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Dungeonmind

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A member registered Jun 09, 2018 · View creator page →

Creator of

Recent community posts

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Hi Emily,

Thank you for reaching out about payment options for my plugins. I appreciate your interest in my work. Unfortunately, I've moved away from using PayPal for business transactions. I understand this might be inconvenient, and I'd like to assure you that the card payment system on itch.io is secure and reliable. Alternatively, you can create an account on my official website, where you can not only use Google Pay and Apple Pay but also access and download all your purchased products directly from your profile page.

Hi Norintha,

Thank you for reaching out. Currently, there isn't a built-in scripting argument to check if a specific item exists in a particular storage box. However, I'll consider adding this feature in a future update. Given my current workload with ongoing commissions, I'll prioritize those first and revisit this enhancement as soon as possible.

I have responded to your support request via email.

Thanks for reaching out and for using my Limited Inventory plugin in your project! I understand how frustrating that must be, especially if you have a lot invested in your save files. Unfortunately, compatibility issues with old saves can occur when plugins make significant changes to the core code, which is how RPG Maker works. Old saves aren't compatible with new code changes, and that's why you're seeing the error. It's a trade-off for having the flexibility and customizability that plugins provide.

Hey, thanks for letting me know about the incompatibility with VZ's OTB battle system! I've added it to my list of potential compatibility patches. Currently, I'm juggling a few commissions, but I'll definitely take a closer look when I have some bandwidth. Appreciate your patience and for using my plugin!

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Thank you so much for the kind words—I'm really glad to hear the plugin's been helpful for your shop setup!

Sorting items by ID is a solid suggestion and definitely something worth considering. I’ll keep it in mind for future improvements. At the moment, I’m swamped with commissions, so I can’t commit to anything right now. But I appreciate you taking the time to share your idea—it’s always great to hear how people are using the plugin and what could make it even better.

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I received the project but it's compiled and so therefore I can't do anything with it. Please provide a blank empty project that's not compiled. Thank you.

I did not receive any email from you, unfortunately. Did you upload it to something reputable like google drive and then email the link to me?

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I've tested the plugin in a brand new project and wasn't able to replicate the crash. I'm wondering if the issue might be due to the plugin parameters needing to be reinitialized. To troubleshoot further, could you please try reinstalling the plugin in a new project and see if the issue persists? If you're still experiencing the crash, I'd appreciate a zip file of the project that reproduces the issue, which you can email to support@dmplugins.com. This will help me investigate and resolve the problem more efficiently.

Hi SpellcraftQuill,

Thanks for pointing this out! I have gone ahead and fixed this in the latest version. Please redownload and replace the old plugin file with the updated version which is V1.01.

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Hi @SHROOMCHRIST

The plugin parameter only skips the fight menu, it doesn't disable it. I've tested this in a brand new project with Skip Fight Menu enabled and disabled, and it appears to be functioning as intended. You can skip the fight menu with it enabled and disable it to set it back to default. When you press cancel, the menu should always return to the fight menu, regardless of the parameter setting. I've confirmed this works as intended in my tests. If you're experiencing different behavior, it's possible there might be a conflict with another plugin or a specific setup in your project that's causing the issue.

For future bug reports, please consider the following steps to help me troubleshoot more efficiently:

  1. Test the issue in a new, clean project using the latest version of RPG Maker MZ (currently 1.9.0).
  2. Ensure the plugin is the only one active in the project.
  3. If the issue persists, feel free to report it to me. I'll conduct my own testing in a fresh project. Since I've already verified that the issue doesn't occur on my end, if you're still experiencing problems, please zip your project (as a .zip file, not .rar) and email it to support@dmplugins.com. I'll be happy to investigate further.

Hi @RETRONALD, thanks for reaching out. Unfortunately, the default battle log functionality doesn't support pausing or slowing down the display. I don't have plans to add this feature at the moment, but I appreciate your suggestion. Sorry again for the delayed response - I've been swamped with commissions.

Hi @SHROOMYCHRIST, thanks for asking! I'll keep an MV port in mind if I see more interest from other users. Let me know if you'd be interested in purchasing an MV version, and I can gauge the demand.

