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I currently have 3 plugins in line planned for release. Without holding back on the spoilers, they are what I personally call the Eventer's Triforce:

Here's what they are along with a description of what each one can do:

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1. Event Copier

Have you ever made an event template to copy and paste from? Good. That's an efficient way to go about reproducing events that are repeatedly found in your game. But have you ever decided that you suddenly want to make a change to that event... after you've copied and pasted it a bunch of times already?

Now you've gotta go hunt down every single one you've copied and replace it. What a pain, right? Well, the Event Copier will allow you to streamline that process. You make a template event, and any events that will use this plugin's notetag will copy everything from that event in the most up to date version in-game. This will include the sprite graphics, the self switches (and self variables if you are using those), the conditions, the pages, the event commands, and even the new Notetags. The only things that won't be copied over will be the ID, X position, and Y position for obvious reasons. 

This way, you can streamline your eventing process without having the need to finalize an event before mass producing it.

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2. Event Morpher

Those familiar with RPG Maker will know that you can change the way events operate through different pages. However, what if you wanted one event to completely change into another, aka morph? By morphing an event into another event, the morphed event will completely replace all of its properties from pages, conditions, event commands, etc. with the event it morphed into.

This can allow for more progressive systems as the player goes through your game. From things like plants to mineral veins to new NPC's hired to keep a store running afloat, by morphing an event, you give it a new purpose and ongoing functionality.

Furthermore, this plugin allows you to preserve any morphs you want, so that the next time the player loads your game, revisits the map with the morphed event, or simply comes back from battle, the morph changes remain.

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3. Event Spawner

 While in RPG Maker MV, there's the ability to make events hidden and reveal themselves to make it look like they've spawned out of nothing. However, there isn't an innate function to actually spawn an event from nothing. This plugin will provide users the ability to actually spawn an event that is premade and ready from another map(s).

A spawned event will contain all the data from its original source, from the event's page conditions to the event commands to the graphical settings. And should the original source be updated in the future, the spawned event will update as well. Spawned events can also be preserved and remain on the map if the player reenters the map or reloads a save.

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I plan on releasing tutorials as follow ups on how to use these plugins as they're all have immense potential for all evented systems out there. Exciting, huh?

And that's just the part I'm stuck at. I'm unsure of exactly how I should release these along with the tutorials so I figured I'd let you, my patrons, decide!

Option A - Release based on the current format. Each month, a plugin release along with a tutorial video or two to go with it.

Option B - Release all three plugins within a week to two of each other, the follow up months will be mostly tutorial videos on.

All of the plugins will be released. The same goes for the tutorial videos. They just have to be made/touched up. The same plugins and videos will be made either way, but I'm giving you, my patrons, a way to decide on the order these will be released.

The voting will start now and last a week from this post until June 16, 2018 at 12:00AM EST!

And feel free to ask questions in the comments below!

Comments

Finn Haverkamp

Honestly, I'm great with either option. Whichever you prefer, to keep your work interesting.

Anonymous

I say use the current format, it seems to work and we don't want to see your health get effected by overworking yourself.