Thisplugin provides an endless stream of diverse and captivating dungeons. Never know what awaits you around the corner or behind a mysterious door. With its help, you can create a multitude of different types of dungeons: from ancient underground mazes to eerie castles, from caverns with unexplored treasures to grim dungeons with monsters ready to test your courage.
The plugin creates a specified and configured dungeon based on your settings in the configuration file. It places the dungeon schematic at a random location in the world, checking if the location is within a region and if the block is not lava or water. If the plugin fails to find a suitable location after 5 attempts, it sets the dungeon stage to a waiting mode and it will only spawn after the specified timer expires (Refresh in the cfg). The dungeon schematic must include a chest block, which you will specify in the configuration, otherwise, the plugin won't be able to process the schematic.
Do you love classic dungeon crawlers like the Wizardry series and Shin Megami Tensei? Have you ever wanted to MAKE YOUR OWN for the Game Boy handheld? Now you can with help from this new GB Studio plugin!
The referencing feature on Obsidian lets me confidently paraphrase without stealing. All I need to do is put a [^lazydm] where I want the superscript to be within the text, and then at the end of the note, I put something like:
I add metadata to every session for use with the Dataview plugin later, in case I want to do a search for all sessions that involved a particular NPC or that took place in a certain location, for example.
I fill out the Session Summary section after the game, but I put it at the top so I can immediately see what happened in the session in case I need to refresh my memory on it in the future. I also identify this section with a ^summary so that I can embed it in the next session, as a recap - more on that below.
Scenes are a list of events that I THINK will happen. My players frequently surprise me, which I welcome, so I also list these with checkboxes so that I can keep track of where the story deviated from the plan.
That way, all I have to do is hit CMD + ; and select the right template from the list, and the text above is inserted at the beginning of the note as frontmatter, with all the fields I need to fill out. The date is also automatically generated.
The best part about this plugin is that it integrates with the Initiative Tracker. When you create a statblock and save it, that monster then becomes available for use within the Initiative Tracker, as you can see from the screenshot above.
This mod was designed to function as just an adjustable version of LCPD (its second incarnation) with optional features. Thus, for details about each optional feature/plugin that follows you can visit the Lovecraft PD link just above. The version of Shattered PD that Plugin PD is based on is v.0.6.1b.and of Lovecraft PD v.I.I.IV (both stated explicitly in-game). Because of its base on a slightly earlier version of LCPD, the features missing from Plugin but that exist in the most recent complete version of LCPD will be also mentioned here to avoid confusion. For details about additions and changes in Shattered PD up to version 0.6.1 you can visit this link.
In the beginning of each run the player chooses from none to all of the following plugins. The order that they are listed and all the plugin descriptions inside the primary bullets are those displayed in-game.
Unfortunately the mod's main feature is bugged: if the player exits the game and re-opens the run, all the plugins are practically turned off, and Plugin PD becomes mostly a Shattered PD v.0.6.1b. In other words, to keep playing Plugin PD, you must not exit your run until you finish it.
As mentioned before, Plugin PD was based on Lovecraft PD, developed also by TypedScroll/AnonymousPD. In Lovecraft PD, the Luger gun (which was used mostly by the SS during WW-II) is sold for 1488 gold, which for nazis and neo-nazis has the code meaning "We must secure the existence of our people and a future for white children." (for more details visit this link). For the second reason, as Lovecraft PD was considered to be promoting hate speech by including a nazi dog-whistle, Lovecraft PD and all the other mods of its developer (Plugin PD, Overgrown PD, Statistics PD), along with the developer himself have been permanently banned from the PD subreddit.
RPG Maker MZ's random "Generate Dungeon" feature is pretty barebones and doesn't give you a means of generating dungeons in-game. This plugin seeks to remedy those problems by giving you, the game dev, full control over the way the randomized dungeon looks through cell maps, utilizes a better random dungeon layout algorithm, and generates them during gameplay allowing for a potential roguelike experience.
A: Yes. If you bought this plugin directly, go to your "My Library" link tied to your
itch.io account by clicking on your profile in the upper right corner of the screen. If you bought an Access Key associated with this plugin, then you can just simply download it directly from the page.
A: No, it does not. VisuStella MZ plugins are specifically made for RPG Maker MZ. If you are looking for an MV version of this plugin, there's a highly likely chance you can find an alternative of it from Yanfly Engine Plugins, Fallen Angel Olivia, Atelier Irina, and Arisu's Dollhouse as the VisuStella MZ plugin library is created by these same individuals.
A: VisuStella MZ Tier 0 through 4 plugins should be compatible with each other. We cannot give certainty for Tier 5 plugins as they are made as a one-of compatibility patch. Compatibility with plugins outside of the VisuStella MZ library are also harder to judge so we cannot give any clear answers for that.
This is my Dungeon Party (Dungeon bot) for WRobot.
It's an advanced plugin that makes it possible to use/make dungeon profiles.
It makes sure that your groups stays together, lets the tank pull while the group follows.
Reset tool: This tool will "reset" the current map the player is in. It accomplishes this by 1) saving the coordinates the player entered the map and teleporting them to those coordinates when the tool is used, and 2) manipulating the self-switches of events set up to interact with the tool.
Arrow tool: This tool will shoot an arrow in the direction the player is currently facing which will travel for the configurable range number of tiles, or until it collides with either an impassable part of the map or an event. If it collides with an event, it will check and see if that event is interactable with the arrow, and if so, it will manipulate the self-switches of that event. It can move through otherwise impassable map tiles if they are painted with the passable region ID.
Bomb tool: This tool will set a bomb down at the player's current location which will explode after a certain amount of steps taken by the player. Events nearby that are hit by the explosion will be checked to determine if any of their self-switches should be manipulated.
Boomerang tool: This tool will shoot a boomerang in the direction the player is currently facing which will travel for the configurable range number of tiles, or until it collides with either an impassable part of the map or an event where it will then return to the player. It can move through otherwise impassable map tiles if they are painted with the passable region ID. When passing over an event, it will check if the event can be "picked up" by the boomerang as well as if the event should have its self-switches manipulated by the boomerang. The boomerang can pick up an unlimited number of events. Since the boomerang returns to the player, the player cannot move while this tool is active.
Hookshot tool: This tool will shoot a hookshot in the direction the player is currently facing, which will travel for the configurable range number of tiles, or until it collides with an impassable part of the map or an event. If the event it collides with is tagged as interactable with the hookshot tag, it will pull the player to the event rather than returning to the player. Since the hookshot returns to the player (or pulls the player to the hookshot), the player cannot move while this tool is active.
Interact tool: This tool will simply interact with the event(s) in front of the player. Something like a pickaxe or axe to cut through a stone or tree that might be blocking the player's path.
Lantern tool: This tool will show a [CGMZ] Light Effect around the player. When the player moves near an event that interacts with this tool, it will have its self switches turned ON. When the player moves away, the self switches will turn back off. You can use this to create hidden events, hidden floors over pits, and many other uses.
There is some eventing necessary to get these tools to interact with the correct events, so I have also included a demo project which shows one approach to making them function in dungeons. You don't have to do it how I do with self-switches, I just prefer that to avoid using global switches whenever possible. You can get image resources for the tools from the attached demo as well.
This plugin supports both keyboard and gamepad inputs to use and select the tools. You can also assign a key or gamepad button to cycle to the next tool without needing to open the select tool menu. Touch UI is also supported with a button to use, select, and cycle tools.
This is posted to Itch.io since some people only use Itch and are not aware my Patreon and all of my beta/alpha plugins exist, or want to have everything in one convenient location (
itch.io), or do not want to do a monthly subscription.
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