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Dungeonmind

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

Creator of

Recent community posts

(2 edits)

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.

(1 edit)

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.

(2 edits)

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.

(3 edits)

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!

(6 edits)

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)!

(5 edits)

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...

(2 edits)

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.

(2 edits)

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.

(1 edit)

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.

(1 edit)

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!

(2 edits)

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.

(4 edits)

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.

(7 edits)

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.

(3 edits)

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.

(4 edits)

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.

(3 edits)

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.

(1 edit)

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

(3 edits)

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.

(8 edits)

Hi there,

Thanks for your interest in my plugin. This plugin is a tool that was created to extend the functionality of the RPG Maker MZ engine and help you make your game. It's not meant to do all the hard work for you. You can already create advanced random chests using the available plugin commands and script calls available to you in combination with the game engine's eventing system.

For example:

You can create a new loot container and use the same ID if you want to. Just use the built-in game event conditional branches and call a random variable before opening the chest to add random loot to the container. If you want to reuse the same container later, you can. Simply design a common event that eliminates every item from the "Random Loot Container" sequentially using the available plugin commands, and then initiate it prior to the opening of a fresh random chest to replenish the container with additional random items.

I'll even give you a quick script call that can erase all current items in a container instead of you having to use a plugin command to remove each item in the database one by one.

$gameContainers._containers[id-1].itemArray = [];

Replace 'id' with the number matching your container id defined in the plugin parameters.

This should solve your issue for wanting to use the same loot container over and over again with new random loot. Good luck with your game and feel free to ask for more help if you want by contacting me through my support email at:

support@dmplugins.com

Happy RPG Making!

This is not a feature at the present time but I will consider adding this in a future update, thanks.

(1 edit)

Hi there,

There's a couple ways to do this depending on what inventory type you are using for your game.

For Slot Type Inventory:

$gameContainers.getCurrentPartySlotsWeight() - Returns current weight.

$gameContainers._inventoryMaxWeight - Returns max weight.

For Weight Type Inventory:

$gameContainers.getCurrentPartyInventoryWeight() - Returns current weight.

$gameContainers._inventoryMaxWeight - Returns max weight.

(2 edits)

1. You can't disable it globally, but you could place the <undroppable> note tag on all items in the database, but I realize that's not really the answer you're looking for. You probably want to disable the whole drop command window all together, right?

2. You can't make it 0 when equipped, but you could potentially grant bonus weight with the <equipWeight:+value> note tag. I could look into possibly adding this feature for you, though. How about an actor note tag like <equipWeightReduction:value>? This would subtract the value from the equipment item's current weight only when equipped.

I try to always be available to help with people's projects, but I'll admit it. I do get quite busy developing more plugins for the community and working on my own game. Others have commissioned me directly to get new features like this done quicker. I could also do it relatively cheaply if it were non-exclusive rights because I'd be allowed to share it with the community too. It's just something to consider in case I take too long for you. I'll just leave my email down below in case you are interested.

support@dmplugins.com

(2 edits)

I don't have a newer Mac. Mine is an intel. I read that it doesn't work with the ARM processors. It's confusing that you have a Mac version but it's not even working on an intel one. Ah well, I tried at least, thank you.

(4 edits)

Hi, I've downloaded the Mac OS customizer and it doesn't work. I have all permissions set to allow any program to open. It just gives an error saying the program can't be opened and doesn't explain why. I am using an intel Mac.

2019 MacBook Pro 16 inch 8 core intel i9 Processor with

AMD Radeon Pro 5500M 8 GB Video Memory

64 GB 2667 MHz DDR4 Ram

I really hope this can be fixed because I would love to use the new customizer app.

Thank you so much for your kind words and good luck with your project!

(3 edits)

No, I’m not having trouble with setup. It was a simple question if it worked the same or not as the old pack because I didn’t see anything in documentation regarding it but I could have missed it since I jumped right in and easily added all the clothing into layers and groups in my art program of choice already.

