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Kadajah

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A member registered Aug 18, 2025 · View creator page →

Creator of

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Hey bro , yes, and yes, you can use plugin commands during battles, provided they were designed to work in that context. You can also use a menu to assign shortcuts for your spells and abilities, configuring the entire system on a per-player basis; there’s an in-game menu for editing these shortcuts, and you can map them to controller buttons, while the on-screen icons support touch input.

If you want a system focused strictly on combat, I have another plugin called `koa_skillbar` that is more robust in that regard, handling only map and battle skills without the extra features found in other plugins.

Sure, you're the boss! I've already added it to the to-do list.

Fixed, bro. Thanks and sorry, I missed that!

Hey, always use PNG images; since they support transparency, they fit perfectly onto the surface of the blocks. By default, all RPG Maker RTP images are already in this format; although the engine can work with JPGs, the native code primarily looks for the PNG extension when you use just the image name.

Change your event to a parallel trigger; if it isn't called, it won't display the graphic. Remember that it is good practice to add a self-switch so the event doesn't keep running endlessly.

The plugin command does not require the <door> tag; that tag is only meant to be applied to the event containing the sprite.

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Thanks for the feedback. Unfortunately, I cannot afford to hire someone to create a video tutorial on how to use my plugins; given the price I charge to bring these tools to the community, there isn't enough margin to cover that, especially considering the time spent on development and support. However, guidance is available in the documentation and the plugin's help section, and I am, of course, available to provide clarifications, answer questions, and promptly resolve any bugs or errors caused by the plugin. I must emphasize that a system of this complexity (a 3D system) requires an investment of time; several hours to understand how the tool and its dependencies (such as layer systems and region IDs) fit into your game, alongside testing and experimentation. It also requires a complete map overhaul, as 2D coordinates (x, y) may not accurately represent an object's position on a 3D plane (x, y, z). I have another tool called ISO 2.5D that is more robust than this one (UltraD) and includes a visual editor; it might be a better fit if this one seems too complex or user-unfriendly. Thanks again for your comment; please let me know if you run into any issues.

Yes, all the tags and usage instructions are in the documentation; let me know if any questions arise.

Hey bro, how's it going?

For the mirrors, there are two possible approaches: you can add them as events and use tags like `<door>` to ensure the event appears in front of the wall, or use a plugin command to set the sprite as a "facade." As for the steps, I'll need more details to understand what's going on.

Do you use Discord?

Hey bro, yeah, can you add me on discord? kadajahbr

Please add me on Discord, kadajahbr

Hey Bro! How's it going?

I'm glad to hear you're enjoying the plugin. Could you show me the settings you're using for the image?

By default, the dice renders with a z-index of 9999, placing it above all other elements. The part of my plugin's code that controls opacity should, in theory, only affect the dice itself. It's not entirely clear to me what's happening in your specific case.

One more question: do you have any other plugins running alongside mine? For example, plugins that modify the HUD or visual novel plugins? They might be making the image transparent due to an overlay issue.

Could you post a screenshot of the settings for that image? Or of your plugin list, if applicable? In your example, it's an image, right?

I apologize for that; I commented out those parameters to test where the error was and forgot to uncomment them. You can download the JS file again. I believe everything should be fine now! Just let me know if you need anything else.

Thanks for the detailed explanation and the screenshot. The issue occurred because the message window wasn't resetting its coordinates to the default upon closing, causing the choice window (which relies on the message window for positioning) to misalign and appear in the wrong place. I also added an adjustment so the choice window correctly follows the speech bubbles if they are displayed simultaneously.

Could you download the JS file again and test if it's working correctly now?

Thanks for the feedback and all the information.

Hey man, the font issue happened because if the font name contained spaces or wasn't formatted correctly in the parameter, the Canvas engine treated it as an "invalid" font; this caused it to reject the size change and only affected the text's vertical position (offset). As for the equipment issue, it occurred because the function was looking for the "first copy" of that item in the inventory instead of using the specific one you clicked or dragged.

I’ve applied both fixes to the JS file, it passed all my tests without a hitch, so could you please download the plugin file again and test it out?

Thank you for all the feedback; it really helps in developing better tools. Thanks also for all the support.

Man, I apologize; the task of checking that plugin dropped off my list and I forgot about it. I believe it's finally resolved now.

Hey bro, sorry for the delay, it's all set. Just download the JS file again and test it out! Thanks for the feedback.

Hey, first off, I apologize, I ended up missing your comment. I really don't recall seeing it, so it might have happened during a particularly busy week. Is the problem still persisting? Could you send me the console log for a more detailed analysis?

Hey there! How's it going? I'll take a look at this and fix it. Could you send me an image showing the behavior you described, so I have a reference for how much needs adjusting? Thanks.

Hey bro, how's it going?

So, the plugin works in both ATB and conventional turn-based modes, but both use the characters' native agility stats to determine turn order.

And no, it completely replaces the default RPG Maker menu with its own custom menu. This was necessary to adjust the turn system and player positioning on the screen.

Please, add me: kadajahbr

Hey bro, I finally managed to implement the suggestion you gave; now it's possible to arrange the equipment slots with custom coordinates and zoom levels, along with a series of improvements suggested by other users. Thanks as always for the support and for helping make this plugin better. The new version is already available, hope you enjoy it!

https://kadajah.itch.io/kadajahs-reinventory/devlog/1571644/devlog-version-45-up...

Hey man, thanks for all the suggestions and feedback. I think I managed to implement everything you suggested; the new version is already available. If you run into any issues or spot any other opportunities for improvement, just let me know! Thanks again for all the support and the amazing suggestions!

https://kadajah.itch.io/kadajahs-reinventory/devlog/1571644/devlog-version-45-up...

Hey bro, how's it going?

