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Aerosys

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

Creator of

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Element Icons are set in the Plugin Manager -> MK_UICustomizer_Status -> Element Icons

Sure, I can add this option in the next update!

Great idea!

It could be a bit tricky for me to implement as many of my calculations rely on the fact that everything "has the same sizes" but I think I can do something like that in a future update

I would need to do some research and prototypes first, I cannot say how complicated that would be. But it's definitely an interesting idea, though.

I uploaded another fix just a moment ago, please try again.

You can download from the bundle's page or the single menu editor page. In both cases, itch.io fetches the plugin from my webspace, so it makes no difference for you :)

This error is more likely in Hendrix hands, I opened a request to adjust their plugin:

https://itch.io/t/6039282/patch-requested-imagemanagerloadbitmap-crashs-when-called-with-null-argument

(1 edit)

Hi, I'm the developer of https://aerosys.itch.io/custom-ui, and it looks like our two plugins aren't compatible yet.

According to https://itch.io/post/15611149, your plugin crashes when the function ImageManager.loadBitmap is called without a filename. The core code allows calling this function with a null-argument (it returns an empty bitmap), so please add a null check inside your function. Not only because of my plugin, but also to keep it aligned with the core code and to ensure compatibility with any other plugin that preloads images.

Thanks!

Just wanted to inform you that this plugin now supports short-term pictures such as "receiving damage, performing action, abnormal state, ..."

Yes

You can define different images for situations such as "affected by state, knockout, has a specific class, custom script", but short-term situations such as "receiving damage", "doing actions", "chanting", etc., are not yet supported. But it's a great suggestion, and I can absolutely add it to the next update!

I located the issue, but I will need some time to find a good solution.

PS: Both VS and my plugin are pretty huge and sophisticated, and should not be used together IMO unless you need some of their gameplay mechanics.

So, does it work now?

I uploaded a new version (1.1.1) with new toggles to tell my plugin that it should not override the actor's SV settings. That's the best I can do due to how this feature is implemented in RPG Maker's code.

Unfortunately, the Rooms&Corridors is still buggy as hell, and I'm not working on it right now.

Usually, a script like this should work:

$gameScreen.addGabWindow('helloWorld', {
  align: 'center',
  autoExpire: 60,
  eventId: 1,
  text: '\\C[1]Hello World!',
})

This is also a Visustella feature - not a bug. Which is actually quite nice, I could add it to my plugin as an option.

When you encounter such issues next time, please simply disable Visustella or my plugins temporarily and try again, so you can easily figure out which plugin a feature or issue comes from. When something isn't working right, and you think that comes from my plugins, also add the info whether it would work with/without Visustella or not, so I can instantly see whether it's a compatibility issue or not. Thanks.

Fixed. Please try again!

This feature comes straight from Visustella, so you should ask them to add a parameter to disable it (if it's not already there).

As far as I know, the pop-up only appears when VS thinks that the message is too small, so making it slightly wider should resolve it.

Oh, that could really be. I recently merged the xScale and yScale into one value, and I might did a mistake here.

Good catch! I fix this as soon as possible. Thank you so much for your feedback :)

Okay I will check

This might not work well from a technical perspective. I just wrote a short plugin that removes pets from the battle UI, however, I don't know about side effects or how your game will react on it.

Create a new plugin with any name and paste this:

/*:
 * @target MZ
 */
// Override
Window_BattleStatus.prototype.maxItems = function() {
    return $gameParty.battleMembers().filter(actor => !actor.isPet()).length;
}
// Override
Window_BattleStatus.prototype.actor = function(index) {
    return $gameParty.battleMembers().filter(actor => !actor.isPet())[index];
}
// Override
Window_BattleStatus.prototype.selectActor = function(actor) {
    const members = $gameParty.battleMembers().filter(actor => !actor.isPet());
    this.select(members.indexOf(actor));
}

As I said, I don't know how the engine will function once the battle UI and the actors on the field are no longer in sync.

Hm, that only happens when your snippets map is incorrectly configured.

Oh, that should not happen. All of my menu plugins share the same code to render faces, so the blurring should occur everywhere or not at all.

In your game project/uicustom, you will find a file called config.json. Please send it to mail@aerosys.blog so I can analyze it for you. And I also need to know your game resolution (i.e. the width&height of your game window).

Thanks!

Yes, making snippets larger will result in a larger map. Furthermore, you can set the number of "cells" that the generator will place in the plugin manager -> RNGMapsWithSnippets -> templates

Have you tried Menu Addon for Summon System – Aerosys' Blog ? This plugin should hide pets from your menus and move them into a new menu.

  1. Yeah, great suggestion, should have been the bare minimum. I will add it soon!
  2. There's a button "absolute" that allows you to enter any width you like
  3. Not yet, RPG Maker's core code is designed to use the same font sizes for HP, MP, TP everywhere across your game. But I can add some font settings, though.

This script is just the equivalent of the event command "change actor face", when you want to permanently change an actor's portrait for the rest of the game. Usually happens after some story twist, or when an actor changes their class. You find the event command to execute scripts on the event commands page 3, bottom right.

Using the <Menu Portrait: picturename> tag on actors in the database is usually the way to go.

For the moment, I'm focusing on other things (actor portraits based on equipped weapons, icons on HP/MP/TP gauges, shop scene), so I need to postpone such a request. What exactly would you like to display? When it's something situational, it might be better to move it into an extra plugin because I want this plugin to feel light.

I still have an old browser demo, no need to download

https://play.aerosys.blog/freebies/

Yes, plugin can be used in any kind of game project!

<3

Create a new plugin file with any name, and paste this, OR, paste this right into the plugin that you already have:

/*:
 * @target MZ
 */
Window_ItemList.prototype.needsNumber = function(/* item */) {
  return false;
};

A ruin set was definitely missing in your collection, and now it's here! ^^

I love seeing that your collection now covers de facto every biome/region a regular JRPG must have <3

I will add a new option "show TP in battles only", it will come with the next update!

No. It's already enough work to stay compatible with all the other plugins, so I cannot invest any more time in versions that aren't even up to date.

The minimap will get some more plugin options for performance optimizations, I hope I can release in the next few days

When you are referring to the minimap that shows all the rooms, then you will find it in the Common Events which you can simply modify and extend. 

When you are referring to the minimap that shows the current map, you will find an advanced map that allows such notetags on events, here: Minimap for RPG Maker MV & MZ by Aerosys

I will work on it on Sunday. For now, it looks like some graphic-related functions which work fine on desktop simply don't work well on mobile.

The plugin that is actually throwing the error is Hendrix animation; I suggest asking him for help. Also, because my plugin is available for free, whereas his is not.

Okay, I can add something like "more stats" and "even more stats" to the plugin!

With regards to the complexity; I think the complexity is still manageable. Given we combine a menu X with an actor Y being equipped with weapon/accessoire Z, we end up in many combinations regardless we are using notetags, plugin parameters, or custom code. And I believe that one 1 single file that holds everything is easier than having numerous notetags or plugin parameters. They are simply too flat and offer no flexibility.