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I am very grateful for all the support and appreciation for the work I have been doing, I truly appreciate it.

I am happy with the feedback I have received and for the incredible community of creators we are building here. Seriously, so many cool people are doing awesome things and pushing the tool to its limits.

Know that it is a pleasure and an honor to contribute to this community, and one of my main goals is to help people make better and more fun games, and to popularize RPG Maker. Many people truly dream of creating their own game, and I think that's awesome!

Thank you again for your interest. I don't have a Patreon yet; I'm considering creating one if I can dedicate more time to creating plugins and providing support, but at the moment Itch.io is the only place where I am actively working. (I haven't yet announced this on forums and other creator communities)

In a few months, my library of tools and plugins will be more complete with affordable solutions and some free ones with premium quality and support.

I might consider creating a Patreon when this part of the work of bringing the ideas to life is complete. Until then, I'm structuring a Discord channel to have even closer support and allow people to participate, follow, and test the tools more actively. I think cool things can come out of that.

I'm going to create a bundle with plugins that can work together at a special price for people who want to support my work. Thanks for the suggestion!

Regarding the plugin name, I really want to use Kadajah_KoaSkillBar. It seems fair and sounds great. I'll only not use it if it bothers you in any way.

Thanks again, bro. Let me know if you need anything; I'm here to help!

Hey Kadajah! Honestly, I am more than okay with the name Kadajah_KoaSkillBar—in fact, I’m deeply honored and grateful . 

I’m really looking forward to that plugin bundle on Itch.io, and please keep me posted on the Patreon or Discord. I definitely want to support the work you’re doing here. I’m also super excited to see your specific take on the skillbar and whatever else you have in the pipeline.

Thanks again for the shout-out and for everything you’re contributing to the community. Let's keep pushing these tools to the limit!

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Hey bro, sorry for the delay in replying, yesterday I spent the whole day focused on development, and I'm happy with how this work is going.

Here's a quick test with the latest modifications I made. Now I believe all that's left is the compatibility part, which I really hope won't be too complicated.

And don't worry, I'll keep you updated on all the news, and I'll continue working on these ideas.

Thanks again for all the support!

Kadajah_KoaSkillBar

This plugin replaces the native battle menus with a modern HUD (Command Bar and Skill Bar). It includes Drag and Drop functionality, Tooltips, and fully customizable visuals.

New Features in this Update:

Map Actor HUD: The leader's Face, HP, MP, and TP are now visible on the map.

Party Leader Rotation: Press 'A' (Customizable) on the map to cycle through your party members. The HUD and Skill Bar will instantly update to that character's specific saved setup.

Smart Cooldowns: On the map, skills use FRAME-based cooldowns. In battle, skills use TURN-based cooldowns.

Dynamic Sync: Gaining items, learning skills, or leveling up automatically updates your available skill lists.

Per-Character Saving: Every actor has their own unique skill bar loadout that saves automatically to your save file.

Main Features:

Customizable Actor HUD: Set the face size, width, height, and toggle the native MZ Gauges (HP, MP, TP, Time/ATB) on or off. You can set separate coordinates for the Map and Battle HUDs.

Map & Battle Separation: The Map Bar only displays healing, menu, and map-related skills. The Battle Bar exclusively displays combat skills.

Anti-Click Movement: Prevents the player character from walking when you click on the HUD or Swap menus.

Setup Scene: Press the Setup Key (Default: B) while on the map to organize your battle skills before getting into a fight.

How to Assign Skills:

SHIFT + Left Click on any slot to open the Skill Menu.

Left Click on an empty slot to open the Skill Menu.

Drag and Drop skills directly from the Menu onto the Skill Bar.

Notetags for Skills & Items:

Place these in the notebox of your skills or items:

<cooldown: X> (Where X is the number of turns. Used in BATTLE).

<cooldownFrames: X> (Where X is the number of frames. Used on the MAP. Note: 60 frames = 1 second).

Notetags for Actors & Classes:

Actors or Classes can override the default slot limits by using these notetags:

<Max Map Slots: X> (Sets the maximum amount of equippable slots on the map).

<Max Battle Slots: X> (Sets the maximum amount of equippable slots in battle).

Any suggestions or modifications you think would be good to make, just let me know. I'm very grateful for the suggestion and for all the detailed information provided for the development of this plugin.

Hey Kadajah,

This update looks incredible! As someone who's a long-time user of Moghunter's HUD plugins for the battle and map scenes, the addition of the HUD to this plugin is a great addition. The same for the frame-based and turn-based cooldowns. You've honestly packed so many great features into an already great looking plugin that it's an extremely great value for anyone looking to give their game a visual appeal that doesn't scream "Made with default RPG Maker assets."

Regarding further suggestions, please take these as purely 'blue-sky' brainstorming. You’ve already far exceeded my expectations, so I'm just sharing these to see what sparks your interest for the future of the plugin.

1. Common Events:  Allowing a slot to trigger a Common Event such as a "Fast Travel" or "Harvest." 

2. Auto-Unequip Logic: Auto-unequip an item from the bar if the party runs out (Quantity = 0). This prevents "dead" icons on the UI.

3. Slotting Non-Skill or Items: For example, slotting weapons or armor (admittedly, this would step on the toes of your already great Slot Equip plugin).

4. Gamepad Support: For players using a controller, they often prefer using the D-Pad to cycle through the bar and a "Use" button (like RB or A) to trigger it.

5. Visual States/Buffs: Adding "State Icons" (Buffs/Debuffs) next to the Actor HUD would allow players to see if their "Poison" or "Strength Up" is active or how many turn durations are left before it expires.

6. The "Flash" Effect: When a skill is used or a cooldown finishes, a simple visual "pulse" or "flash" on the icon makes the UI feel much more alive.

7. Custom Slot Frames: Letting developers change the look of the "Empty Slot" vs the "Equipped Slot" using custom .png files would allow them to match their game’s specific art style (e.g., Sci-fi vs. Medieval).

8. State-Based Swapping: Allow the plugin to detect a specific State ID or Equipped Weapon Type and then swap to a different skill bar based on that State/Weapon/Armor.

9. Smart Skill Bar Fading: The Skill Bar remains at 10% opacity while the player is just exploring or the player's mouse hovers over the HUD area.

10. Skill Desaturation/Coloring: Gray-out the skill if the actor doesn't have enough MP/TP to use the skill. Alternatively, maybe Red-tint if the skill requires a specific item (like an arrow for a bow skill) and the player has 0 in their inventory.

Again, these are just 'wish-list' ideas to help make this the ultimate HUD solution for MZ. Even if you only pick a couple of these to implement, this plugin is going to be in a league of its own.

Can't wait to see the next update. Keep killing it!