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First off, I'd like to announce the winner of Patreon Poll #3: the Auto Save plugin! Poll #3 has been an awfully close poll with Auto Save, Bestiary, and State/Buff/Debuff Popups all close together. However, Auto Save pulled in front at the 11th hour and won! :D

This will be made after the Skill Mastery Levels plugin from Poll #2 is complete!

And now, onto the contestants for poll #4!

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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. 

Battle Transformations: (suggested by Vyzzuvazzadth)  A character has the ability to morph into a beast, basically changing into a completely different battler/character/actor with full HP, different stats and skills, similar to the Druid's Polymorph or Shapechange ability in Dungeons & Dragons 5th edition. The player can morph back at any time or keep going until an attack deals a killing blow to the beast, in which case the character morphs back into the very same state he/she was in before the beast morph took place and takes the overflow damage from that killing blow. 

Bestiary: (suggested by Nina888)  Hi, it's possible to have a plugin suggestion where a bestiary or a enemy book where the enemy level plugin alter it ( if the enemy is more powerful if it is lvl 5 and if not have a level ?) because the main enemy book plugin in the base plugin don't work with good if the enemy lvl plugin is here ( it work like the enemy lvl plugin don't in the game project). 

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.

Eject System: (suggested by Mats Lindgren)  Hi! I'd like to suggest an Eject system, where party members are removed from the battle (either temporarily or for the duration of the battle). Kind of like when Thrust Kick is used in FF10, or Strago's Transfusion in FF6. 

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.

Equip Passive States: (suggested by Fen Butler) If I may make a suggestion, I'd like to see Record/Legend Materia/Evilities from FFRK/Disgaea.

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!

Skill Charge Time: (suggested by Marius)  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. 

Status Rate Accuracy: (suggested by JosephSeraph) - My suggestion is an extension of the Selection Control plugin that allows the hit rate of status ailments / buffs / debuffs be affected by a formula based on how many targets there are, so a Poison damage spell that has a 100% Poison inflict rate, not only will have its damage spread, but also its %inflict rate. Also, allowing the developer to alter the target division formula themselves within the plugin specs.

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.

Roguelike-Movement: (suggested by Matthew and Goldschuss) - Would it be possible to have a turn based movement plugin that is compatible with your Move Route Core? Movement would work as normal except for events that have a notetag that specifies how many tiles they can move per move of the player. For example, a event has the notetag move: .5 will move once every two steps the player makes and the event with move: 2 would move twice for every step the player makes. This would allow for more interesting movement puzzles and give players a opportunity to avoid enemies that chase them if they are smart about how they move across the level.

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.

State, Buff, Debuff Popups: (suggested by ScottScotthRobot) I think it would be amazing to add an option for state/buff/debuff popups to show as well.  I've seen a few popup plugins with this option in the past, but they all seem to have compatibility issues with other plugins. 

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.

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As for a suggestion that couldn't quite make it, I'll be explaining my thoughts on why:

(suggested by D.R.G.): In this plugin the player characters can have custom idle animations while the player is picking what they would like to have the characters do in that round of battle. for instance while the player is selecting skills in the background you can see the characters roaming around the field doing this such as walking towards the enemies maybe walking away as if they are nervous, etc. this may be confusing so here is an example i got the idea from ( https://www.youtube.com/watch?v=5778p5y6kpc )  the example is in between 0:02 and 0:07 where the main character (right) is walking around. the reason i want this in is because it would just make things a lot more interesting and less, defaulty (if that's how one would describe it) and it would just add flavor to the game.

For something like that, it would actually interfere with the way the Battle Engine Core is structured. The movement patterns used by the Action Sequence system created by the Battle Engine Core is made specifically for skills. Unfortunatelly, there's no way to properly "parallel process" the idle animations to make them applicable in the idle animation sequence without completely rehauling how Action Sequences would work.

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Also, if you have any suggestions for plugins to put onto the 5th Plugin Poll, make some suggestions in the comments of this post! :D

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And so, happy voting everybody! This plugin poll will be closed once Skill Mastery Levels is officially released! Keep in mind that you can vote for multiple entries! Have fun, all! :D

Comments

Anonymous

So as u suggested I'll post here. I want to ask that would you mind to add some features to the raw formation plugin, please? Because I was trying to make a formation system like "阵型 (Zhen Xing)" in some old Chinese RPGs. It works as if the party raw is in some specific "shape", then it buffs or even active some exclusive skills for all members. For example, if it's in the shape of an eagle, the party increases speed and attack but decreases defence; if in Panda increases luck and HP but decreases speed. Thanks a lot!

Charles W.

Is there a plugin to make relationships with actors? Positive and negative with perks for both. Different conversation options, weddings, divorce. If your relationship is high enough get discounts or new dialogue options? This might not be a plugin but thought it would be neat