Cannot reproduce; the plugin works fine for me in MV. Maybe you need to update your RPG Maker.
Aerosys
Creator of
Recent community posts
Unfortunately, now it becomes trickier. I'm sorry if I gave you some false promise when you asked about the compatibility with YEP Skill Core, and you expected this to be true for YEP Item Core as well.
YEP Item Core is adding a lot of new windows that my plugin cannot control. I will see what I can do to make both plugins compatible, and then come back to you. Please give me some time.
If I cannot make it in a reasonable time, and the incompatibility turns out to be a deal breaker for you, I can also offer a refund, because a plugin that doesn't work in your game does not help either you or me.
Yes this is for the menu with the characters, a menu editor for the title is not planned right now.
You can safely ignore the error message, it appears just due to the nature of the RPG Makers framework and I can't disable it.
Furthermore, I use specialized techniques to improve my workflow in distributing this plugin, however it comes with the downside that itch thinks this project hasn't been updated since the beginning while it still gets updates frequently.
After some investigation I come to this conclusion:
Visustella Skill Cost Types -> Draw Gauge takes precedence over MK plugins regardless of plugin order, and they failed to write their functions in a way that other plugins like mine can still take actions. For the moment you can do the following:
In the Plugin Manager, go to Visu Skill States Core -> Skill Cost Types -> for HP, MP, TP respectively -> JS: Draw Gauge, and paste this:
// Declare Variables const sprite = this; // Draw Gauge sprite.drawGauge() // Draw Label sprite.drawLabel() // Draw Value sprite.drawValue()
This basically tells VS to undo their modifications to the core code.
I will think about a better solution, though.
While I aim for compatibility with all the plugins out there, I don't think that VS Main Menu Core and MK Main Menu should be used simultaneously. Both plugins are very big and their features are overlapping each other.
That has nothing to do with VS being obfuscated. I think making both plugins (somehow) compatible would work but it would cost lot of time and effort that I want to invest elsewhere.
I just got a copy of Neels ODOMeter.
I uploaded a new version of my battle ui plugin (1.0.4). However, I suggest asking the creator of ODOMeter to make their plugin compatible with mine rather than the other way round (as they already did with YEP and SRD). That looks more promising from a technical view.
I don't own this plugin so I cannot test right now.
However, I offer 2 of my custom menu plugins for free:
When it works with these, then chance is high that it also works with the other menu editors as well!
When it doesn't, show me screenshots of error messages etc. and I'm certain that I can make those plugins compatible :)
Well, I regret that I don't offer commissions right now. However, although my plugin controls many elements, plugins made by other people may still work when you put them below mine in the plugin manager. If you have already found a BoF or cross style HUD that doesn't work with mine, share it with me so I can check that for you.
















