Hey bro, how's it going? Could you try downloading one of the files that has "Popup" in the title? It has a special modification to avoid suppressing some of the visuMZ code. Maybe it will work. If you can get a screenshot of that specific message, I can try to reproduce the behavior here and work around it in a future update. Thanks for your message and interest.
Kadajah
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Hey bro, Due to user demand for a relationship between the skill tree and items, I'll be adding the following improvements in the next update:
I'll create a Tag for Items, so that when you use them you gain the designated LP.
I'll create the same TAG for enemies, so that when you hunt specific enemies you gain LP.
And I'll add a level-related gain curve system to the editor.
This update should be released within a week; if you want, I can let you know when everything is ready.
Hey bro, thanks for your interest.
You can set up a point gain per level or manually add points to your party member.
Regarding the option to gain points with items, it's possible but has some caveats.
As I mentioned before, the plugin has a plugin command that distributes points to a defined team member.
As it stands, it's possible to create a common event that adds +5 LP to each team member and call this common event as an item usage effect. This way, when using an item, all members of your party would gain +5 LP, but that seems a bit inflexible, right?
I'll create a Tag for Items, so that when you use them you gain the designated LP.
I'll create the same TAG for enemies, so that when you hunt specific enemies you gain LP.
And I'll add a level-related gain curve system to the editor.
I have some heavy workloads this week, so this tag update and points earning curve should be ready by next week.
Would you be okay with waiting until then? I'll let you know in the comments as soon as it's ready.
Thank you for your message and for all your support.
Hey bro, I wanted to let you know that the plugin is now updated. There's no longer a need to configure switch 001 as one; there are plugin commands to turn stealth/fog mode on and off, etc.
I've also updated the help and documentation with the correct instructions. I apologize for the problem you experienced.
Thank you for all the support! The community here is amazing!
Hey RagnarokAesthetic, how are you?
So, the entire visibility and activation condition system for skills is linked to switches; in the current version, there's no possibility of linking it to an item.
The conditions are configured as follows:
- Switch required to show the node in the skill tree,
- Switch required to activate the node in the skill tree,
Naturally, you can only activate nodes that are visible, so the entire skill distribution strategy should be thought of in this way.
Thank you for your comment and for all the support. If you need anything, just let me know.
Hey bro, how are you?
I sincerely apologize, I forgot to remove a test lock in the version I uploaded to Itch.
Tomorrow I will make the necessary correction to avoid the error.
To bypass this lock, simply create an event that turns switch 001 on.
Another detail, put the settings in a comment command. I got confused when writing the help for this plugin; in the previous version, all the tags were in notetags, but I noticed that when defeating an enemy and changing its auto switch, the cone of vision remained, because the notetag is global for all pages of the event. That's why I had to put the command in the comments.
Tomorrow without fail I will make the necessary corrections. You can use this switch method to continue testing until then.
Again, I apologize and thank you for the comment and for all the support.
Hey GalacticGod, how's it going bro?
So, the visuMZ library is gigantic, and I can't test the compatibility of all their plugins to guarantee compatibility.
What's common practice here in the community is that when a user encounters a problem, I do my best to try to solve it and force compatibility with my plugin. If you have a list of the plugins you use, I can check which ones might be experiencing instability and then I can give you a more precise answer.
In advance, WaterMap and WaterMapPlus use a visual layer system to inject sprites onto the screen, and a region ID system. If you have other plugins that use these functions as their core, we might encounter some problems.
If you need anything, just let me know.
Thank you for your question and for all the support!
Hey man, your suggestion is great and I just implemented it. Please download the JS file again; it already has this updated function.Use the tag <RE_Image: filename> and place your image in the `pictures` folder, replacing its name in `filename`, and that's it.
Thank you for your suggestion and for all the support.
Hey Bro, just to clarify, did this error occur when you installed BattleEffects or AnimationX?
This error code isn't produced by my plugins, and the log states it's a conflict with VisuMZ_1_BattleCore.
Please confirm which plugin exhibited this behavior and at what stage of the test it happened, and I'll do my best to work around the problem.
Everything indicates it's a compatibility issue due to two plugins using the same class or manipulating the same object (perhaps the damage popup).
Please confirm these points, and we'll investigate and resolve it.
Hi, how are you? So... I finally updated the plugin you suggested. Now it's possible to configure up to 2 overlays on the enemy sprite, such as a helmet and a broken version of the same helmet. I improved the damage and hit chance logic. There's a video on the page showing everything from using the hitbox creation tool to gameplay with pieces of armor being destroyed.
I hope you like it, thank you for the suggestion and for all the support.
Hey bro, how's it going?
Yes, all the note shapes are already included in the plugin; there are 4 different shapes. You can configure the track colors, and the plugin allows customization with background images, visual effects, and other customizations. What you can see in the videos and screenshots are features that the tool provides by default.
Thank you for your message. Feel free to ask any questions.
Hey Raz, how are you doing bro?
So, the FrontViewX update is finally out! Besides the froat functionality you requested, I've added some other cool things that can enhance the visual experience of your battle screen. Hope you enjoy it!
Thank you so much for your patience, and thank you for all the support.
Hi, how are you?
Thank you, I'm glad you're enjoying this plugin.
Currently, there isn't a parameter in the plugin that allows you to change those words; they are hardcoded in English, directly in the code.
