Either by plugin command or script call, these are explained here: https://aerosys.blog/action-hotbar
Aerosys
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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.
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.
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, actually it was Rooms&Coorridors.
However, it looks like my last code refactoring (version 3.0) actually made the allgorithm performing slightly worse than before. I will invest some time this weekend to adjust some settings and improve it so it outputs maps that look like from the old screenshots again.
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!
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!




















