Toward the next version: Suggestion welcome


With the Cards Battle On Map plugin going well, soon I'll be able to return to work on some of my "older" plugins. 

RPG Style, Stats and Skill is surely the oldest in term of "improved versions" and I'll re-open it.

  • First of all I want to do a "state-of-art" check to see if the code is old and I might as well rebuilt it from scratch (with the usual retrocompatibility of course) to improve stability, functionalities and modularity.
  • Second I think I'll remove the 20 skills, 10 stats cap to make it dynamic, you want 900 Stats and 1 Skill, why not!
  • Third, visual improvements, while the general feeling of the plugin will stay the same it will have some better graphics (actor selection based on the dev choices, gauges, etc..)
  • Fourth, external plugin calls: Since the Cards Battle plugin is compatible with Stats & Skills, it will need an external command to access the Stats & Skills of the actors. This external calls will be available for other uses too such as RPG Maker Editor script call (not really needed since there is the plugin command) or other 3rd party plugins
  • Fifth, improve the stats/skill to RMMZ parameters conversion

Those are only my initial thoughts, if there are suggestions please tell me and I see what I can do!

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Comments

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The ability to call for skill checks in events using plugin commands or script calls

Making it to where you can use stats in damage formulas for skills would be cool! Also optionally choosing to have players roll for skill checks would be awesome

Also, the ability to re-name "stats" and "skills" in the menus would be appreciated

(+1)

Oh shoot, that's so simple yet I never thought about it!

Last suggestion: A plug-in command that makes skill checks with specifically defined skills. I can only call to open the skill menu and that feels redundant when I want players to make specific checks

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i have been searching for a way to reproduce as close as i can DnD 5e in RPG make MZ and your plugins certainly help get closer to that ideal

I agree about adding the possibility of dice rolls for skill checks and maybe have the possibility of using different dices, maybe even adding the possibility of using the stats and dice rolls during combat to calculate things like damage and defense (that can already be done without plugins by modifying the formula to use random numbers but there is no possibility of using stats)

also i supposed this could be a completely different plugin but maybe something like an stamina bar that is determined by your stats, like your constitution

I'll see if I can add the part about the battle, should be doable !


As for the stamina, that is too specific, maybe I can think about more info to show 

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yeah I feel this plugin has a lot of potential for interactions and compatibility with other plugins like maybe a plugin that adds a weight system like in skyrim and the max amount of weight gets determined by your strenght stat if you have this plugin installed and things like that

or for example i can see compatibility options for your multicrafting plugin like maybe you can add an option where certain recipes require a certain stat to be a certain level like intelligence if you want to make a potion or dexterity if you want to make like picklocks or like having a higher stat reduces the possibility of failure in certain recipes and things like that

I could see similar interactions with your conditional disable/hide choices plugin

I just see a ton of possibilities, that being said i dont know how realistic those are and how hard it would be to implement them

Those are good ideas!

The RPG plugin already sends out stats and skill value so conditional choices plugin can already work with it

It's an interesting addition to lock Multicrating formulas behind stats and skill prerequisites, will add to the ToDo List!

Skill check passed.

You should know what I mean.

I have used some gap plugins that use dice to release narrative power. VisuStellaMZ's Dice Rolls & RNG Seeds plugin for RPG Maker MZ plugin has some flaws.

The biggest flaw is that it cannot introduce skill damage formula

That's a good idea, it's even an easy implement via command and external command

With some work I might be able to implement it into the RMZ editor formulas

The second biggest flaw is that it is not flexible enough, and the number of dice faces is limited to a few fixed types.

In a sense, they are "cheating". They never told me how the dice animation in the demonstration was done. I was attracted by the demonstration video and paid for it.

Ah, I can understand :(

I see what I can come up with, the more dice the marrier 😁