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Kadajah

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

Creator of

Recent community posts

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!

Hey bro, I understand, I'll create a Patreon to set it up more quickly, and I'll put the link here. Could you please confirm which plugins you'd like so I can provide access?

Thank you very much.

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 granatto, there isn't one right now. I can try changing my settings immediately to try and receive your payment. Could you please tell me where you are located?

Hey bro, the plugin has been updated to version 4.9, which includes implementations for automatic switch triggering when unlocking a node, and block switch visibility, to disable the visibility of a node if you follow a different path.

Any questions, just let me know, great work!

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!

I'm working on a tool for global editing of all RPG Maker menus, including the ability to create custom menus by combining existing platform elements with new implementations, but it's still under development. Some design and programming choices are conflicting due to the engine's specifications.

But it's in development; unfortunately, I don't have a timeline yet, but I truly hope this project sees the light of day.

Hey bro, currently the interactions that can be made when acquiring a skill from the tree at the cost of License points are: Stats, Learn Skill, EX-Param, SP-Param, Unlock weapon and armor, and Trigger Switch. To meet your needs, I'll need to update the plugin and the auxiliary tool to allow a node in the skill tree to trigger a common event. This way, you can configure a common event with an increment based on the value of the variable you need to modify. 

I believe this will work correctly for you. I have some other demands that need to be implemented already on the list, but I'm willing to work on them this weekend. Let me know if this solution would work for you and I'll start working on it!

I'll probably post a devlog with this change, but I'll let you know here as soon as I implement it.

Thank you for your message and interest. The idea you brought has the potential to enhance the plugin and make it more flexible. Thank you very much.

No problem, man, but know that if you ever return to this project, let me know. I'm the type who doesn't give up until the problem is solved.

So I'm still willing to try. I really don't think it will be that complicated, but I would need to see the files working together.

https://kadajah.itch.io/kadajahs-koaskillbar
Released bro, I apologize for the delay. Any suggestions, change requests, or anything else you need, please just let me know.

At the end of the page I've included a quick explanation of why Koa. Thank you so much for all your support and patience! Great development!

Hey Bro, how are you?
So, I've finished including the features you suggested. As I said before, the only ideas I won't be able to implement in this line are 3, 8, and part of 10, as they involve item manipulation, and I already have 2 plugins that can be modified to better accommodate these functions.

I've also made all the bar settings independent, where you can create different styles, with size, shapes, borders, color, and background image for all elements.

New Features in This Update

  • Multiple Custom Commands: You can now create an unlimited number of Custom Commands for the Battle Command Bar. Define them in the "Custom Commands" parameter. Each can have its own Name, Icon, Tooltip, and custom JavaScript code.
  • Dynamic Assignment: Add or remove these custom commands for specific characters (Actors) using Plugin Commands or Notetags. The Command Bar automatically resizes!
  • Gamepad Mode: Navigate, use, and edit abilities entirely using a controller! Customize the buttons in General Settings. (Works perfectly without blocking movement on the map).
  • Status and Buff Display: Displays active states and buffs/debuffs on the character's HUD, including turn counters. It is fully adjustable (Size, Font, and X/Y Position).
  • Visual Glow Effect: Ability icons will flash or glow briefly when used or when their cooldowns reach zero.
  • Custom Slot Frames: Replaces the system's default drawn rectangles with your own PNG images, for both empty and equipped slots.
  • Border Rounding Adjustment: Allows you to round the corners of the HUD background, bar edges, and boxes drawn for the slots.

How to Assign Skills (Using Mouse and Keyboard)

Hold down the SHIFT key and left-click on any slot to open the Skills Menu.

Left-click on an Empty Slot to open the Skills Menu.

Click, drag, and drop skills from the Direct Menu to the Skills Bar.

How to Assign and Use Skills (Gamepad/Controller Mode)

Enable "Gamepad Mode" in General Settings.

On the Map or in Battle, use LB/RB (PageUp/PageDown on the keyboard) to highlight the slots.

Press X (Shift on the keyboard) to USE the highlighted skill.

Press Y (Menu on the keyboard) to EDIT the highlighted slot. A menu will open allowing you to choose a new skill using standard directional (D-pad) navigation and press A (OK) to confirm.

