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Aerosys

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

Creator of

Recent community posts

Actually, the freezing of the HP/MP/TP was also caused by Visustella Battle Core. I added some functions in my code that attempt to revert modifications made by them so UI elements react to my plugins rather than to VS plugins. Please try again.

Yes. In the Plugin Manager -> RandomMaps Plugin -> Templates, where you define assets, you can change "count by map" to "count by dungeon" so your event appears once globally.

Should be fixed with the latest update

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.

(3 edits)

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 :)

Awesome!

Can you please try again?

I thought I set up everything right but looks like it's not :o Thanks for letting me know 

I changed some sections of my code and uploaded a new version. Please try again.

Also try different plugin orders, even obscure-looking orders might work (e.g. VS Tier 1, MK, VS Tier 2)

I updated some sections of my code. Can you try again?

All you have to do is to import it into your game project the same way as you do with any other plugin

Fixed!

Thanks for your report, I will check in the evening

Yes, of course, you categorize items by putting the notetag <Category: X> whereas X stands for anything.

Yes, this is possible. All you have to do is to override the method:

```Game_Actor.prototype.menuPortrait```

Hey, thanks for your message!

1. Right now, my plan is Skill -> Status -> Shop

2. That's the first time I've heard about it. I also use € to pay on itch and it always worked for me. Have you tried purchasing with PayPal?

For the moment, another info window is not planned. The map name can be shown in the game&gold info already

No, values in the config file remain

You can open the config_battle.json from your game/uicustom, look for skillItemListColumns and type any number you want.

Are you using the latest version of this plugin?

Yes I think so :) Technically, the shovel is just a blueprint that transfers "grass" into "field"; and you can easily add another blueprint that transforms "woods" into "grass". Let me know if you need assistance

Awesome!

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.

Right now, you cannot summon multiples at once. You can only assign the ability to summon a pet multiple times, on actors, classes, equip, & traits.

Running a short Common Event that summons multiple times might work, though.

Fixed. Please try again.

I will check it this weekend

Whoops, that could be an error in my code. Do you use MV or MZ?

That are default assets from RPG Maker, you can use them in any RPG Maker project

Probably yes, but I haven't tried.

There's a free trial available for Random Maps, so you can easily download it and try it out for yourself before you buy

Awesome!

That bug should have been fixed a while ago. Can you please verify you are using the latest version (3.2.0) and try again?

My plugin cannot control your linked one, but you can try this:

In your linked plugin, replace

    const _Scene_Menu_start = Scene_Menu.prototype.start;
    Scene_Menu.prototype.start = function() {
        _Scene_Menu_start.apply(this, arguments);
        if (Window_MenuCommand._lastCommandSymbol &&
            Window_MenuCommand._lastCommandSymbol === Window_MenuCommand._lastPersonalCommandSymbol) {
            this._commandWindow.deactivate();
            this.commandPersonal();
        }
    }

with

    const _Scene_Menu_start = Scene_Menu.prototype.start;
    Scene_Menu.prototype.start = function() {
        _Scene_Menu_start.apply(this, arguments);
        if (Window_MenuCommand._lastCommandSymbol &&
            Window_MenuCommand._lastCommandSymbol === Window_MenuCommand._lastPersonalCommandSymbol &&
            $gameParty.members().length > 1
        ) {
            this._commandWindow.deactivate();
            this.commandPersonal();
        }
    }

For me, both plugins work fine together. Maybe try changing the plugin order.

Yes

Can you try to open my plugin in the Plugin Manager and check the menu commands there?

Thanks for your feedback!

1. You can set the fontsize to 0 but I can also add a switch to make it easier 

2. Customizing the gauges is a bit tricky. You probably want to try out some other plugins that are specialized on the gauges

3. Okay, I will add more font settings soon!

4. I can add settings for enemy's gauges, but individualizing for each member would be too heavy. Hope that's okay

Are you sure? I just tested it; it works for me

I will add it for the next update :)

Difficult to say, but in case you will find an incompatibility, just tell me and I'm confident that we find a solution :)