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Heya, all! This is the new suggestion box that we'll be working with from now on! :D For those curious as to what a "Lunatic Pack" is, it's a cross between a Tips & Tricks effect and a plugin! That's right! In other words, this suggestion box is actually a hybrid of the Tips & Tricks Suggestion Box and the Plugin Suggestion Box!

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Of the things I've noticed when the original Tips & Tricks suggestion box was shut down was that there was a bit of disappointment going with it as some people wanted more Tips & Tricks than plugins. Yet, the plugin suggestion box spurred forth a lot of growth with MV, too. This time, we'll have a mix of them, with a new type of plugin called a "Lunatic Pack"!

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What are Lunatic Packs?

A Lunatic Pack is a new type of plugin that uses RPG Maker MV 1.5.0+'s newest plugin parameter feature to allow for potentially higher end functionality and efficiency as far as Tips & Tricks can go!

Here is a sample Lunatic Pack that you can download and view. (to save it, right click the link and click "Save Link as..."

When you load it up into the plugin manager, you should see something like this:

Inside the Effect Code parameter exists a bunch of ways to add new effects pertaining to the Lunatic Effect's conditions. For example, for this sample plugin, there is a new notetag added by it that will allow a skill to reward its user extra HP, MP, or TP if the skill manages to defeat the target.

That's right, this effect is similar to Annie's Disintegration Tips & Tricks effect that we've learned way earlier in our trek to create our games. And with this, it becomes possible to turn this:

into this:

And that's just a lite version of what the effects can do. The Lunatic Pack plugins allow you, me, and the community to create entire notetags focused on an effect at once! Furthermore, the Lunatic Pack system allows you to mix-match, layer, and order the effects, too! Inserting multiple copies of the Lunatic Pack notetags will allow you to pile on effects, thus, allowing you to make ridiculous combos of effects, too!

And because of the nature of them being plugins, it also means we'll be able to extend past the limitations of using Lunatic Mode only notetags, too! This means the complex work needed to be done by plugins will be handled in the background, while the notetags take on the effects that can be interchanged!

Excited? I know I am! Now, let's get started with the suggestions!

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How Does It Work?

Great question! Let's go over the process on how a Lunatic Pack will be decided to be made!

1. You, as the patrons, post your ideas for skill, item, state, weapon, armor, accessory, enemy, map effects into the comments below!

2. Team Yanfly will go through the comments on a regular basis and decide on which ones are fit to be made together with a Lunatic Pack! We may divide up a single idea into multiple effects if needed, but we recommend that you do not go overboard with this as it will make your suggestion become less and less general use.

3. If approved, Yanfly will add your idea to a theme, list it with that theme and will create a notetag effect based on your suggestion.

4. Over time, Yanfly will release Lunatic Packs based on themes with the ideas you've all submitted. If a Lunatic Pack with the theme has already been released, but has some new submissions, then Yanfly will release an updated version of that plugin with the new suggested effects!

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Suggestion Rules

There's going to be rules this time around, too, to ensure things don't get too out of hand.

1. Please post only one suggestion at a time and please wait before your idea has been answered before posting another. When asking multiple at a time, it does save time, but it also delays the suggestions other people have asked from getting answered quickly, too. We just want to be fair to everybody here. :) 

2. If you are basing the ability or effect off of an existing effect from another game, please link to an online article about it if possible (usually a wikia article or in-game guide) that explains about the effect. This way, the effect will be accurately made and done correctly from the first time or without us having to ask questions to further understand the idea you're trying to explain more. 

3. If the ability or effect is original, please provide detail about how it's supposed to be utilized. Once again, this is just to ensure the effect will be accurately made and done correctly from the first time. 

4. Please keep the suggestions for traditional RPG's! They'll have to be for general usage! Effects that are suggested here to be general use. This means that they will be useful for a good majority of games that plan on using them, and not specialized for only a few games. It would be unfair to others for them to make a work that is only used for very few games.