Unfortunately, not yet; right now, all my energy is going into developing the tools I've already started programming and into providing support. I haven't had time to think about the business side or promotion yet, but if you already have something in mind, feel free to hit me up on Discord so we can talk about it. Thanks for the message.

Regarding the first locked skill: that isn't possible in this version of the plugin. Another user asked me the same thing a few weeks ago, and the matter is still under review. I’m also considering the possibility of multiple skill trees; I’ll run some tests during the next development cycle, but I don’t have a definitive answer or timeline yet. I can let you know here in the comments as soon as there’s any news.

Hey bro, the idea is to create just one skill tree per character; however, you can use visibility and activation criteria to set things up so that an entire branch only becomes visible if a specific switch is turned on. This way, you can tailor the tree and its activation to your story—for example, if the character meets a fire mage, switch X activates, and the fire skills appear, ready to be unlocked.

Currently, the shootingGame plugin generates maps in a way that simulates a 3D environment, which directly conflicts with the 2D calculations produced by the cone system; in their current state, they are simply incompatible. Now that I know what you need, I’ll come up with a more elegant solution for the shootingGame.

Hey man, could I add you on Discord for more direct support? I think we could save time that way.

Hey man, I’ll need the full console error for an accurate diagnosis. I can only speculate on what might be happening, but this error usually occurs when there is a skill tree for an actor ID that doesn't exist in the database. By default, the plugin comes with 8 IDs pre-filled; if you only have 3 or 4 characters in your database, you need to clear out the extra skill trees. Another thing to check is whether the tree you created has an actor ID associated with a valid character.

Hey man, sorry for not being clear about the instructions. You can use the native "Set Weather Effect" command in RPG Maker to create the rain; my plugin simply simulates the movement of water droplets falling on the surface. Using the native command doesn't incur significant processing costs, and it was the best way I found to integrate my plugin with the engine's existing features. Feel free to reach out if you have any questions.

Hey bro, how's it going?

I'm going to try to reproduce and analyze this error and should post a fix in the next few days; I apologize for the inconvenience.

Hey man, I'm glad you're enjoying it. The idea behind this plugin is to create an experience similar to *Guitar Hero* or *DDR*, where each song is played in its entirety regardless of your RPG Maker party. I'll be working on maintaining the plugin over the next few days and will look into a way to split the music track so it can be divided among various party members—though I can't guarantee it's possible, I'll certainly explore the option. As for playing music from a video, that might be a bit tricky; the music requires a score created within the editor to be played, and the only way to get that is by converting the track to MIDI—something that can't be done directly from a video. What we *could* look into is syncing a silent video in the background while the audio itself comes from the interaction between the score and the music file. I hope that makes sense; if you have any questions, feel free to let me know.

Hey, for now, it's not possible; ShootingGame uses a very specific system that doesn't interact well with other plugins. I might look into a way to incorporate some of that plugin's functions into ShootingGame in the future.

Hey man, thanks for the feedback. I have a series of modifications to make to this plugin; I should get to them in the next few days, as soon as I finish a top-priority task. I apologize for the delay in implementing the fixes we discussed.

Thank you for all the support and for valuing the preservation of my work. I know plugin piracy is a real issue, but obscuring my code would make it much harder for users to access and customize it; I prioritize transparency and the partnership within our community. Before your game is complete, we can work on a way to secure the code in a version customized for you. Likewise, feel free to suggest any changes or improvements to the plugin—I implement user suggestions whenever possible to make the tool better. Thanks again for the support and your message; just let me know if you need anything.

Hey bro, thanks for the tip. In the next update of this plugin, I'll add instructions to the description for when conflicts with VisuMz arise: move my plugin to the end of the list, so its scripts are loaded later. Your requests are within the project scope and can be implemented. I'm thinking of implementing critical, parry, and counter, with different QTE types for these cases. Could you explain this idea of the moving QTE a little better? I'm working on some releases for the next few days, but in the next support cycle, which should happen in up to two weeks, I can add these features. Spoiler alert: I hope the community likes Valkyrie Profile.

Hey bro, how's it going?

Your question is interesting, I confess I hadn't thought about that possibility. For now, the answer is no. I follow the principle of linearity of points for this plugin; a parent node can have several child nodes, but each child node can only have one parent node.

It would be possible to have multiple parent nodes if I hadn't added a whole activation visibility mechanism, which depends on a switch system and conditions. But the way the plugin is now, it would be complicated to maintain multiple parenthood and the visibility system, since the criteria would become very confusing. It would be possible to customize it for your specific case, but we would probably have to give up one of the validation rules.

Hey bro, how are you?

I couldn't reproduce that specific error. Have you checked if the system is providing any logs in the console?

It would be helpful to know the list of plugins you're using to understand if any interaction is happening.

To resolve this surgically, could you add me on Discord for a more precise analysis of your case?

Your suggestion is interesting, and I had never thought of it. We could actually work with a temporary variable that isn't saved in your savegame and the permanent storage variable, which is the one that is saved. In theory, it works perfectly and isn't particularly difficult to implement, but I don't think it directly fits with general survival mechanics, where a limited inventory forces the player to make choices about what to take, and it breaks the immersion of RPGs where items don't usually disappear. The idea is excellent, but I believe it only shines in very specific scenarios. I'll note it down here with your name, so if it's applied to a future mechanic, I'll give you due credit and let you know promptly.

Yes, my FPS plugin will undergo a complete overhaul, and I intend to make it fully compatible with this plugin. I also have an idea for developing an ammunition plugin, but for now that idea is on hold with no release date yet.

You're in charge, bro. I just added a version 4.3x file where you can customize the position and zoom of each slot you have. This way, you can make a vest bigger than a glove or a boot and match its position to your background.