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.
Aerosys
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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.
Please try it again with all other plugins disabled.
Furthermore, I need to know whether you are using MV or MZ.
Last but not least, can you screenshot the dev console? To do so, do the following:
- When you see the error message, press F12 to open the console
- Important! Navigate to "console" tab
- Screenshot the dialog window
Thanks for your feedback!
- It will probably be easier to draw all backgrounds as a single image and use this as a background. The UI cannot handle multi-selections very well.
- ---
- Not yet, but I want to add this feature soon. I actually like how eg Genshin Impact shows characters in different poses in different menus, e.g. showing a mystical pose in the skill menu, attack-pose in equipment etc.
- That's a bit more difficult. Actually, you can do that already now but it requires custom coding, because every game will have its own use-cases and rules, and as soon as I create notetags, it's just a matter of time until the next game devs asks for another rule :)
Create a new plugin with any name and 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);
}
})();
3. Sure. What data should I add to the plugin?
When the HP/MP are exceeding to the right in the skill menu, then I think that your game window resolution is too small. The MK UICustomizer plugin doesn't control the skill menu. You can buy my skill menu customizer because then you can move around widgets in the skill menu, or you can look for alternative plugins, because the MK one, which is available for free, only focuses on the main menu.
I like your idea to pin the / symbols to force-align them, so it will very likely come in a future update!
I tried the VS option "skip party command" and it works fine for me with my plugins. Are there any other VS plugins that might interfere?
Can you also tell me which battle system you are using? (Turn based, Time active, Time wait, ...)
I can add a "skip party command" action by myself because I like this feature, but please understand that this feature will be included in the pro version of this plugin.
You use MZ, right?
It looks like only the HP/MP/TP are affected; in a way that the space is not enough to fit all the text in it. In my plugin, go to "Gauge Settings" and try overriding the "width" value, and set the override for "all scenes" or "all scenes except battle".
Furthermore, try disabling all other plugins and check whether the issue persists.
I hope so. It is essential for furnitures such as beds or wardrobes. For the moment, you can do that only by using bigger sprites, however, I understand that it sometimes doesn't feel just right.
I'm thinking about notetags that would "stretch" an event's blocking area, or something like that. I'm still looking for a good way to design and implement.
You can set up a new "chair" item in the database and add the <Furniture: chair> notetag. Once the player owns this item, they can place a chair. Then define the "chair" item itself as its own build material instead of "wood" or "stone".
If you think that doesn't fit well, I can try to add another setting into the plugin manager so game devs can switch between a more sandbox-like crafting system or the system that you described. Historically, this furniture system was built on top of the sandbox, with only a few adjustments.
Thanks for your kind message!
A rotation feature will come soon, and for a variation feature, I need some time first for another design phase. For now, I can say that I will probably encounter some obstacles and questions (e.g. can a furniture be both, rotatable and have variations at the same time?) that need to be resolved first.
So yes, a rotation feature will arrive soon, but for the variants, I can only give a 50% confidence level by now.
Hi,
thanks for your message!
Yes, I already experimented with a furniture system that allows moving and disassembling objects (and also refunding materials), so a new plugin may come in not so distant future ;)
Tiled, however, is probably too complex. I haven't dealt with this mapping system before, I regret.
I need the full error message. When you see the error, please do the following:
- Press F12 to open the debug console
- Important! Navigate to "console"
- Screenshot the entire window
Please do that in the Random Maps' comment section: https://aerosys.itch.io/rng-maps
Thanks for your lovely message and your support!
Yes, I'm already working on the status screen. This screen has soooo many widgets (HP, MP, TP, Lv & EXP, elemental rates, primary params, secondary params, tertiary params, biography, maaaaaybe Visustella traits) that it takes a bit longer. I was also on a 2,5 weeks trip to Japan, where I didn't work on it at all, so it probably still takes a few weeks.
Shop screen will come about 1 to 2 months after the Status screen.
Options screen will be difficult. I have some really cool ideas, but the Options screen is super-critical because there are so many other plugins that add their own settings in a completely different style that my plugin probably couldn't handle them.
Save+Load screen might come after I did the shop screen - I really want to do it, but I think the status & shop menus are just more important.
Thanks for your feedback!
1 & 2: Yes, my plugin cannot control windows from other plugins, but it might change in the future. It doesn't have a high priority for me because I don't like this hotkey window anyway. 3rd party plugins may not be able to add their hotkeys to it, and I don't think it's really helpful for the player.
3: I can add text-align for the next update, that's not too difficult. Allowing more windows however is. From a design perspective, this window is not limited to gold, map, & playtime but it is generic and can be used for anything as it also allows showing Game Variables. But I can understand that the horizontal layout makes it difficult to read.
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.
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.



