5. Traditional RPG Maker Playstyle! Effects that are suggested here are to be geared towards traditional RPG Maker playstyles. This means if it's something that will only benefit off-genre games or requires a complete change in the way MV is handled, it'll be off limits. Examples of ideas that may be off the traditional RPG Maker Playstyle would be platformers, shooters, racing games, etc. 

6. Only in Need of MV! Effects that are suggested here must only be in need of MV and no other external tools. This means, a suggestion made that would require an external program to be required to use it is out of the question. This includes TileD, too, as it is an external program separate from MV. This also means that Pixel Movement is an invalid suggestion as that will require collision checks to be made, which will involve the need of external tools. Visualized Skill -Trees would also be something that cannot be easily done with just RPG Maker alone without the help of external tools. 

7. Regarding Updating Existing Plugins! I'm afraid asking for updates of existing plugins to have new features or changes will not count here. This is because the older plugins may or may not be made with the ability to adapt properly to the changes made from MV 1.5.0+. Instead of me analyzing, hand-picking, and separate each plugin that can be have new changes made for, it will be simply better for you to ask on how to create new effects altogether.

8.  Regarding Real Time Mechanics! I'm afraid I'll have to decline anything that's related to real-time mechanics. As you've probably seen from the need of having FPS-synching plugins to the lag spikes found in the differences between desktop/mobile, making any kind of real time mechanic in RPG Maker just isn't practical.

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Let's see your suggestions! Remember! Lunatic Packs won't be released all at once! Once we've compiled a number of effects that pertain to a theme, we'll release a new plugin or update based on that theme!

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Themes

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Barriers (states) - State effects that will function as absorption barriers with specialized functions

  • Blocks specific damage types (physical, magical, certain hit, etc) (suggested by Silenity)
  • Blocks specific elemental damage (fire, ice, lightning, etc) (suggested by Silenity)
  • Different Damage Color Popup (suggested by Silenity)
  • Barrier Values based off stats (suggested by Yanfly)
  • Zarya's Particle Barriers (suggested by Owen Jarvis)
  • Maximum barrier amount that can be adjusted (suggested by Somewhat Eclectic)

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Before and After Effects (Actions) - Actions that will occur before or after all of an action has been committed to.

  • Changing HP/MP/TP (suggested by Yanfly)
  • Adding a buff, debuff, or state  (suggested by Yanfly) 
  • Recoil/drain effects  (suggested by Yanfly)
  • Conditional State Effects, if an action is completed while a certain state is present, it will produce a unique effect (by LazrElectric)

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Conditional Critical Hits (Damage) - Critical hits that will proc once certain conditions have been met

  • User/Target HP/MP/TP under/over x% - Critical hit will proc if user's HP/MP/TP is under or over x% (suggested by Yanfly)
  • High User/Target HP/MP/TP Rate% - Critical hit is affected by how high the % of the user or target's current HP/MP/TP rate is (suggested by Yanfly)
  • Low User/Target HP/MP/TP Rate% - Critical hit is affected by how low the % of the user or target's current HP/MP/TP rate is  (suggested by Yanfly)

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Conditional Passives (States) - Passive effects that will only appear under certain conditions during battle.

  • State Present - Appears a non-passive state is present (suggested by Goldschuss)
  • Debuff Condition - Passive State Conditions that appear once certain numbers of debuffs appear. (suggested by Alejandro SQ) 

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Destruction (Damage) - Skill/item damage that may increase/decrease based off certain conditions

  • Damage increase based off number of dead party members.
    Shabil Helix: For example Actor 1 can use a skill that powers up with each dead party member so the skill will deal 30% more damage with each dead party member.) Another example is Actor 2 can use a skill that heals a character more if the target character has low or critical health. (suggested by Shabil Helix)

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Destruction (Skill) - Skill/item effects that result in additional destructive effects

