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Aerosys

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

Creator of

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Cannot reproduce; the plugin works fine for me in MV. Maybe you need to update your RPG Maker.

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.

Tested with YEP_SkillCore and works fine

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.

You can try to break it down which plugin(s) are in conflict with mine. It can also help to change the plugin order in the plugin manger

No that's not supposed to happen. Can you please retry with all other plugins switched off?

Yes

There's a plugin bundled in the sample project that does exactly what you described

Please send a mail with the plugins you own to mail@aerosys.blog - you will get the discount code directly from me

Just continue with the process :)

That was just a general info message because the launch of the app had some problems. They should be fixed now

This setting is called Room Layouts.

https://aerosys.blog/room-layouts

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.

Max values and vert adjusts work fine for me. It looks like you have some other plugins in your game that block my plugin. Please retry with all other plugins disabled.

Number-only HP/MPT/TP is a highly requested feature and will come soon!

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