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[POLL] HOW MANY PLUGINS DO YOUR GAMES USE?

Poll

How Many Plugins Do Your Games Use? - Results

None
6
46%
1-3
2
15%
4-6
0
0%
7+
5
38%

Posts

Pages: 1
And which ones? I thought I'd do an informal survey.

Currently using Fast Atb, to speed up battles in general (since long ATB charge was the most common complaint). Using Date and Time to great effect (I have a calendar system, so both game time and real time are in place at different parts of the game). I used Pathfinder for a few monsters that chase the character to start a battle, and some events that require characters navigate out of a room or to a specific location with obstacles nearby. I used Keyboard Mouse Input for a password to do NewGame+ ("press Esc to restart" it says after it's too late the first time), and to do limited mouse maps. Conditions Icons was the first (and if I have my way, only) plugin I made myself, and I used it to huge effect since I have over 60 status conditions (it's past the point that I can animate using battlesets since there's only like 30 in Animation 2). Animated Monsters, I actually got help from someone to be able to only use for certain bosses instead of all monsters having frames. DynText was actually the last to come, since the first time I tried it, I couldn't get it to work at all. This time I basically made a big blank blackboard style picture, and used it to show stored items from Steal left over from inside battle.

So yea, i think that makes 7 plugins.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
In the old days, we put in actual effort into crafting custom systems rather than copypasting scripts from all over the place and calling it a game.
Hey now, none of that.

I'm not like those VX types that just download a bunch of scripts and have buggy rpg code. I've got plenty of custom systems too. I've basically pushed the limit of what my system can do (it's got plenty of stuff from Alchemy custom screen, to battles with loads and loads of random target attacks to an actual debug system that lets me change switches/variables at will). I use scripts for what the game couldn't do without help (trying to find a workaround for monster status in battle, which is left out of the condition branch code for some stupid reason), or for automating things that take a bunch of game resources away. Though I pretty much suck at C++ coding so my rpg code is actually better than most people's scripts.
author=KingArthur
In the old days, we put in actual effort into crafting custom systems rather than copypasting scripts from all over the place and calling it a game.

In the old days, projects were full of scatological humor and irreparably buggy combat systems. We called those games too. You might be able to argue that the RM* community is less fun nowadays, but there's no doubt that the games released on RMN are generally more playable than the vast majority of stuff that was around a decade or so ago.

This topic IS pointless epeen crap, though, that I can agree with.
Though I don't use plugins (yet) I can see their validity for sure. There is a smug satisfaction gained from making the engine do something it wasn't designed for. Unfortunately, outside of people who work with that engine, if it doesn't play well or is fun no one will care.

I do use modified executables though to extend the number of switches/variables, picture limits etc but these plug in scripts are new and terrifying to me :P
I know what you mean about terrifying. I understand rpg2003 coding for awhile now, and can do most things. Trying to get the plugins to do the rest involves trying to enlist help from actual (reluctant) coders, since when people try to explain it roughly 2/3 of the time I'm like "Huh?"

Sorry, I didn't have a computer science background, I was a history major. I happen to be pretty good at coding, but C++ often gives me a brain-fart.
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