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Kadajah

175
Posts
155
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A member registered Aug 18, 2025 · View creator page →

Creator of

Recent community posts

Hey bro, how are you?

Could you please tell me everything you did before starting the playtest?

For example: I opened the HTML editor, modified the skill tree of character ID 3, exported the JSON track, and added it to the plugin parameters.

If you also have the console log, that would be very helpful for a more precise diagnosis and support.

Thank you for your message and for all your support! We'll solve your problem!

As soon as the adjustment is ready, I'll let you know here.

Thank you for your message and support!

Hey bro, currently there are icons that are linked to the elements to generate this popup. I'm going to allow you to choose a custom icon and image in the preset, making it more flexible. This update should be ready in a few days.

Hey Bro, how's it going?

Currently, the plugin only updates the item you own, allowing you to buy another short sword without any upgrades or fusion.

But we can adjust it so that when you upgrade a short sword to +1, all short swords that are created, dropped, or purchased will already come with that upgrade

Yes, the persistence mode is exactly that; it maintains the configuration until it's changed, as it saves the guidelines in the user's savegame.

But don't worry, I'll create a flexible mode with presets where all the settings are pre-configured in the plugin parameters and set universally, allowing you to modify exceptions directly in the map or enemy notetags.

Thank you for the suggestion and all the support; the modifications should be ready in a few days.

Thank you for the feedback. Initially, the plugin had all settings configured via plugin parameters. I opted to use plugin commands to allow for more flexible transition customization.

For example, you don't need to configure the transition for each battle; you can use the persistence option, and it saves your settings for all battles, or you can change it only for bosses.
You gave me the idea of adding presets and customizing them to be called in specific battles. This would make the configuration simpler and fully available in the plugin parameters. What do you think?

Hey bro, unfortunately you found another bug, sorry about that.

I'll start fixing this problem tomorrow and let you know here as soon as it's resolved. I already have the programming to allow changing the BGM and the battle BGM by tags. I'll expand this to work under the conditions of battle on map, including being able to change the enemy and music during the battle, and also the victory music. I thought your suggestion was very good and I'll implement it.

I apologize for the bug, everything will be resolved in a few days!

Thank you for the report and for all the support!

Thanks for the feedback bro, if you need anything, just let me know!

Hi Succubus Nirriti, how are you?

The transition effect in FF3 was quite basic, so my plugin didn't have an option that met its needs. I made a change to include two new options, and one of them created a similar effect that can be adjusted. Please take a look; I'm already updating the Itch file. If you find it suitable, the plugin is ready and updated.

Thank you for your message and interest. If it's not the way you need it, please let me know, and I'll do my best to help!

I'm glad everything is in order; this plugin still has room for growth. Whenever I have some free time, I'll put more ideas into practice to make the user experience even better (I dream of combined abilities in the best ChronoTrigger style).

I hadn't thought of that; it seems to be an overlapping conflict. The key you mapped in my plugin is overwriting the game's original mapping that makes the character run. I believe it's possible to isolate the mapping so that when you open the menu, when you exit, the mapping would revert to the previous one and there wouldn't be any conflicts. I'll test if this works between today and tomorrow and get back to you.

Hey bro, I added a parameter called Prevent Summon Defeat in General Settings. With this parameter set to True, if the summon dies in solo mode, the summoner and their party return normally.

In duo mode, if the summoner dies, the summon is dismissed and the party returns normally. Please download the js file again, activate this parameter, and see if everything is working as it should.

Let me know if you have any questions.

Hey, I made a series of changes to how the auto system worked, in the tests I performed here the behaviors passed, I hope the same works for you;

In addition, I added plugin parameters to turn auto mode and the pause button on and off, I also added a button on the HUD that turns off auto for all characters at once, and returns control to the player immediately, please download the JS file again, (sorry for this) I hope we are close to a solution that meets your needs.

Thank you for the feedback and for all the support.

Bro, I tried to reproduce the behavior you described and couldn't; everything seems to work normally here. Could you please check if I'm doing something wrong in the test?

Don't worry about that, any errors in the plugin are my responsibility and I'm very grateful for your help in correcting them.

I've made some modifications to improve the battle flow.

Now in pause mode you can navigate between menus using the next and previous buttons. All modifications made in pause mode persist when you exit it, and you can turn auto mode on and off whenever you want.

I've also added a new option for the character to go to the other to heal, which makes movement more dynamic when you use items on other players.

Could you download the JS file again and test it, please?

Thank you again for your message and for all your support, I'm glad you like this tool, it's one of my favorites.

Please send me a screenshot of your summoner's configuration.

Is ATB compatibility enabled in the plugin parameters?

Is the engine mode also ATB, correct?


(1 edit)

I ran some tests here with VSCore and Battle, and in none of the tests did I observe the behavior you described. Could you please check if I missed anything in the tests?

Is there a situation I need to reproduce exactly to make this happen?

I added some modifications to a separate file called Kadajah_BattleSummon(Test).zip. It contains a specific script to clear the phantom action queue each turn. Could you download it and test if that solves your problem?

In this case, I made a complete change to the auto battle logic; the auto identifier for spells is now directly in the spell selection and not in the menu.

When the MP reaches zero, auto mode is automatically disabled, and a popup appears on the screen.

