Element Icons are set in the Plugin Manager -> MK_UICustomizer_Status -> Element Icons
Aerosys
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Hi, I'm the developer of https://aerosys.itch.io/custom-ui, and it looks like our two plugins aren't compatible yet.
According to https://itch.io/post/15611149, your plugin crashes when the function ImageManager.loadBitmap is called without a filename. The core code allows calling this function with a null-argument (it returns an empty bitmap), so please add a null check inside your function. Not only because of my plugin, but also to keep it aligned with the core code and to ensure compatibility with any other plugin that preloads images.
Thanks!
You can define different images for situations such as "affected by state, knockout, has a specific class, custom script", but short-term situations such as "receiving damage", "doing actions", "chanting", etc., are not yet supported. But it's a great suggestion, and I can absolutely add it to the next update!
This is also a Visustella feature - not a bug. Which is actually quite nice, I could add it to my plugin as an option.
When you encounter such issues next time, please simply disable Visustella or my plugins temporarily and try again, so you can easily figure out which plugin a feature or issue comes from. When something isn't working right, and you think that comes from my plugins, also add the info whether it would work with/without Visustella or not, so I can instantly see whether it's a compatibility issue or not. Thanks.
This might not work well from a technical perspective. I just wrote a short plugin that removes pets from the battle UI, however, I don't know about side effects or how your game will react on it.
Create a new plugin with any name and paste this:
/*:
* @target MZ
*/
// Override
Window_BattleStatus.prototype.maxItems = function() {
return $gameParty.battleMembers().filter(actor => !actor.isPet()).length;
}
// Override
Window_BattleStatus.prototype.actor = function(index) {
return $gameParty.battleMembers().filter(actor => !actor.isPet())[index];
}
// Override
Window_BattleStatus.prototype.selectActor = function(actor) {
const members = $gameParty.battleMembers().filter(actor => !actor.isPet());
this.select(members.indexOf(actor));
}
As I said, I don't know how the engine will function once the battle UI and the actors on the field are no longer in sync.
Oh, that should not happen. All of my menu plugins share the same code to render faces, so the blurring should occur everywhere or not at all.
In your game project/uicustom, you will find a file called config.json. Please send it to mail@aerosys.blog so I can analyze it for you. And I also need to know your game resolution (i.e. the width&height of your game window).
Thanks!
Have you tried Menu Addon for Summon System – Aerosys' Blog ? This plugin should hide pets from your menus and move them into a new menu.
- Yeah, great suggestion, should have been the bare minimum. I will add it soon!
- There's a button "absolute" that allows you to enter any width you like
- Not yet, RPG Maker's core code is designed to use the same font sizes for HP, MP, TP everywhere across your game. But I can add some font settings, though.
This script is just the equivalent of the event command "change actor face", when you want to permanently change an actor's portrait for the rest of the game. Usually happens after some story twist, or when an actor changes their class. You find the event command to execute scripts on the event commands page 3, bottom right.
Using the <Menu Portrait: picturename> tag on actors in the database is usually the way to go.
For the moment, I'm focusing on other things (actor portraits based on equipped weapons, icons on HP/MP/TP gauges, shop scene), so I need to postpone such a request. What exactly would you like to display? When it's something situational, it might be better to move it into an extra plugin because I want this plugin to feel light.
When you are referring to the minimap that shows all the rooms, then you will find it in the Common Events which you can simply modify and extend.
When you are referring to the minimap that shows the current map, you will find an advanced map that allows such notetags on events, here: Minimap for RPG Maker MV & MZ by Aerosys
Okay, I can add something like "more stats" and "even more stats" to the plugin!
With regards to the complexity; I think the complexity is still manageable. Given we combine a menu X with an actor Y being equipped with weapon/accessoire Z, we end up in many combinations regardless we are using notetags, plugin parameters, or custom code. And I believe that one 1 single file that holds everything is easier than having numerous notetags or plugin parameters. They are simply too flat and offer no flexibility.


