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Hi @SHROOMYCHRIST,

This is now fixed in the latest update. It was because I had added new plugin parameters in a previous update but forgot to add them to the default settings. Please download the latest version 1.03 to get the update. Thanks for reporting this.

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Hi there,

Thank you for reaching out about the issue you're experiencing with the Limited Inventory plugin and VisuMZ-4. I've tested the plugin in various scenarios, and I'm unable to replicate the problem you're describing. This suggests that the issue might be specific to your project setup or plugin compatibility.

If you'd like me to take a closer look, I'm happy to investigate further. You can email me a link to your project at support@dmplugins.com, using a reputable upload service like Dropbox or Google Drive. If the issue is related to my plugin, I'll do my best to provide a solution or guidance. However, if the issue is due to compatibility with other plugins or project setup, I can only provide guidance on how to troubleshoot or identify the cause.

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Hi there! Thanks for reaching out. You're right that I've never tested Limited Inventory with the Grid Inventory plugin by SangHendrix, so compatibility issues might be the culprit. For reference, Limited Inventory is compatible with some VisuMZ plugins, such as VisuMZ_4_VisualItemInv—you might consider using that as an alternative to see if it meets your needs. 

I think the issue is due to not having an inventory check in place. Please read the plugin instructions carefully because you need to do a conditional branch with a script call check before giving the item using the item's ID and the amount like so:

There are unique script calls for items, weapons, or armors, so definitely check out the plugin help file for more information. Also, don't forget to choose the inventory type you want to use - you have Item Weight or Slot Based as options, and both behave quite differently. Thanks for your support and I hope this helps!

Hi kafkashore2024,

This issue has been fixed in the latest build. You can update to the newest version to resolve the problem. I appreciate your patience while I resolved the issue.

Thank you!

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I think I figured it out. The key is matching with Ctrl but in the plugins help file it refers to the button as "Control". If I just change "Control" in the plugin parameters to "Ctrl" it appears to be working right again. Alternatively, I can just change 'ctrl' to 'control' on line 256 of your plugin and it will use the correct symbol/key used in the plugin's help file. I appreciate your quick response(s)!

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Thanks for the quick reply! Okay, so this is just confirming what I thought then. We still have a bug in Scene_ButtonConfig. There is a key set for "Control" & "Ctrl", when there should only be one. Unless I am missing something else...

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Hi there,

I was working on a fix for a client to make my plugin compatible with this but I have ran into an issue.  Your plugin is recognizing two keys with the symbols "Control" and "Ctrl" but I only have the ability to set key bindings for one key.  As far as I know there isn't two control keys that function independent from each other.

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No, you don't need to include the commercial licence in your game files. As outlined in the plugin's help file, my terms are clearly stated. As long as you're aware of the licence and comply with its terms, you're free to proceed with using the plugin in your project.

Once your project is complete, it's recommended that you compile and protect your game to prevent unauthorized access to your project's code and resources. However, please note that this is not a requirement at present, but rather a best practice to safeguard your intellectual property.

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Hi!

Thank you for your decision to purchase the plugin! I'm confident it will help you achieve your goals.

Regarding payment options, my official website accepts all major credit cards, Google Pay, and Apple Pay. Unfortunately, I've had issues with PayPal in the past, so I've opted to use Stripe as my payment processor. Stripe is a reputable and secure option that's integrated with both https://dungeonmind.itch.io/ and my official website https://www.dmplugins.com/category/rpg-maker-mz-plugins/.

If you have any further questions or concerns, feel free to ask! You can also email me at support@dmplugins.com.

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Hi!

Thank you for reporting the issue with key items not triggering common events. I'm happy to inform you that I've fixed this bug in the latest build!

Regarding your suggestion about undroppable items, that's a great point. I'll definitely consider adding an option to bypass the drop prompt for undroppable items in a future update.

Thanks again for your feedback, and I hope this updated build helps!

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Hello!

Thank you for considering my plugin for your Game Jam project. Since the project involves a cash prize, I would recommend purchasing a commercial licence to ensure compliance with the licensing terms.

For the amount of work that has gone into developing this plugin, I believe the asking price is more than fair. Your support will help me continue to maintain and improve the plugin for future projects.

If you have any further questions or concerns, please feel free to ask.

