Home Creators Posts Import Register Favorites Logout

Content

Last week, I've asked you all what types of plugins you all wanted and if there are any suggestions regarding them! I've built the new poll for the plugin(s) you wish to see after the release of the Actor AutoBattle AI plugin. :D

This thread will double as a poll for the plugin to be made and as a miniature suggestion box for the kinds of plugins you'd like to see made! If you have an idea for a plugin you'd like to see made, please leave a comment below! I will have to implement a new rule though. If you've already made a suggestion that made it onto the poll itself, I would like to ask for you to hold back if only to give other patrons a chance to put up their ideas, too! Granted, you're still free to make suggestions, but having a bit more devs contributing their ideas may also sprout newer and fresher ideas, too! :D 

And so, without further ado, onto the poll!

---

Accuracy & Evasion Alteration: (suggested by Jonathan Fox)  I'd like a plugin that changes the way that accuracy and evasion work.  For example, instead of completely missing, you'd take half damage - but would still avoid any status effects that are associated with the attack.  This would allow designers to give some classes/equipment/skills /monsters very high evasion, as a strategic option to avoid status effects and some damage mitigation, without the constant annoying "miss!" feeling. 

Auto Save: A staple function in most RPG's nowadays. Will include the functionality for the player to turn it on/off from the Options Menu. Also a small message that appears in the lower corner of the screen to indicate the Autosave is successful and whenever they occur.

Damage Popup Skins: Pretty up the battle system with some different skins for damage when using certain skills! Got any icy look for your ice spells? This is the one for it!

Dedicated Formation, Row, Equip Battle Commands (separate): (suggested by Jeff McIntyre)  I think a good plugin (or series of mini plugins) to add would be a streamlining of Battle Scene commands. Something like your In-Battle Status Plugin, but for other menus would be a great add for those of us not using the DTB.  For example, right now the Formation, Row, and Equip battle commands added by your plugins all leave the battle scene temporarily, which causes issues if you're using anything other than the DTB. Like how it messes with the Turn Order of STB, erases the order display with  CTB, and causes crashing with OTB. Even the Party Switch Command has issues with OTB, since characters skip their action in the current turn and next turn after you tag them in. Having a way to change equipment, party, or possibly options, without exiting the battle scene could go a long way. *NOTE* If this does win, a separate poll will be made for which command would be made since dedicating functions to them in a different scene setting require more work. These will not all be made at once.

Equipment Levels: (suggested by Vyzzuvazzadth) Be able to gain experience for independent weapons and armors to boost parameters and/or add new traits. *NOTE* If this wins, a new poll will be made on how you would like for equipment to gain experience points.

Event Page Conditions: Get more control over the page conditions for events in your game with this plugin! No longer limit yourself to what the editor only allows you.

Price Manager:  Allows you to adjust shop prices individually per shop or on a global scale!

Stat Distribution System: Earn stat bonuses through a distribution system in a new menu instead of just using the patched up Skill Learn system menu!

Randomized Shop Inventory: (suggested by Randy Weyer) "I posted this elsewhere, but randomized shop inventory. It could work like the battle loot system, where items have a certain chance of appearing when the shop is created."

Recover All: (suggested by Jeff McIntyre) Recover All - An option that can be placed in the Main Menu, or accessed via common event. When this script is run, it looks through all skills available to the party, and then systematically activates skills to revives dead characters, then activates healing skills, until party's HP is full. I've been playing a lot of DQ11, and I use this option pretty frequently after minibosses or when grinding.

Scan Enemies In-Battle - Instead of having to rely on a Scan skill or whatnot, give your players the ability to press a button while selecting an enemy to view what they've learned about them from parameters to elemental weaknesses to what kinds of state resistances they have and to even the skills they possess.

Skill Levels: (suggested by Vyzzuvazzadth) Be able to gain experience for skills to do more damage, gain more traits, or produce other effects.  *NOTE* If this wins, a new poll will be made on how you would like for skills to gain experience points. 

Swap Enemy Extension:  More control over the enemies swapped in: ie levels, states, etc. Get more control over the actual RNG that happens in your encounter setups! 

Throw Item (Battle): Classic Final Fantasy ability to throw weapons (and other items) at your enemies to deal some damage! Naturally, the item is lost in the process. 