Note for battles: If you are on the main Command Bar (Attack/Defend), press LB or RB to immediately jump to the Skill Bar. Press B (Cancel) to return.

Notetags (Tags for note box)

For Skills and Items:

<cooldown: X> (Where X is the number of turns. Used in BATTLES).

<cooldownFrames: X> (Where X is the number of frames. Used on the MAP. Example: 60 frames = 1 second).

For Characters (Change the maximum slot limit):

<Max Map Slots: X>

<Max Battle Slots: X>

For Characters (Assign Special Skills at the start of the game):

<Koa Special: id_of_special> (Replace "id_of_special" with the corresponding ID).

For Characters (Assign Custom Battle Commands at the start of the game):

<Koa Custom: command_id> (Replace "command_id" with the corresponding ID).

Plugin Commands

Add Special Skill: Grants a previously configured Special Skill to a specific character.

Remove Special Skill: Removes a Special Skill from a character.

Add Custom Command: Grants a Custom Battle Command to a character.

Remove Custom Command: Removes a Custom Battle Command from a character.

Toggle Auto-Remove Empty Items: Enables or disables the function to automatically clear items from the bar that have reached zero units.

Wow, wow, wow!

Man, some of the ideas are brilliant! The idea of allowing shortcuts to be attached to common events adds a whole new layer of flexibility to the plugin; I thought it was fantastic.

The only ideas I won't be able to implement are number 3, equipment, and number 8, equipment-based states. Although the inventory verification system is already implemented to work with items, extending it to equipment becomes a development nightmare, especially if I consider compatibility with other plugins that have dozens of ways to manipulate inventory. But all the other ideas will be implemented even before I test compatibility. I found all the suggestions very good, and as I said before, some suggestions are genius!

Thank you again for all the contributions!

I've already started working on these ideas.

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Hey bro, sorry for the delay in replying, yesterday I spent the whole day focused on development, and I'm happy with how this work is going.

Here's a quick test with the latest modifications I made. Now I believe all that's left is the compatibility part, which I really hope won't be too complicated.

And don't worry, I'll keep you updated on all the news, and I'll continue working on these ideas.

Thanks again for all the support!

Kadajah_KoaSkillBar

This plugin replaces the native battle menus with a modern HUD (Command Bar and Skill Bar). It includes Drag and Drop functionality, Tooltips, and fully customizable visuals.

New Features in this Update:

Map Actor HUD: The leader's Face, HP, MP, and TP are now visible on the map.

Party Leader Rotation: Press 'A' (Customizable) on the map to cycle through your party members. The HUD and Skill Bar will instantly update to that character's specific saved setup.

Smart Cooldowns: On the map, skills use FRAME-based cooldowns. In battle, skills use TURN-based cooldowns.

Dynamic Sync: Gaining items, learning skills, or leveling up automatically updates your available skill lists.

Per-Character Saving: Every actor has their own unique skill bar loadout that saves automatically to your save file.

Main Features:

Customizable Actor HUD: Set the face size, width, height, and toggle the native MZ Gauges (HP, MP, TP, Time/ATB) on or off. You can set separate coordinates for the Map and Battle HUDs.

Map & Battle Separation: The Map Bar only displays healing, menu, and map-related skills. The Battle Bar exclusively displays combat skills.

Anti-Click Movement: Prevents the player character from walking when you click on the HUD or Swap menus.

Setup Scene: Press the Setup Key (Default: B) while on the map to organize your battle skills before getting into a fight.

How to Assign Skills:

SHIFT + Left Click on any slot to open the Skill Menu.

Left Click on an empty slot to open the Skill Menu.

Drag and Drop skills directly from the Menu onto the Skill Bar.

Notetags for Skills & Items:

Place these in the notebox of your skills or items:

<cooldown: X> (Where X is the number of turns. Used in BATTLE).

<cooldownFrames: X> (Where X is the number of frames. Used on the MAP. Note: 60 frames = 1 second).

Notetags for Actors & Classes:

Actors or Classes can override the default slot limits by using these notetags:

<Max Map Slots: X> (Sets the maximum amount of equippable slots on the map).

<Max Battle Slots: X> (Sets the maximum amount of equippable slots in battle).

Any suggestions or modifications you think would be good to make, just let me know. I'm very grateful for the suggestion and for all the detailed information provided for the development of this plugin.