At the end of each battle, the auto battle memories are reset.

I added a chase system for players to reposition themselves for enemies that are pushed too far away.

Just to make sure I understand correctly,

(No Wait mode) You would like that when the character transforms into another character through solo mode, it is still that character's turn, allowing them to act immediately after the transformation, right?

Just to confirm, are you using the base plugin or the ATB version?

Thank you for your message, we will adjust it to meet your needs!

Hey bro, how are you?

Thank you, I'm glad you're enjoying my plugins. I always think it's awesome what you can do with RPG Maker, know that I'm having fun here.

So, I played Sea of Stars last year and was fascinated by its fishing system. I want to do something similar in RPG Maker, I think it fits with your suggestion, right?

It's already on the development list, and I've already gathered fishing system references from other games to create a mechanic that is not only functional but also fun! I just don't have an exact timeframe for it, but it shouldn't take long (especially since it's really cool to develop this).

Thank you very much for your message, suggestion, and all the support! Let's create awesome games!

Hey Bro, the update is ready, both the js file and the ATB are updated to have a visibility parameter for the Leave command.

Please download the file and test it.

Hey bro, I made the changes to this plugin, I added the control mapping at the end of the parameters, and I also fixed the issue of the music stopping at the end of the battle. Please download the js file and test it.

Thanks Bro, I'm very proud of this work! I hope you enjoy it too! Thank you for all the support.

Hey bro, yes, it's possible to use different sprites for each of the game's actions.

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Hey bro, thanks, I'm happy to help and I appreciate the feedback.

I haven't tested it on an Xbox controller, so I can't say for sure, but following basic mapping logic, it should be something like this.

Input.gamepadMapper = {

    0: "ok", // A

    1: "cancel", // B

    2: "shift", // X

    3: "menu", // Y

    4: "pageup", // LB

    5: "pagedown", // RB

    12: "up", // D-pad up

    13: "down", // D-pad down

    14: "left", // D-pad left

    15: "right" // D-pad right

};

https://www.patreon.com/posts/155223237
Add me on Discord please, https://discord.gg/RyKgf6mT
My Patreon library isn't complete yet; I'm finishing posting my work here to complete it there. If you need any plugins that aren't already there, just let me know and I'll make them available to you.

Hey bro, how's it going?

So, I made the updates; in the parameters, there's now a space for mapping functions like rotate in the controller.

I also added a plugin command to customize the size and background image of each case separately.

I created a script that updates inventory changes that happen both inside and outside the plugin.

I believe this addresses the observations you mentioned.
Could you download the js file again and test it?

Thank you for all the suggestions and support.

I apologize, my account type does not allow credit card payments; the only way I can receive card payments is through Patreon.

Hey bro, how's it going? Can I make this plugin available on Patreon? They accept cards there. What do you think?

Hey bro, how are you?

Thank you for reporting this behavior, I will analyze and resolve it promptly!

Hey Bro, how's it going?

Add me on Discord, let's talk about whatever you need, I'd be happy to develop something like this!

https://discord.gg/RyKgf6mT

Sorry for the delay in replying, thank you so much for the feedback, if you need anything just let me know!

Hey bro, how's it going?

Sorry for the delay in replying, I was involved in a large project that completely consumed me.

I will implement mouse/touch accessibility.

I will add an option to hide titles through parameter settings.

I will also update the functions that draw the graph to create two representations, one for equipment and another for native user statuses. I'll think of a way to make it visually interesting. I loved the suggestion, thank you for that!

Regarding the last suggestion of allowing custom statuses using combinations of pre-existing parameters, I can't guarantee implementation in the next version, but it will certainly be on the list of future implementations.

I'm making my to-do list for the next few days. I believe the mentioned improvements will be ready in one or two weeks. If I manage to resolve this sooner, I'll let you know here, okay?

Hey bro, how's it going?

I'm going to add the option to the plugin parameters to disable the "Leave" option. It's going to my to-do list and should be ready in a few days at most. I'll let you know when everything is okay, alright?

Thank you for your message and for all the support.

E ai mano, blz?
https://discord.gg/RVAgAeCY poderia entrar nesse link por favor?
é o canal do discord, me adiciona lá que a gente conversa.
Abraço.

I hope you like it! If you have any questions or problems, just let me know.

Thank you for your support!

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I'm great, bro!

I thought your idea was really good, and your request couldn't be simpler.

I just needed to include a parameter to select a variable and point the rest of the old variable's code (lvlPoints) to the variable of your choice.

I added a file to the plugin's file list called Kadajah_LvlPoints(variable).zip; this file already has the version adjusted to use the variable as you mentioned.

In other words, this version of the JS file is ready to be used as you suggested.

Thanks for your comment,

Hey bro, how's it going?

The JS file update has been completed; now the menu dynamically adjusts to the number of items listed. Could you please download the JS file again and test it?

Thank you for your message and support!

Hey Jimmy, how are you bro?

No, this system only allows manipulation of the standard RPG Maker attribute fields.

It's possible to extend its functionality to read variables and add points, but only in a future version.

What are you thinking about? Maybe I can help.

Thank you so much, Bro! I'm really glad you enjoyed the plugin. I also appreciate all your support. If you need anything, just let me know!