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MV Branching Dialog Plugin V0.5.1

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: MV Branching Dialog Plugin V0.5.1
  • Original author: LMPGames
  • Original date: May 22, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/branching-dialog-plugin-v0-5-1.157706/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugins In Development

Summary

Hello! It has been quite a while since I released anything new and I just happened to have this plugin I made as part of a YouTube series. I plan on using it myself, so I cleaned it up, got everything working and have decided to release it. Here is the link to the GitHub Repo: LMPGames_DialogSelector Plugin GitHub Repository So, what is this plugin? As the title indicates, this plugin is designed to help you deal with complex dialog branching. It does this by allowing you to configure each...

Archived First Post

Hello! It has been quite a while since I released anything new and I just happened to have this plugin I made as part of a YouTube series. I plan on using it myself, so I cleaned it up, got everything working and have decided to release it.

Here is the link to the GitHub Repo: LMPGames_DialogSelector Plugin GitHub Repository

So, what is this plugin?

As the title indicates, this plugin is designed to help you deal with complex dialog branching. It does this by allowing you to configure each NPCs dialog and the switch conditions that should enable it within the plugin settings. No more 5, 8, or even 10 page events. As long as you are setting the switches, you can do everything from a single event page (not recommended, we will discuss in a bit).

While in the ideal world this would allow you to just use the plugin for everything, I caution against it. The reason being is that setting up the dialog takes time and if changes need to be made it can be a little tedious. When you start chucking all of the dialog in a game into this plugin, debugging issues and maintenance are going to be really hard.

So I recommend that you only use this for dialog that has to branch based on at least 2 switch conditions. Two because that is the max number of switches you can use in an event page condition list (without using something like Yanfly's Advanced Switch plugin).

For general dialog and stuff that happens during cutscenes that is not branching, I would suggest building that as you normally would. I have some examples in the project of both so you can see the draw backs of using this plugin for everything.

A few more notes:
Text codes are supported. It took a bit to figure out how to make the text inside of the game variable get processed back through the text code handling functions.

This also supports Message Core text codes, though I have not tested everything from the main plugin nor any of the extension plugins. If you have any other plugins that add text codes, they may or may not work.

If you find anything that doesn't please let me know and I will attempt to get them working.

Finally, the condition list in the NPC configuration is read in reverse; just like event pages. Please keep this in mind as you are setting up your dialog and dialog conditions. If you place a dialog setting with no conditions at the end of the list, it will always show up in the NPC.


As always, please let me know if you run into any bugs or have any feedback and I will add it to my list of things to fix/consider to add to the plugin.

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#rpg-maker-archive#js-development

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