It was my mistake not to have considered the issue of translating the commands. I can schedule an update to fix this; it should be released in a few days.
If there's anything else I can help with, just let me know.
Thank you for your comment and for all your support!
Hey, how are you?
First of all, I apologize, I will be clearer in the documentation and instructions for use. I will create a demo file and prepare a video tutorial to help you create the mazes automatically.
I have some deadlines today, but I can put this material together for tomorrow. Again, I apologize for the lack of clarity and specificity.
As a last resort, if you still need help, I can offer support on Discord and help you configure the tool for a better experience.
I'll bring you updates by tomorrow.
I hadn't really thought about the issue of awareness for legally blind people; I think you raised an interesting point and opened my mind to some possibilities. I'll keep that in mind when making any updates or implementations for this tool, ensuring the possibility of including experiences that go beyond gameplay.
Thank you very much for the comment, I really found it interesting!
I'm very grateful for all the support and encouragement. Rest assured that I will do my best to deliver free and paid plugins with fair prices and quality.
One of my goals is to popularize the incredible RPG Maker community, and I've met fantastic people here, which is already very rewarding!
Thank you so much, let's create amazing games, bro!
I thought the idea was great, I think it's awesome when people manage to radically transform RPG Maker and surprise us.
So, this update seems like it could perfectly suit your needs. Basically, you'll create a common event that adds the desired value to a variable, for example CE001 - add +1 to the value of variable01 (upgrade era), and assign this common event to what will be called when a skill tree node is unlocked. You can create 3 nodes that call exactly the same common event, and each time you click on it, it would advance an era (Age of Empires style), or create different events and variables as you wish.
Let me know if you need anything, and if you encounter any difficulties, just let me know, I'm here to help!
Hey Raz, how's it going bro?
I'm really glad you liked my plugins, it's a pleasure to read that.
Your suggestion is very welcome, and I will definitely add that function (float) to FrontViewX.
Your suggestion gave me a really cool idea on how to boost this plugin. I'd really love to talk about it now, but it would spoil the surprise.
I have some items on my task list for the next few days; as soon as those tasks are complete, I'll get this update for implementation.
Again, thank you very much for the suggestion and for all the support. If you need anything, just let me know!
Happy developing, bro!
Hey Tyler, how are you doing, man?
I really liked the suggestions and I'll strive to implement them all by the next update. All your suggestions are interesting and will greatly enhance the tool. I hadn't even noticed the problem with the walls becoming invisible; I'll try to reproduce that behavior here to see if it's a global issue or a specific texture or condition.
Thank you so much for the suggestions. In a few days I'll bring updates to provide the best possible experience (Melee weapons were already under development).
Thank you for all the support and contribution!
Hey bro, how's it going?
So, I managed to implement what I mentioned earlier. Now, in addition to allowing a common event to be triggered when unlocking skills (which will allow you to create the common event with an increment value to a variable), I've added an automatic switch trigger and another layer of visibility (block switch visibility) to create exclusive or mutual paths with more freedom.
Any questions, just let me know!
Good work.
Sorry, I hadn't seen the previous question. Regarding the classes, the plugin creates individual skill trees for each actor, meaning one tree for each character. You can duplicate the same tree for a swordsman for all swordsman characters. Even if the character changes class, they would retain the same tree. However, there are ways to condition some nodes to specific switches, so by changing the switch, you can completely alter the tree without affecting already acquired skills and other customizations.
Since the focus is on individual customization, it's not possible to assign the tree directly to the character's class, but rather to the character itself.
Hey Bro, how are you?
Thank you for your question and interest,
believe it or not, I'm working on an update to this plugin right now. The schedule suggests I should be able to release it this weekend if all the tests go well.
A community user asked me if he could modify variables directly with the skill tree earlier. In the current version, he couldn't, so I started working on the option to allow triggering a common event. This will allow that when he acquires a skill, it is (purchased) and activates a common event that changes the value of the variables he wants. I think it's a cool addition, but while working on it, I realized that node editing only allows one type of action at a time: either you turn on a switch, or you call a common event, or you change a skill. Ideally, there would be an auxiliary switch-to-switch system, so that when you acquire a shadow element skill, for example, the entire branch of light skills disappears.
So I'm adding a visibility lock switch parameter, and an automatic trigger parameter, in addition to the common event trigger mentioned earlier.
This way, the system will be more flexible and adaptive, and it will certainly solve your problem.
The plan is for this weekend; if everything goes well, I'll let you know here when it's all ready.
Thank you for your message and for all the support!
Let's create amazing games, bro!
I truly appreciate all the support, and I can't express how happy I was to read your comment.
Bro, things like this give us the energy to continue creating and developing this community.
I was very happy to know that it's a project of yours and your son's. That's incredible, and I hope we have another amazing developer in this community.
(I already applaud the ideas he had for these tools; they were very good and assertive suggestions, resulting in a flexible and very cool tool. Please congratulate him for me; it was a pleasure working on this project.)
My wife and I want a child, and I hope that one day I can develop a project like this with ours.
If you need anything, bro, just let me know. It will be a pleasure to contribute to this project!
And thank you again for all the support and encouragement; I feel motivated to build more!
Best regards!




































