  • Suicide - Upon using skill/item, user will suicide at the end  (suggested by Yanfly) 
  • Empty MP/TP - Upon using the skill/item, user will empty out their MP/TP (suggested by Yanfly)
  • Add/Remove State - Upon using the skill/item, user will add/remove a state (suggested by Yanfly)
  • Add/Remove Buff/Debuff - Upon using the skill/item, user will add/remove a buff/debuff (suggested by Yanfly)
  • Clear States/Buffs - Upon using the skill/item, user will be cleared of all states/buffs (suggested by Yanfly)

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Protection (states) - State effects that block damage in unique ways

  • Damage Cut - reduces incoming damage by a specific % (suggested by Yanfly)
  • Damage Null - any damage under % MaxHP will be nullified  (suggested by Yanfly) 
  • Damage Barrier - any damage over % MaxHP will be nullified  (suggested by Yanfly) 
  • Damage Ceiling - any damage over % MaxHP will be capped at the marked percentage  (suggested by Yanfly) 
  • Damage Block - causes any damage to be decreased/increased by a set amount  (suggested by Yanfly) 
  • Guts - if the user receives damage that would be lethal, there's a % chance the user will live at 1 HP left  (suggested by Yanfly) 
  • WoW Purgatory (suggested by Shaun Pattenden)

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Power Up (states) - State effects that will result in powering up the affected unit 

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Punishment (states) - State effects that will result in punishing the afflicted unit

  • Undead HP/MP/TP - Prevent recovery of HP/MP/TP and it will result in damage instead (suggested by Yanfly) 
  • Backfire - When performing an action of matching condition, the user will also inflict damage to itself based off a stat (suggested by Yanfly) 
  • Shock Drain - Whenever the user takes damage, the original caster of the state will be healed a % of that much (suggested by Yanfly)
  • State Reaction - If the user is detected to have state x, then apply the proper effect. (suggested by Owen Jarvis)
  • Makarakarn and Tetrakarn - Reflects damage of certain types back at the user (suggested by Bearsharktopus Studios)
  • Negative Ions - Deals extra damage to random allies when user is struck by a certain damage type. (suggested by Wesley Sahonic)

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Rewards (skills) - Skill effects that rewards its user for good/bad playstyles.

  • HP, MP, TP gains (suggested by Yanfly)
  • HP, MP, TP, Item Refunds (suggested by Yanfly)
  • Applying/Removing Buff/Debuffs (suggested by Yanfly)
  • Applying/Removing States (suggested by Yanfly)
  • Rolling Critical Rate (suggested by Goldschuss)

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Misc - Misc effects that don't really belong elsewhere but will be looked into and sorted when categories/themes are made!

  • Elemental resistances that affect debuff success rates and critical hit rates! (suggested by Archeia)
  • Enemy Thieves - Streamlined from the Tips and Tricks (suggested by LazrElectric)
  • Different Damage Color Popup for different elements! (suggested by Matthew Gleason)
  • Dragonbones transformation graphics (suggested by Kazo)
  • Forced HIT, EVA conditions (suggested by Kirby5790)
  • Timed Quest Resets - Resets quests on a timed basis: daily, weekly, hourly, etc. (suggested by Joshua Pactor) 
  • Transforming States - Example: Your fire based skills apply a status: hot. every time this status is applied on the same battler the status goes up until a certian threshold is reached (maybe even affected by the battlers weakness) and is replaced with burning, wich is the classic dot, but makes the battler immune to hot, as long it is active. (suggested by Patrick Spothelfer)

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Files

Previews only

Comments

Anonymous

Hi, like for subclass, it could be nice to have "title" for character like on Tales of Series which give bonus stats flat or per level, or change bonus stats per level, i searched before posting and I did not find anything like that ^^ It could be good mecanics for Characters choices and their evolutions

Nina888

Hello, you can build a plugin for create a enemy book who can work with your enemy level plugin (and make the element variation, and the level variation do be too)?