Hey bro, send me an email with your name, I'll get some files from you and we'll try to sort it out.

email: cado@live.jp

I am very grateful for all the support and appreciation for the work I have been doing, I truly appreciate it.

I am happy with the feedback I have received and for the incredible community of creators we are building here. Seriously, so many cool people are doing awesome things and pushing the tool to its limits.

Know that it is a pleasure and an honor to contribute to this community, and one of my main goals is to help people make better and more fun games, and to popularize RPG Maker. Many people truly dream of creating their own game, and I think that's awesome!

Thank you again for your interest. I don't have a Patreon yet; I'm considering creating one if I can dedicate more time to creating plugins and providing support, but at the moment Itch.io is the only place where I am actively working. (I haven't yet announced this on forums and other creator communities)

In a few months, my library of tools and plugins will be more complete with affordable solutions and some free ones with premium quality and support.

I might consider creating a Patreon when this part of the work of bringing the ideas to life is complete. Until then, I'm structuring a Discord channel to have even closer support and allow people to participate, follow, and test the tools more actively. I think cool things can come out of that.

I'm going to create a bundle with plugins that can work together at a special price for people who want to support my work. Thanks for the suggestion!

Regarding the plugin name, I really want to use Kadajah_KoaSkillBar. It seems fair and sounds great. I'll only not use it if it bothers you in any way.

Thanks again, bro. Let me know if you need anything; I'm here to help!

Hey Koa, how are you bro?

So, I just wanted to say that the development of the plugin we were talking about is in full swing!

I already had an icon and hotkey system in my ABS plugin and the NinjaMove plugin, with all the logic for checking cooldown times, mana consumption, and so on, so the part where I had to program more functions was the battle part, but a piece of code I had in the VagrantHit plugin that alters the composition of the battle menu gave me the basis to modify the battle interface.

There are still configuration details, checks, and polishing to be done, and it will be beautiful to see all my work fall apart when I connect the visuStella plugins, but development continues to be fun.

You can follow a little bit here:

By the way, the plugin's name will be KoaSkillBar, I think it sounds good.

See ya!

Absolutely no problem, I'm running tests to ensure maximum compatibility with other plugins, but because the VisuStella Library is incredibly vast, I can't test all possible combinations right now. Until I have a defined list of compatibilities, I will maintain the instruction not to use two plugins with the same purpose simultaneously.

I don't think it's anything particularly difficult. I just need to run some behavior tests to understand the best way to make everything work together: whether to isolate the functions of my plugin so that after the VisuStella menu is built, without altering it, or to incorporate the creation of my menu directly into the VisuStella plugin.

If you want to try, we can.

Hey bro, answering this is getting harder and harder.

So far I haven't found any incompatibilities with any VisuStella plugins. But if you have any system that alters the character progression curve, point distribution, or experience, I don't recommend it because of the overlapping classes and functions.

Bro, that was super informative, thank you so much!

With the descriptions you provided, I think I can create something that suits you. I think it would be awesome if you could press a key on the map and your skill list would appear, and you could drag and drop them into the skill shortcut box.

I've played Guild of Wars, and it's a standard feature in most MMORPGs, so I'm familiar with the general mechanics.

I think it would be interesting if we completely removed the standard RPG Maker menu, including the native Attack, Guard, Item, and Escape functions, creating two shortcut lines, one for native functions and another for skills. This way, the entire HUD would be recreated and would match the new elements.

I can make the two lines independent and allow you to position each one with its own offset, making it possible to customize your HUD in the best way possible.

What do you think?

Thanks again for the suggestion and for all the clarifications! That was amazing!

Yeah, thanks for the tests and quick feedback. The diagnosis seems to indicate with a good degree of certainty what I feared: two plugins are modifying the same menu class at the same time, and one is overwriting the other. The change in loading priority order indicates this.

It's as if my plugin tells the game to look left and VisuStella to look right; the latter order is what prevails.

The fact that VisuStella still has two other plugins that are dependencies only complicates things, because I'm not sure if only the final plugin is modifying the class or all of them.

Can I talk to you on Discord or via email? I'll need a code snippet to try modifying a version of my plugin to add the menu instead of creating it. This will be a version modified especially for you because, as a rule, I can't guarantee compatibility with other plugins that modify the exact same class in the same way as my plugin (it would be a development nightmare to guarantee that).

