Unreleased plugins that still want to see the light of day

Here are two plugins that I was creating during my break. These still are likely to release because they were pretty much completed. Just small things like window and text placements are left for these.

A while ago I started recreating the Final Fantasy X equipment customization system. Here’s the current stage of this plugin:

The equip menu shows all of the abilities on the selected piece of gear – in this case the ultima sword.
Customization like in FFX.

And here is a plugin that I was creating that was trying to mimic a system that I never actually played myself, the equipment skill learning from Final Fantasy 9. I also added the passive skill selection menu, where you could “equip” passive skills to your characters based on how many “magic stones”, or as I call them right now “PP” (passive points), they have. This one I am a little more hesitant to release because I haven’t played FF9 ever and I’m going by FFwiki entries and videos.

Lower left shows abilities and passives of this piece of equipment.
B.Magic Lv2 is activated, the other passives are not activated because Priscilla does not have enough PP to have them all active at the same time.

[RMZ][Snippet] Final Fantasy 14 – Cure III

My version of the Final Fantasy 14 white magic spell “Cure III”. In Final Fantasy 14 it heals everyone in a small radius around the target. I implemented this into my game by basically making it heal the target and all the heroes around the target (so if you have a 4-man party and you target Hero 3, then the spell will heal Hero 2, Hero 3 and Hero 4).

You need the Visustella Battle Core plugin for this.

Use this code snippet in the Cure III spell notetag box:

<JS Targets>
const battlers = $gameParty.battleMembers();
const index = this._targetIndex;
const selectedTarget = battlers[index];
const nextTarget = battlers[index + 1];
const prevTarget = battlers[index - 1];
targets = [selectedTarget, nextTarget, prevTarget];
</JS Targets>

Hi.

Today, I randomly remembered this page. I guess it’s more than obvious, but I have not been active on here for a long time. Around two years actually. It’s insane, how quickly time has passed…

From the statistics that I have access to, I can see that there is still a few people visiting this page almost daily. I feel incredibly bad for leaving you few people hanging for what has almost been two years now.

I’m not going to write a novel and bore you. Instead, I’ll come straight to the point. I have mostly lost interest in RPG Maker for many reasons. Times change and so do all of us, life has gotten busier than I could have ever imagined it to be able to be. RPG Maker has become something, that I engage in once in a blue moon now.

I no longer develop plugins and the work on all the current ones has pretty much stopped. Had I known that I wouldn’t continue developing them, I would have told you two years ago. Back then I thought, I would return and port all of my plugins over, but this obviously did not come to pass.

So what happens with this blog? It will definitely stay up, so that people who wish to access my plugins and code snippets can still do so from here. That’s the least I can do. I guess I might post a code snippet here and there every few months, but otherwise there’s not going to be much new content for the foreseeable future. I apologize.

Thank you everyone and I wish you all the best in everything you do.

Cheers,

Alistair

Quick Update II

While I’m still trying to get all the updates and plugins finished up, I can drop a little preview for another plugin that’s in the works. This is NOT a finished plugin yet 🙂 There’s still a bunch of stuff that I want to change and that I have to implement etc.

You can define custom skill categories btw, they are not tied to your database skill types or anything like that. And you can add any skill you want into it. Here is an example of me naming a category some random expression:

I feel like in theory this would open up a lot of different ways to implement skill progression into a game, but we’ll see how it actually works out in the end. Still lots of testing needed for this plugin. You can expect it way after the stuff I announced in the last blog post. I’m really slow these days and I know I sound like a broken record but life is really, really busy these days. You’d think the pandemic would give me some time but it kind of does the opposite, it’s really weird.

Anyway, take care and have a nice weekend,

Alistair