Enables the player to takeoff and land like superman with the press of a button.
Uses a different characterset for flying and the flight button can be enabled/disabled during game.
This plugin changes menus (skill, item, main menu) to skip the actor select step when there is only one actor in the party.
This was a quick one designed for the default menus. Any custom menu plugins you have may not be compatible with this.
Actors have a weapon proficiency for each weapon type. This weapon proficiency can raise the hit chance, crit chance or have an effect on damage with a change to the damage formula for physical attack skills while they are wielding a weapon of that weapon type.
Weapon proficiency for the currently wielded weapon can be increased by attacking in combat or manually via script command. Each class can have different maximum proficiency for each weapon type. An animation can play during battle when an actor’s weapon proficiency skill increases.
Players can see their weapon proficiency in the default status menu or in Yanfly’s status menu if either of these are set in the plugin settings.
Add buttons to the screen on specified or all maps that can be set to emulate button presses, run script code or run a common event (press and hold or triggered). Create or remove any number of buttons during the game.
Includes a setting to disable map mouse-click movement if you wish to use buttons for arrow keys (example in demo).
Can enable/disable buttons during game or have buttons disappear or stay during events such as ‘Show Text’ dialogue.
Keyboard can not control these buttons, they are for mouse or touch activation only.
This plugin creates a tool system, where the player can cycle between items that are designated as tools and press a button to use the tool that is selected on the screen.
The basis behind this plugin is to allow players to event what happens when a tool is used, giving the player script calls to use to assist them with tool functionality. Each tool activates a common event to control this.
This plugin requires database and eventing knowledge.
This plugin allows the player to plant and grow crops in designated plots by selecting seeds from their inventory. It’s labelled as simple crops because the gameplay is simple, not because it’s simple to set up. You’ll need to use eventing and database item knowledge to control how it works.
When paired with my MV Tools plugin, you can set up tools to control planting/watering and other manipulation of the crops (also with eventing).
Another quest log plugin! Just to give you guys more options.
Create quests with objectives and display each as complete or failed as the quest goes on. Quest details are stored in a .txt file within your project.
Sort quests into categories that can be expanded/hidden by the player as desired.
Use script calls to check results of quests and objectives to potentially save on switches/variables.
Player can track a quest, making it appear in the quest log when no other quest is selected to quickly reference it during game.
Quest update notification can be done manually or automatically if using Galv’s Timed Message Popups (included in demo as example).
This plugin adds a new fishing mini game to your project similar to that of Breath of Fire 2’s. This plugin is not plug-and-play and requires setting up. It may be difficult for new users.
– Customise a range of fish attributes to change how they behave such as bait they eat, speed, difficulty to reel in (and more)
– Customise each fishing spot’s backgrounds and music
– Add specific fish or objects or randomize them for each fishing spot. Use eventing to add quest items to catch from the water.
The demo contains examples of some things you can do.
How to Use
– Copy the “GALV_Fishing.js” file into your project’s /js/plugins/ folder.
– Activate plugin using the ‘Plugin Manager’
– Create a new folder: /img/fishing/
– Read the help file and examine the demo to learn how it works
You’ll notice that the RTP doesn’t come with many useful fishing icons (to use for rods and baits), and there’s not a whole lot of fish for you to use included in the demo – you’ll need to source or make your own resources to use.
The demo fish were created by Matt Beer.
Use comments in a troop page to assign that troop a condition for it to appear in random encounters. This condition can be a switch on/off, a variable above a certain number or if there are a certain number of items in the inventory.
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.
This plugin adds some functions to use that may help with eventing puzzles and/or quests.
1. Self-switch flipping
Change self switches for any event from any event
Change self switches for events adjacent to other events
Specify turning these self switches off, on or flip them
2. Determine location without having to use Control Variables beforehand.
Test to see if an event or player is at an x,y location
Test to see if an event or player is at another event’s location
3. Group switch/self-switch checking
Test to see if a group of specified switches are on or off
Test to see if a group of events have a certain self switch on or off
4. Checking event activation order
Set a combination
Make events add combination values
Check if the player has activated the events in the right order set in the combination specified.
5. Multiple Item Checking
Check if there are multiple items, armors, weapons in inventory using code with only one conditional branch.
Simple examples of all of the above can be seen in the demo.
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
A super simple one. If you don’t want dash to be a mechanic in your game you can disable/enable it with this plugin. It can also remove the “Always Dash” setting from the options menu.
VERSION 1.0 – RPG Maker MV
Download Plugin file
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.
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.
Display popup messages on the screen or over characters. These messages do not prevent player movement and last for a specified amount of time before closing.
Added: Ability to specify different windowskin for each message popup and ability to target actors that are following in the battle party.
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.
Enables charactersets to use more than the standard 3 frames by adding text to the filenames. These frames will show in
1-2-3-4-5-6-1-2-3-4-5-6 order, instead of the standard 1-2-3-2-1 order.
Additionally a demo containing 3 plugins: ‘Diagonal Movement’, ‘Character Frames’, ‘Character Animations’ all working together can be found here:
Download Mix Demo
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.
Thanks Anisoft for some fixes!
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.
Adds a fade in/out when going into the menu with option to control the fade speed.
VERSION 1.1 – RPG Maker MV
Download Plugin file