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Aerosys

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A member registered Aug 05, 2020 · View creator page →

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Absolutely, all numbers should be full numbers and not have endless decimals!

Thanks for your report, I will look into it!

Hey Nirriti,

first of all, thank you so much for your very detailed feedback!

Text Color Picker:

Yes, the text color picker uses fake colors. I always have to find a good balance between code complexity and actual results, and since most people don't change the color palette and the impact also isn't that much, I decided that the color picker uses static colors in its preview.

Blur:

I still don't know why this keeps happening, it's a completely different menu scene :/

Icons' positions:

To be fully transparent, that was a deliberate design choice to put icons to the far left. It came because most of the menus are top-to-bottom, and I always hated how Visustella didn't put the icons on the left when centering commands. It looks so "shuffled". However, I can certainly add more options, especially when a menu window is horizontal.


In the end,

thank you so much for deep-testing my plugins and making them better :)

Sure, why not? The log window could really get some more options!

Hmm interesting, its a WordPress plugin so I cannot control it but I will try to reach out its creator.

I uploaded version 2.0.1, please try again!

Thanks for your report!

I was able to reproduce this issue, and after my first impression, this is likely an error in my code. I will fix this as soon as possible!

Please try it out with the main menu UI editor that available for free. When that plugin works, this will work as well.

I started with the shop customizer but it's really horror to design and implement 

I regret that the bugs in Room&Corridors haven't been fixed with this update. This algorithm is really pain to implement.

Okay, I will check.

Verify that the downloaded version is 3.2.5. If not, it could be a caching issue. Try clearing your browser cache and try again.

I already contacted my hosting provider to resolve this caching issue, but for the moment, they don't have a solution.

Itch gets the files directly from my server so it doesn't see when they have been updated 

That's the plan :)

Okay, let's go through this step by step:

  1. First of all, can you confirm that you press the action key when you are in the game's main menu (where you see the commands "item", "skill", etc.) ?
  2. Have you tested it with all other plugins switched off?
  3. Does your game crash, or does it run and you see the "could not read config.json" in the dev console? This error message isn't necessarily a bad thing. The config file contains the settings you choose in the toolbox, so when you start it for the first time, it simply doesn't exist yet. Although the error message looks a bit strange, I, as the programmer, cannot prevent it from being written to the console due to JavaScript and Node.js.

For some people the F9 key doesn't work, I don't know why. In the plugin manager, you can choose a different action key to open the toolbox, hope this helps!

No, I don't use AI to generate code. I sometimes use AI to review code, that's it.

Of course, you can add any images you like!

Thanks for your report!

This will be fixed with the next update

(1 edit)

That would require a completely different approach of programming than this plugin is using, so I don't think I will implement it. If you find a grid based inventory plugin, you can of course ask me to make them compatible if needed

Thanks for your message!

Can you maybe share a screenshot with me? I cannot reproduce this problem yet.

You can also send me your config file (your game/uicustom/config.json) via mail (mail@aerosys.blog), that would help me a lot! (Don't worry about any custom pictures that are referred in the config file, I can still inspect it)

That sometimes happens in battle test when the project data is not saved. Close the database, save the project, reopen the database, and then do a battle test again. Less a plugin issue and more about how RPG Maker works.

Go into the Plugin Manager -> this plugin -> Actor Portraits -> default Portraits

You can also go to "conditional portraits", e.g. when an actor should have a different picture when wearing some specific weapon or changed their class during the story progress.

I don't think GIFs are supported in this context, and even if they were, I'm more concerned about performance issues.

However, what is actually possible are tiny animations such as blinking (including parameters such as intensity, pulse speed, ...), moving (like map parallaxes, probably very similar to your suggestion), or splitting a PNG file into X frames and cycling them through (basically the same as animated characters or battlers work)

Thanks for your report, I will look into it!

The plugin will always stretch them automatically 

The notetags are explained in the respective tabs (Item List Window & Item Detail Window (Image). Basically, when your image file has the name "Potion.png" and is located in img/pictures/items, then the notetags are

<Menu Grid Image: items/Potion>
<Menu Image: items/Potion>

The second one is used for the item inspection window on the right.

A sample game is not planned for this project as making some and keeping it up to date is a lot of additional work.

Open the config file in your game/uicustom/config.json and remove the line that contains the incorrect file. Watch for trailing commas.

As last resort, delete the config file to reset the plugin. The plugin will create a new one automatically when starting the game.

Templates are managed in the plugin manager, and no, they don't need to be downloaded somewhere. Read more: https://aerosys.blog/templates

The error sometimes appears because the "useSnippets?" settings is incorrectly set. Make sure that in the command to generate a dungeon, the setting "useSnippets" is either on or off. This setting is also explained here: https://aerosys.blog/eventing-rpg-maker-mz

I quickly checked the code, and while one could indeed disable some mouse-click actions for windows, it would take some work to disable ALL actions (e.g., mouse wheel should be disabled, too? What about clicking on enemies for target selection?), and it would also raise the risks of interfering with other plugins

Awesome!

Yes, you can open the "rmmz_windows" / "rpg_windows" file in your game directory with a text editor and then browse for all the different window names, and then simply repeat the code snippet that we did for the Window_TitleCommand.

My plugin doesn't support the Title Screen. However, you can easily add a new plugin file (with any name) and paste this:


/*
 *: @target MZ
 */
Window_TitleCommand.prototype.getBackOpacity = function() {
  return 196; // any number from 0 to 255
}

In "Windows General", you will find an "opacity" setting. That should work.

In the Plugin Manager -> MKUIcustomizer Main, you can now assign a different action key to open the toolbox, hope that helps

Glad you like it!

It took me actually a few hours to design the icon picker

Visustella is really proactive here, and their modifications on gauges precede mine. Again, you have 2 plugins that do similar things, so in the end, one plugin (in this case, VS) will "win" over the other. By the way, in this case, it doesn't matter which plugin is loaded "more on the bottom" in the plugin manager.

In my opinion, VS should add more toggles to let the game devs decide whether they want VS to modify the gauges, or not. I'm a bit reluctant to implement a procedure into my plugin that actively force-reverts a feature of another plugin. By the way, that has nothing to do with their code obfuscation (the debugger already exposes how to revert VS functions), but it's more of a psychological question.

Fortunately, VS shows some mercy and lets the game devs actually revert their gauge modifications via some hidden way:

  • Go into the Plugin Manager -> VS SkillAndStatesCore -> Skill Cost Types
  • Repeat the following for HP, MP, TP:
  • Open the setting "JS: draw Gauge", clear everything, and paste:

// Declare Variables
const sprite = this;
// Draw Gauge
sprite.drawGauge()
// Draw Label
sprite.drawLabel()
// Draw Value
sprite.drawValue()

From a technical point of view, this is the cleanest way to drop VS modifications for gauges, and let my plugin take over control again.

Get the latest versions of all my customizer plugins, then open the toolbox in the main menu. In "Gauge Settings", you find a new option "enable further modifications" that gives you more control over gauges.

In the end, both VS and my plugins modify the gauges. I think you understand that I'm a bit reluctant to make my plugin deliberately revert another plugin creator's features.

Yes, you were absolutely right, I somehow missed this.

I just uploaded a new version (1.0.2) - please try again!

Thank you for your report!

Sometimes it's just the "Scale with Minimap?" setting in the Event Template that makes the indicator so tiny it's no longer visible, especially on large world maps. Setting it to "disabled" is usually the best choice.

Verify that the plugin's version is 2.0.1. Sometimes you need to force-refresh the page when downloading my plugin.