Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Aerosys

387
Posts
4
Topics
732
Followers
11
Following
A member registered Aug 05, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

Okay, so the first thing that you can try is to disable all other plugins and try it again.

Second, press F12 while testplaying to open the debug console, and (super important) navigate to "Console". Sometimes, you find useful information here.

Third, check your game directory. My plugin always creates a new folder "uicustom" with some HTML and JS files. The lack of this directory and the files can indicate that my plugin didn't even start with the game.

Finally, I've heard of people where the F9 key simply didn't work. You can test it by pressing F9 while being on the map, and check whether the debug menu (where you can inspect Switches and Variables) opens up or not. If not, you can tell my plugin to use another hotkey by following this procedure:

  1. Open my plugin with a test editor
  2. look for "debug", and replace it with "control", "pageup", "pagedown", "shift", or "tab"

The next update will include an option to manually set the hotkey, so you no longer have to do it manually.

Hope this helps!

EDIT:

Sorry I forgot that you already tried disabling other plugins in your first post

In layout settings, set the number of visible actors to 1, then set width&height appropriately.

Finally, you can move simply move HP, MP, and TP so they are floating around.

Yes, you perfectly nailed it. Some parameters should be multiplied by 100, whereas others should not.

This makes it difficult for me to design an approach that is both intuitive and flexible by passing a custom formula.

I will add some tips to the formula box with the next update:


You need to go into the main menu (also know an pause menu, where you can jump to items, skills, equipment,...), and then press F9

<3

Hello there,

If not too much to ask, I would like you to ask you whether you could reproduce this error, and, once you see this error message again, follow this procedure:

  1. Press F12 to open debug console
  2. Super important!: Navigate to "console"
  3. Screenshot the whole dialog

This would help me a lot!

I can add an option to make captured creatures instantly join your party, then you can combine it with my pet summon system.

Game mechanics that contain something with "limits" or "counters", however, are more difficult to implement. Not necessarily the programming part, but to bring it into a handy shape that does not overload or pollute the core plugin.

Please remove and re-add the plugin to ensure the default plugin parameters are used.

When the game displays a 100% success rate but capturing still doesn't work, then you already did everything just right, and my plugin was probably blocked by another plugin. When the "capture status HUD" is not even shown at all, then the plugin didn't start successfully at game launch.

In both cases, disable all other plugins and try again.


A demo is not planned right now. A demo is great for larger plugins, but IMO it's a bit overrated for smaller plugins where a demo doesn't provide any additional information. It is also additional work for me that, when you want to make it right, goes beyond simply uploading MV&MZ zip files.

The "How to" section already demonstrates everything you need to know to use my plugin: https://aerosys.blog/capture

Vx Ace uses a completely different programming language and I don't even know whether it can open such a toolbox at all

What exactly is (not) happening?

I found an error that only occurred in MV. I uploaded a new version (1.0.1), please try again.

Are you calling common events? Given that the hamburger flickers also makes me think that you run a short common event which, by default, blocks the player from going into the pause menu, even when it's for less than a second. The hotbar simply replicates it, as you should not be able to call hotbar actions during cutscenes.

Thanks for notifying me.

Fixed, please try again. Make sure to get the latest version (1.0.2), because sometimes, your browser keeps a cached version.

(1 edit)

I think, usually each hotbar slot should have its unique common event (whether it's called directly or via item/skill doesn't matter here), so I don't see the benefit yet.

However, I quickly made a plugin that puts the value of item/skill/equip/common event of the latest hotbar interaction into a Variable. Hope this helps!

Change the Variable ID at the top to your needs, and then save it as a plugin with any name.

