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Aerosys

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

Creator of

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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 :)

(1 edit)

The webapp is bundled inside the plugin, so you can easily start it by pressing F9 without needing to install any software first. The process of compiling makes it unreadable for humans; not because I want to obfuscate, but because this is a very reliable way to package a web app inside a plugin.

When scrolling down, you can see that the game code itself is readable.

Yes, I can. In the meantime, you can open the config_battle.json in uicustom folder of your game and directly write any number into this field.

EDIT:

Making something like a cross is very difficult to implement and also increases the risk of incompatibilities with other plugins.

I regret to say that I don't keep a history of older versions, as that would require a lot more effort on my part.

It's already hard enough to support MV and MZ; it's unlikely that I will also support outdated versions.

Yes, I want to do the equipment scene next. Still working on Battle right now 

I will see what I can do

When the equip slots are set to "same as actors" then my plugin doesn't interfere with these settings in any way.

I'm already working on it

Hi MiniMiniMantis,

Believable or not, a plugin usually cannot be switched on/off on the fly; that only works in rare cases when the developer designed it this way. For this plugin, it would significantly increase its code complexity.

To achieve something that comes close to what you are describing, you could add a new plugin that does overrides when a certain condition is met (e.g. a Switch is ON). You probably want to ask a programmer to write such a plugin, but technically, it's possible.

Thank you for your suggestions!

  • Great idea!
  • Nice suggestions, however, it could be too complicated. I will check what I can do
  • See suggestion above
  • Gauge Colors are set in the main menu customizer. I understand that it would be intuitive also to let the battle customizer control colors, but having 2 plugins access the same data would raise the code complexity.
  • You already can :) It's in the Party / Actor Command Menu tabs

Thank you for your report. I will see what I can do

Sorry for this bug. I will fix it as soon as possible 

Looks good so far. Can you send me your config file (your game/uicustom/config.json) to mail@aerosys.blog, then I will do some further investigations.

I'm afraid I cannot reproduce it. Can you screenshot the Actor Portrait Tab from the Toolbox so I can check it?

(1 edit)

Clear "not higher than" in "Actor Portrait" should uncrop the face. I just tested it on my side. Does it still not work for you?

Technically, my plugin is listening on whatever RPG Maker thinks what the "debug" key is. Maybe that helps.

Can you please do the following:

  • In the game, press F12
  • Important: Go to "console" tab
  • Screenshot the dialog

Not yet

The battle scene will become customizable in around a month. I don't have much capacity right now as I'm also planning my wedding.

For this use-case, you want to create a new plugin, that stands just next to mine. That means:

  1. Create a new file in your game/js/plugins and call it, e.g., "CustomMenuPortraits.js" (the name doesn't matter as long as it's ending on "js")
  2. Paste the code from my last reply
  3. Yes exactly, you need to adjust the names, and also the numbers inside the $dataArmor brackets.
  4. If none of your "rules" apply, then my plugin's original functionality comes into play (i.e. the notetag <menu portrait: file> is used)
  5. In RPG Maker -> Plugin Manager, include your new custom plugin and put it below the menu customizer

This is just a sample code that I offered to you. Notetags just aren't flexible enough; if I were to make a feature that chooses a different picture just for equip, then the next person would request it just for weapons, or states, or any other situation. However, custom code provides you with much more freedom.

(1 edit)

Yes, this is possible. I suggest using a small plugin for this purpose.

Create a plugin with any name and put it below mine. Paste this:

/*:
 * @target MZ
 */
(function() {
const _menuPortrait = Game_Actor.prototype.menuPortrait;
Game_Actor.prototype.menuPortrait = function() {
    
    if (this.name() == 'Reid' && this.isEquipped($dataArmors[1])) {
        return 'Reid_LiteArmor';
    }
    if (this.name() == 'Reid' && this.isEquipped($dataArmors[2])) {
        return 'Reid_HeavyArmor';
    }
    // use default portrait
    return _menuPortrait.call(this);
}
})();

While that is a process that everyone already understands, the unzipping is an extra step to do.

Hello everyone,

I'm a RPG Maker plugin creator and for those who don't know, a plugin in RPG Maker is a single JavaScript file. I'm using the "external file" feature on my itch io download page because it's much more efficient for my workflow.

Now the problem: When a customer wants to download such file, instead of downloading it, it (always, usually, don't know) opens the file's content in a new tab making the customer throwing code into their face, and many people don't know that right-click, save as... is the way to go. So I receive questions like "How can I download?" daily.

Any tips for me?

Right-click, save as... 

Keep the filename, don't change it

This option should be in the Plugin Manager -> this plugin

(1 edit)

Defining Item categories requires this plugin https://aerosys.itch.io/ui-custom-items

When you are looking for a free plugin the Visustella is a poplar alternative.

The current solution that uses the plugin manager does not well support variables. I'm aware of it, however, older solutions that were more based on programming overwhelmed a lot of people.

It may come in the future but I would need to design ways first that are intuitive and accessible for everyone.

The minimap that shows the terrain is a plugin that you can simply switch off in the plugin manager.

The minimap that shows all the rooms is a Common Event that you can clear in "database -> Common Events".

Thank you so much for your findings, it's unbelievable that I haven't seen them yet!

All of your suggestions will come with the next update!

Nope, it's already enough work to support MV which is more than 5 years old, I will not spend even more time to support even less used versions.

All you can do is to open the plugin, look for the "is version 1.9?"-check and remove it, and then see what happens.

I'm afraid I cannot reproduce this issue on my device. It might be caused by another plugin. Are you using the latest version of my plugin?

That sounds like you already did everything right. I will check my code, maybe I did some mistake recently 

Thanks for your report! I will fix it as soon as possible

Yes they should be compatible 

Yes

Hi nickideums,

MV3D is a very complex plugin where I don't know all its technical details, I'm afraid. You will probably get a better answer by asking the MV3D's creator themselves.

Anyway, you can do this:

  1. When on the game map, press F12 to open the debug console
  2. Important: Go to "console" tab
  3. Maybe you see some messages that you think may help me

Your account has been unbanned :)

Hi Viodow,

programming the 2-tile-high walls was already difficult as hell, so I'm afraid a 3-tile-high wall will not happen.

Sure, I can put that on my list. And I will try to fix the incompatibility as soon as possible!

Now I understand. The free trial does not save the map, so it disappears after any event that moves you to another scene, including battles. Getting the full version of this plugin will resolve it.