I've ported some of my smaller plugins to MZ, and decided to make this post to give them a bit more visibility for people seeking MZ plugins. The plugins can be downloaded either from the attachments on my MV plugins thread or from on my website. There is a direct link to each one in this thread, but if the link breaks, those are the places to check.
This thread will only be for small and simple plugins - if I release something big or complex I'll create another thread. Some of my plugins depend on having SFG_Utils installed above them, so if a plugin doesn't work, try installing SFG_Utils before posting a bug report.
Spoiler: SFG_Utils
This is just a collection of utility functions that I use in several of my plugins. If you have any trouble getting one of my plugins to work, install this and make sure it's placed above any of my plugins.
This allows triggering an event while in an airship and also adds a way for events to have a "line of sight" that will trigger them when you step on a tile in the same row or column.
This basically allows you to do with TP anything that's already possible with MP and HP, plus some extra things specific to TP like customizing what it's set to at the beginning and end of battle.
This is a mod of Zeriab_ExtraMaps, which allows you to exceed the map limit by sorting your maps into multiple folders. It works pretty much the same way; the only real difference is that when you switch map folders, it loads the MapInfos.json from the new folder, which is required for compatibility with some of my plugins such as SFG_Localization and SFG_MapHierarchy.
Improves the pathfinding used when navigating the map with the mouse. The improved algorithm recognizes bridges, same-map teleporters, and a few other exotic things, and allows avoiding things like damage floor if at all possible.
Makes maps inherit optional properties (currently BGM, BGS, and battle backs) from their parent map in the editor map hierarchy. Note: This could cause some lag when transferring between maps, especially if you have deep nesting and/or are deploying to the web. I didn't experience any lag in my testing, but your mileage may vary.
Allows you to control how items, weapons, armours, and skills are ordered in various windows. Useful if the lists in your database are not in any logical order.
This adds a new command for eventing that lets you check the value of a variable and run code depending on what the value is. Programmers may know this as a "switch statement". Here's a contrived example of its use:
Code:
◆Control Variables:#0019 += 1
◆Plugin Command:SFG_SwitchCommand, Switch on variable
Adds wait commands for various event commands that have an optional wait. The most useful of this is "waitForMovementRoute", which will wait for a given character's movement route to complete. This lets you set the movement route going, do other stuff while it executes, but later wait for it to complete. If you're having movement routes cut short due to fast-forward, this can fix it.
You don't need to credit me in the game credits or anything. However, don't remove me from the "author" field in the plugin file. If you do wish to credit me, you can do so as "Solar Flare" or "Solarflare Software".
You can use these plugins in commercial or non-commercial games, free of charge.
Feel free to modify these plugins however you need for your game. Exception: Do not modify SFG_Utils for any reason. If you need something added to or altered in SFG_Utils, just create a new plugin.
If a plugin that I created is not listed in this thread, or if the listing in this thread links to another thread that specifies different terms, these terms of use do not apply to it.