/*:
 * @target MZ
 */
(function() {
const variableId = 1; // <--
const _GameParty_onHotbarItemEquipWeapon = Game_Party.prototype.onHotbarItemEquipWeapon;
Game_Party.prototype.onHotbarItemEquipWeapon = function(weaponId) {
    $gameVariables.setValue(variableId, weaponId);
    _GameParty_onHotbarItemEquipWeapon.call(this, weaponId);
}
const _GameParty_onHotbarItemEquipArmor = Game_Party.prototype.onHotbarItemEquipArmor;
Game_Party.prototype.onHotbarItemEquipArmor = function(armorId) {
    $gameVariables.setValue(variableId, armorId);
    _GameParty_onHotbarItemEquipArmor.call(this, armorId);
}
const _GameParty_onHotbarItemRegularItem = Game_Party.prototype.onHotbarItemRegularItem;
Game_Party.prototype.onHotbarItemRegularItem = function(itemId) {
    $gameVariables.setValue(variableId, itemId);
    _GameParty_onHotbarItemRegularItem.call(this, itemId);
}
const _GameParty_onHotbarItemCastSkill = Game_Party.prototype.onHotbarItemCastSkill;
Game_Party.prototype.onHotbarItemCastSkill = function(skillId) {
    $gameVariables.setValue(variableId, skillId);
    _GameParty_onHotbarItemCastSkill.call(this, skillId);
}
const _GameParty_onHotbarItemCommonEvent = Game_Party.prototype.onHotbarItemCommonEvent;
Game_Party.prototype.onHotbarItemCommonEvent = function(commonEventId) {
    $gameVariables.setValue(variableId, commonEventId);
    _GameParty_onHotbarItemCommonEvent.call(this, commonEventId);
}
})()

Here you go!

3 minor Features added - Action Hotbar for RPG Maker MV & MZ by Aerosys

Yes, actually I had the same idea, and I'm already working on it :)

Oh yes, thanks for notifying me. I somehow managed to add a new screenshot while forgetting to add the plugin itself. Now, it's in the download section :)

  1. This is not supported, however, you can spawn assets (e.g. a secret boss) conditionally on any ruleset. I wrote a tips&tricks here: https://aerosys.blog/lets-improve-your-gameplay-experience
  2. The default implementation doesn't allow it, but again, you achieve something like that by...
    1. use "single room" layout
    2. Generate a whole new dungeon every single time instead of "regenerate"

I played around with this plugin a little bit, but couldn't see any disturbance yet.

Can you please post some screenshots or GIFs?

<3

Either by plugin command or script call, these are explained here: https://aerosys.blog/action-hotbar

No, you don't have to pay for future updates.

That's difficult to say, as there's no default "actor portrait" interface in the RPG Maker's core code that we plugin devs could use, so every plugin devs make their own implementation of actor portraits. You can tell my plugin not to show portraits, so the other plugin can render hero animations; however, when having multiple plugins to customize the UI elements always has a risk of incompatibilities.

You can tell me the name of the other plugin and where to get it; and if you notice compatibility issues and I can try to fix them, and if I fail I can also offer a refund.

Yes, I recently made an update to allow quick alternative portraits when events happen, such as casting spells, reveicing damage, affected by states etc.

Since this update is still quite new, I haven't added it to this itch.io site yet.

Yes, but I haven't located the root cause yet. I will refactor some of my code sections in the next update anyway, and I hope this will resolve it.

Also, you can try out different plugin orders.

I uploaded a new version (1.1.5) to fix the dash animation, can you please try again?

You're right, it seems that the latest update somehow corrupted dash&offsets. I will that as soon as possible, then it should work as intended.

Thanks!

<3

In RPG Maker, go to "Game" -> "Update Core Scripts" and pick a newer version

When you received a read request from "m.kampermann@gmail.com", that's mine

Please tell me the plugin's name and where to get it, then I will have a look

This is the actual code section in my plugin to load the graphic:

function getBitmap(type, actor) {
  switch (type) {
    case 'face':        return ImageManager.loadFace(actor.faceName());
    case 'battler':     return ImageManager.loadSvActor(actor.battlerName());
    case 'portrait':    return ImageManager.loadPicture(actor.equipMenuPortrait());
    default:            return null;
} }

As you can see, it simply grabs the graphic by calling the engine's code.

All my plugins do is to read the information which graphic to show from the engine. When it's not the one you are expecting, then it's more likely that you have overridden the graphics with eventing (event command "change actor graphic"), or you have another plugin interfering.

You're right, the link was pointing to the wrong plugin.

However, the current version number of Skill actually is 1.1.0, regardless what itch.io tells as "latest update". I'm using some automation techniques to upload my work but unfortunately that makes Itch impossible to see new updates. But whatever the tool tells you as latest version number is the truth :)

Yes

Yes

Size options for gauges are still relatively new and not yet supported everywhere. I will add them for custom gauges with the next update!

I regret I cannot reproduce this issue. Which makes sense, as this plugin mainly affects the UI and not the gameplay mechanics. I suggest disabling all other plugins and retrying until you find which plugin(s) may be causing this conflict.

It's below "Sprites (Sideview Battle only)" -> "Mode", set it to "same as Actors"

Not yet supported but sounds like a great idea for a future update!

It auto-saves with every change in UI