings available.
This is an intermediate plugin – beginners may find it complicated.
How To Use
– Download the file and extract to anywhere handy to you.
– Click the button, select one or more plugin files.
– Help is then displayed in the browser window.
Add sound effects for when each character appears during ‘Show Text’ messages. This can be changed during game.
Add sound effect to when ‘Show Text’ message is closed. This can also be changed.
Makes actors use their own charactersheet and changes their graphic to different character animations for when the player is idle, walking, running or jumpin.
You can also set a common event to run after the player is idle for a set amount of time.
This plugin can show a bust image instead of the face image that was chosen in a ‘Show Text’ event command. Settings are included to choose where busts will display and plugin commands allow you to move the bust right/left, mirror it or disable it to show face graphics.
Can also change bust mid message and now display face or bust according to party member position or leader face position. This could be useful for displaying emotions for the leader’s face.
This plugin allows you to use graphics as layers on the map. The layers can appear at different height levels (below the map, below characters, above everything, etc.) and can move in different ways. This was designed to be used for layer mapping (aka parallax mapping) as well as fogs and other effects.
In addition to map layers, layers can also be created in battles, allowing fogs and other effects.
This plugin can restrict the player to specific locations (using Region ID’s or Terrain Tags) that the default boat, ship and airship vehicles can be boarded or disembarked at. An example of use for this is to restrict ships to only piers or airships to certain airports/terrain.
This plugin adds script commands you can use in ‘Move Routes’ that enable you to do extra things during autonomous and forced movement such as:
– jump forward x spaces
– jump to an event or x,y position
– step toward/away from event or x,y
– turn toward/away from event or x,y
– turn on/off self switches
– fade opacity in/out
– move random only on chosen regions
– wait a random amount of time
– repeat commands a number of times
– play balloons/animations
– set graphic to a particular frame
This script is an improved version of Cam Control that also incorporates a sliding camera effect to normal player movement.
– Pan the camera to x, y coordinates.
– Pan the camera and follow an event
– Pan the camera back to player
– All with the added camera slide effect
This script adds a scene where you can face two actors against each other in a mini-game duel that plays similar to a fighting game.
You can do Player1 VS AI or Player1 VS Player2 (on same computer).
The combat itself is fairly basic, you can move, jump, attack and block, using the actors’ stats and hp to determine damage. Each actor also has stamina that can prevent them from attacking when it gets too low.
How to Use
1. Get holder style battlers (http://animatedbattlers.wordpress.com/)
2. Import battlers into /Graphics/Battlers folder
3. Copy kombat_bar.png from /Graphics/System folder to your project
4. Put this script below Materials and above main.
5. Read all instructions and settings
6. Remember to start a NEW GAME instead of loading a save file that was made prior to adding this script