(5 edits)

I’m super excited for this! Combat animation for spear or bow while on a horse would really put the cherry on top for me.

I have all of these assets inside Photoshop. Is there a specific layer order for these like the old mana seed base or are these designed to just fit on top or behind the body perfectly for each sheet?

(1 edit)

Great to hear that you are planning new expansions.

WEAPONS:

I don't mind giving you some of my personal feedback if it helps in any way. I would say the reason I requested more swords is mostly because I can't have 'Greatsword' and 'Sword' as totally separate weapon types for different classes simply because there aren't enough unique designs for each on their own, but together it makes just enough that I needed one combined type of "Swords" for my game. This includes using some of the recolors from the fantasy base set. Some colours I can't or won't use, which is understandable and expected. I did manage, however, to do some fairly decent recolors for some spears and swords. So I think more variety of both types of swords might be helpful because right now I have a total of 28 swords in my database that I will use, and only 'Sword' and 'Greatsword' combined as one type when I would prefer to have two types instead. I would need closer to 40 with each type (if it were a perfect world, of course). 


For spears and daggers, we can definitely use more of those as well. Maybe a weapon type 2 set and an armour type 2 set could rectify some of this stuff? Same thing for guns. 17 is not quite enough (especially since the price is borderline unaffordable for me for each pack). I can't just buy every single pack, like some for a few icons. I can maybe buy almost all of them, but I have to make a sacrifice somewhere. If there was a pack that contained 20 guns, 20 spears, 20 daggers, 20 greatswords, and 20 swords, then I'm likely to suck it up and purchase it even at full price.

All though the pack with the recolours was useful, overall unique designs are preferable, and I would do the recolours myself using your icon colour palettes if I wanted another version of one. I found myself more than not using a recolor from the base fantasy pack just because I didn't have a unique design for my new weapon.


ARMOURS:

YOU: The armor & clothing topic pops up constantly, so I think the first armor/equipment set simply was not enough?

I would say that when it comes to unique designs, you can almost never have enough because there are simply so many RPGs that are on epic scales that would require not only multiple different armours but armour types as well. Combine this with the fact that you usually need armour, helmet, gloves, and boots for all heavy and light armour's, and it could take a while.

YOU: Is there anything which you don't like about this set?

I personally didn't like the addition of the samurai and ninja armour simply because now I don't have enough of that type of armour to give to a special class called "Ninja" or "Samurai," and therefore it does not have much use to me. Also, I do think having a lack of focus on which 'type' of armour to include in the pack had an impact on this set. It would be much more useful and have more armour included if it were based on heavy armour, light armour, or magic armour instead, and it would include 100 icons. If it was a straight armour set for heavy, let's say. It would be 25 gauntlets, 25 armours, 25 boots, and 25 helmets. This would cover the vast majority of people's games using heavy armour types, especially if you included recolors we can do ourselves or armour pieces you have already made for us.

YOU: Are there some pieces of gear you miss specifically?

Half Plate
Full Plate
https://dragon-quest.org/wiki/List_of_armor_in_Dragon_Quest_I


Sometimes you just have to make things up. Here's a really good reference page:

https://www.woodus.com/den/games/dq9ds/armor.php

Platinum Armour
Legendary Armour
Dragon Mail
Gigasteel
Bronze

To name a few that stand out. Also, some I don't have reference to but some of the icon designs can use references from other icons above from woodus.com. 

Dark Knight Armour(REF:Metal Slime Armour)
Blood Knight Armour(REF:Mythical Armour)
Ethereal Armour
Enchanted Armour(REF: Enchanted Armour)
Valkyrie Heavy Armour(REF:Veteran's Helm)
Valkyrie Light Armour
Mythril Armour(REF:Mythril Helm)
Scale Armour(REF:Scale Armour)

Woah, that was a lot of typing. I hope that I was clear and concise and that this helps, cheers.