Weapon Loadouts: (suggested by Jeff McIntyre)  I think an interesting idea is equipment swapping more akin to Dragon Age Origins, where your Armor and Accessories can't be changed in battle, but you can "Swap" between two different Weapon/Shield Loadouts. This kind of utility could mean that if I find myself in a battle with flying enemies, I can Swap from Sword and Shield to using a Bow. Or, if I feel I want to kill an enemy faster, switch from Sword and Shield to a Two-Handed Sword.  It would also help that if you have an elemental weapon equipped and suddenly find yourself in a fight against an enemy immune to that element, you can switch to your backup weapon instead of not having any options.

---

For the list of ideas that didn't make it, I'll provide some reasons why. Keep in mind, I won't do this for every plugin, as some of them already exist in the list or others have too much similarity to other things that people have suggested or stuff that I've already made, but I feel it's important to make mention of some of these:

---

 by Jonathan Fox 

"I'd like a plugin that changes the way that critical strikes and critical evasion work.   Critical strikes could ignore defense.  This would be cool since then, every player/enemy could have a chance to inflict meaningful damage in a battle, even if the target's defense is significantly higher.   This solves the problem of low-level enemies becoming too weak and boring, and high-defense characters becoming overpowered.  Also, critical evasion could be used to mitigate the amount of defense that is ignored from critical strikes.  So for example, if you have 30% critical evasion, then a critical strike would ignore 70% of your defense, rather than 100%."

The reason this plugin won't be made is more like it couldn't. At least, not with the way MV is designed. DEF and MDF calculations made for skills are done through the damage formula, which are lines that are depicted strictly by you, the developer. Critical calculations are done within the damage formula itself, which means, the creation of the damage value has to go back and undo itself after it's been made, meaning there's a high chance for conflict and error, something that's better off avoided. Fortunately, there are alternative ways to provide advantage from critical hits which can be found in the Critical Control and Skill Rewards plugins.

---

by Burleigh B. Hickman

"I would like a lighting plugin.  The usual flickering torch."

This plugin can certainly be made, but at the moment, I think there's already some extremely well made ones out there. Terrax Lighting system and Khas Ultra Lighting both work very well with my plugin library and they're both very highly compatible. I've also looked through their plugins and there's really nothing new I'd add which they haven't already.

---

by Studio Blue

"We'd love to see a plugin for either STB or OTB that allows you to specifically wait until before or after another player/enemy. True Turn Order Manipulation."

Unfortunately, I won't be dabbling into this one mostly because STB support is still in a discontinued state and OTB is something maintained by Fallen Angel Olivia.

---

by Joanna Truman

"I would love to know more of what you're thinking with the Quality of Life plugins - super curious about that. Also, I am always looking for ways to customize and improve the menu - currently struggling with it in my own game - so I would love to know what kind of menu plugins you're thinking. And finally, dying for that Autosave plugin from round one. Thanks for all of this Yanfly!"

Some of the Quality of Life features I've been thinking about would be plugins that add extra options to the game to ease information for the player or game development process. Examples would include an Encyclopedia menu entry or simpler things like on screen windows that popup to give the player hints as what they can do.

---

And that's it for this thread! Happy voting! :D

Comments

Anonymous

Hi, Yanfly. I might be a little late in this thread making suggestions, but I'll give it a try. I'll suggest a charged skills plugin. It's not complicated to make charged skills with lunatic code provided by your plugins, but we have to create a state to every charged skill that we want. So the idea would be have a notetag which would let us to determine the number of turns we want the skill to be charged, when the number of turns is reached, the skill would be released.

Anonymous

Utility Cover Mechanics. I'd to see some additional options for how Cover works. By default, Cover protects allies with critical HP from all incoming Physical and Magical Attacks. It would be nice to change this to a default percentage (like has a 75% chance to Cover under these conditions), but also the ability to tie your Cover % chance to a stat (the way you have where Base Parameters can affect Ex Parameters). It would also be nice to see Actor, Class, State, etc. note tags that allow us to change how Cover works, like "Always Cover targets affected by x State" or "Always cover x Actor". I'm thinking about the way Cecil's Cover skill works in FF4, or how Hendrick's Forbearance ability works in DQ11.