I will add it for the next update :)
Aerosys
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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.
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
For this use-case, you want to create a new plugin, that stands just next to mine. That means:
- 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")
- Paste the code from my last reply
- Yes exactly, you need to adjust the names, and also the numbers inside the $dataArmor brackets.
- If none of your "rules" apply, then my plugin's original functionality comes into play (i.e. the notetag <menu portrait: file> is used)
- In RPG Maker -> Plugin Manager, include your new custom plugin and put it below the menu customizer
This is just a sample code that I offered to you. Notetags just aren't flexible enough; if I were to make a feature that chooses a different picture just for equip, then the next person would request it just for weapons, or states, or any other situation. However, custom code provides you with much more freedom.
Yes, this is possible. I suggest using a small plugin for this purpose.
Create a plugin with any name and put it below mine. Paste this:
/*: * @target MZ */ (function() { const _menuPortrait = Game_Actor.prototype.menuPortrait; Game_Actor.prototype.menuPortrait = function() { if (this.name() == 'Reid' && this.isEquipped($dataArmors[1])) { return 'Reid_LiteArmor'; } if (this.name() == 'Reid' && this.isEquipped($dataArmors[2])) { return 'Reid_HeavyArmor'; } // use default portrait return _menuPortrait.call(this); } })();
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?
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.
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:
- When on the game map, press F12 to open the debug console
- Important: Go to "console" tab
- Maybe you see some messages that you think may help me