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MVeomereolsson's suite

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: eomereolsson's suite
  • Original author: eomereolsson
  • Original date: November 7, 2022
  • Source thread: https://forums.rpgmakerweb.com/threads/eomereolssons-suite.152525/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

For my recently released game Harold's gone rogue (shameless plug) I did some custom plugin development and decided to publish this work, so maybe someone else can also benefit from it. Terms of Use: - free to use both in commercial and non-commercial projects, provided credit is given to eomereolsson in an easily accesible place - DO NOT redistribute these plugins outside of your game, but rather link back here

Archived First Post

For my recently released game Harold's gone rogue (shameless plug) I did some custom plugin development and decided to publish this work, so maybe someone else can also benefit from it.

Terms of Use:
- free to use both in commercial and non-commercial projects, provided credit is given to eomereolsson in an easily accesible place
- DO NOT redistribute these plugins outside of your game, but rather link back here

Are you using both Yanfly's Message Core and Phoenix KageDesu's Help in Messages? Are you tired of configuring help messages for every database object and inserting the \TM escape codes in each text individually? Well, look no further. This plugin will automatically surround any \ii[n], \iw[n], \ia[n] and \is[n] used in messages with the \TM codes and automatically generate the help text that is displayed from the database icon, name and description.

Do you have some classes that only use MP, some that only use TP or maybe even some that start out using one and then after some levels also get access to the other one? Do you want to show the player only the gauges they need, but the gauge swapping notetags from Yanfly's Skill Core just don't cut it? (Because you are either lazy or because the need for gauges can change dynamically during the game? This plugin will talk to the skill core and tell it to swap gauges depending on the actors available skills.
Speaking of skills: this plugin will also check if an actor has access to any skills of a skill type and only show that skill type for that actor if they have at least one skill in it.

There are a lot of great plugins to display notifications. However all that I could find required the game dev to manually issue plugin commands to display said notifications. If I decide to give out 99 gold instead of 100 I also need to remember to change the plugin command. If I decide to change the general formatting or spelling of the notifications I need to go through all previously created events and change the plugin commands. This plugin wants to change that. It will look out for any gold, items, equipment MP/HP, ... gained or lost and tell some other plugin to display a notification according to parameters you set. Since this plugin is not capable of displaying notifications itself it requires EOM_NotifyInterface.js.

If you are using the amazing FTKR_ConnectingMapGenerator.js by フトコロ you may have noticed that when saving and loading on an assembled map that is not the default 2x2 the map looks all kind of wonky. This is because the plugin does save all necessary data to reassemble the map again after a load - except the dimensions of it. This fix simply stores these to numbers in the save file and loads them from it, so the connecting map generator can work its magic properly.

Sometimes there are skill types that you don't want to show up in combat period. In Harold's gone rogue for example each actor has the "Basic" skill type the player can use to look up their character's Attack and Guard outside of combat. But in combat they do have the attack and guard commands already. They don't need a "basic" command that then lets them choose attack or guard again.
This plugin takes a list of skill type ids and hides them from combat.

This fixes a very niche issue with Hime's hidden choice conditions that is normally not even an issue. Basically the escape codes of hidden choices sometimes still get evaluated. This normally has no visible effect on the game. Unless you are like me and use escape codes in the choice text to create tooltips for said choice text. Because then said tooltip will show up even though its choice is hidden.

This isn't much of a plugin at all and more of a convenient hook to execute javascript code when an item is gained by the party.

This isn't much of a plugin at all and more of a convenient hook to execute javascript code when an actor learns a skill.

After the default engine's message "actor is now level x and gained these skills" there will be now also further messages detailing the stat gains. Optionally this plugin can also heal actors by the amount of max. HP/MP they gained on level up.

Are your players tired of you telling them to input a number and then telling them the number is invalid and the should try again? Make both your lives easier with this plugin and just limit the numbers they can input with plugin commands.

Are your players tired of seeing a disabled escape button but you won't allow them to anywhere in the game? This plugin will straight up hide the button from their eyes.

This plugin on its own does nothing. It gets told by other plugins of me (like the EOM_AutoNotification.js) what notifications to display. And then it doesn't even display them itself, but rather tells yet another plugin or the default engine's message system to display these notifications. Note that the game this was originally developed for ended up using Arisu's Notification plugin. All other options are very sparsely tested and not fully supported.

This plugin tries to emulate rogue-like gameplay. On a new game it will carry over data from the last save. It will disallow loading a game-overed save. It will directly load save file 1 when continue is selected on the title menu. You can use a plugin command when the playthrough is complete to make the player unable to load that save.

Without plugin:
1667835930123.jpeg


With plugin:
1667835952667.jpeg

This is an extension to SkottyTV's beast book. It gives you the option to hide the gold and/or items monsters drop from the book.

Downloads / Referenced Files

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License / Terms Note

Terms of Use: - free to use both in commercial and non-commercial projects, provided credit is given to eomereolsson in an easily accesible place - DO NOT redistribute these plugins outside of your game, but rather link back here Spoiler: EOM_AutoHelpText.js

Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

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