You're right, aligning something that's constantly changing can be tricky. I haven't figured out a way around this yet, but I'll take another look when I have some more free time.

It sounds like you didn't initialize the new settings for battle log plugin parameters. Can you please go into the plugin settings and double click "FF Style Battle Log" to initialize the new plugin settings?

Thank you for your interest in compatibility with VisuStella! I'm currently tied up with commissioned projects, but once my schedule clears up, I'll take a deeper look into making my plugin compatible with theirs. While I've had success making other plugins compatible with some VisuStella plugins in the past, I want to caution that their code is obfuscated, which can present challenges. I'll do my best to make it work, but I can't make any guarantees at this time. I appreciate your patience and understanding.

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Thank you! I'm glad someone noticed. I tried to keep it organized and still include a lot of customization for developers to use.

Please email support. I'm sure we can work something out!

support@dmplugins.com

No problem, I'm glad I could help.

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Hi @SuccubusNirriti,

Thanks for your interest in using my plugin in your project!

1. This plugin already provides options to change the location of the Actor Command window. You have to change the "X Element" & "Y Element" in the plugin parameters for that specific window. I think you want to change the X Element parameter to the max width of your game's current resolution - the Actor Command Window Width to move it all the way to the right. 

2.  I've done some extensive testing for you. I can verify that enemy slain SFX does still play, and my plugin does not affect this in any way. I changed the sound effect to something distinct to find this out. I used the same method to test player hit SFX, and I can confirm it wasn't working right due to some bad code practices in the default code. I've now provided a hotfix to address the issue, and after further testing, I can confirm it now plays the hit sound effect.

You can download the latest version from here or my website:

https://www.dmplugins.com/2024/04/17/ff-style-battle-ui-mz/

Edit*

I'm experiencing issues with uploading files to my website right now so please just download the updated file from itch.io for now.

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Hey,

No problem; I'm glad it can be of use to you. If you want to discuss in more detail what features you would like this potential plugin to have, you can always email support@dmplugins.com with your request, and I'll give you a response as soon as I can.

Thank you for supporting my work! 

Hi Sabinremson,

I may have some time next week to help you with this after my current commission. I will message you on discord!

Hi Sabinremson,

You are most welcome for the update. Regarding your subsequent inquiry, it appears that this is currently beyond the scope of this plugin. I'm sorry about that.

Hi there,

Thanks for your interest in my work! The note tag only accepts simple number values. So this won't work. NaN, stands for Not a Number because that's what the note tag value was expecting.

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Hello, thanks for supporting my work! I made an update to the plugin for you. You can now select skills you don't want to show in the battle log. Just add skills to the plugin parameter "Skill Exclusion List". This should help everyone who doesn't want to show basic skills like attack and guard.

No problem. I'm glad I could help with your project.

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Hi there, thank you for your interest in my plugin. Unfortunately, this plugin is not directly compatible with that plugin. I have displayed which plugins it is tested and compatible with under "Compatibility." However, I have gone ahead and tried my best to make a compatibility patch for you anyway, since the plugin in question is available and free to download.

I have now updated the plugin's pro version. Try the latest version, which contains the patch, and let me know if it fixes the problem for you.

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You can email support@dmplugins.com with your query and I'll get back to you as soon as I can.

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Hi Rawrr,

I answered this in your support request, but I'm just going to paste the event work I did for you here just in case someone else finds it useful.

You can copy and paste your 'Loot Container' very easily in the plugin parameters, which takes less than 5 seconds per container. Use keyboard shortcuts to make this even quicker.

Next, you can create a common event that includes all of your potential random loot. Then, every time you add a container to your dungeon, you can just change one variable before calling your random loot common event for each container event to add random loot to the container. Then use a self switch to make the container keep its random loot indefinitely. It literally takes seconds to add multiple random loot containers this way.



Obviously, if you are calling a common event like this, you would remove the 'container_id' variable event command and place it in each container instead, and then call the common event that contains all of your possible random loot that can be deposited for your 'Randomized Loot Container'. You would, of course, have to spend some time creating all your possible random loot, but after it's done once, it never has to be done again.

It also should be quite simple to add more random loot to the common event later, when you have created more items, weapons, or armour for your game, by just adding another conditional branch and incrementing the randomize variable by 1.