But we'll try to make it work.

Thanks, bro! I understand the general problem, but I still don't have a clear idea of how to solve it. You should check the VisuStella plugin documentation you provided to try and understand exactly which classes are being overwritten and causing this behavior issue.

Immediately, I would appreciate it if you could perform a test: In the plugin loading order, could you place my plugin before VisuStella? Even before Core... This way my plugin will be fully loaded. If VisuStella modifies the same classes and the way the menu is designed, this will overwrite the classes to the behavior predicted in VisuStella. Perhaps this will solve it. Reversing the order is also a valid test if the first option doesn't work.

Please post the results here afterwards. Let's try to resolve this conflict together!

Thank you very much for your comment. You always contribute greatly to the improvement of this tool!

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Thanks a lot for your comment, bro, don't worry, you're welcome here.

And by the way, you're the boss, I've never played Darkest Dungeon, I'll watch some gameplay videos to try and understand this task better, but I liked the general concept, I think it could be interesting to develop.

If you could give some more clarifications and examples it would be useful. I have around 4 tools that are in the testing phase to be released, as soon as I finish this batch of work, your suggestion will be at the top of the list, so it should be out in a few weeks or less (few days).

Again, thanks for the comment and support, just let me know if you need anything!

Hey bro, how's it going?

I'll need some more clarification to answer your question. I'm not familiar with that VisuStella plugin, and I don't know exactly which elements it modifies to give you a prompt answer.

My plugin doesn't natively make significant changes to the RPG Maker's standard menu system; it only adds a button for the summon function. This button is directly inserted into the standard menu's options list and calls a script to open the window showing a player's summon list, so it would make sense that it doesn't interact with other modifiers in the same menu group or functions.

Could you record a video demonstrating this behavior or provide some screenshots so I can better understand what might be happening and try to find a solution?

Thank you very much for your interest and support!

Hey Samus, everything alright?

The plugin uses the RPG Maker's basic settings to define how the time bar and turns will behave. The pause mode freezes the turn bar's progress at any time, regardless of the engine's settings. 

It also serves as a way to stop the action at any moment so you can configure manual or automatic actions for all players, regardless of their turn. You can even configure an automatic attack or spell on the enemy's turn. Of course, this action will only be executed on your character's turn, but you can leave it configured.

Thank you for your comment and interest. Feel free to ask any questions. Let's make awesome games!

Hey PSI, Everything alright?

The improvements you suggested have finally been implemented.

The skill description box is finally available and follows the text entered in the editor.

I added a way to navigate the board using WASD, replicating the same behavior as with the mouse. The keys can be mapped differently directly in the plugin code. I hope these implementations meet your needs.

If you need anything else, just let me know. Thanks for the suggestions and all the support.

Hey Bro, how's it going?

The improvements you suggested have finally been implemented. Version 4.8 is now available with switch verification for visibility and activation, and a text box with the Skill description.

The Editor has been adapted to handle these settings. Thank you very much for your suggestions. If you need anything else, just let me know.

I really liked your suggestion; I'll add that option to the to-do list for the next update. If there are no complications, I believe an update with this feature will be available within a week.

Whenever I make an update that implements a new feature, I usually create a devlog or update the plugin's page description.

I thought about adding a plugin command that toggles block or dodge on and off for all attacks, and creating a tag to be placed on enemy abilities that triggers a QTE for those functions.

I envisioned a block ignoring 50% to 75% of the damage, and a dodge ignoring 100% and resulting in a miss; if you miss the QTE, you receive the full damage.

Hey bro, thanks for the message and interest. Currently, there's no block or dodge option, but it's not complicated to implement. Could you give me more details about what you're thinking so I can see if I can add it to the tasks here and unlock this functionality?

I think a QTE for every enemy attack might be a bit exhausting for the player, so maybe we could adapt it for special abilities and spells. What do you think?

Hey Bro, how's it going? Sure, I'll develop and implement those two features.

The first, a box with the description or requirements for the skill, is already ready; it was planned for the next update, a user here in the community had already requested it.

I'll add a navigation option in the grid using the keyboard arrows; it will work exactly like a mouse or touch. Would that work for you?

Thanks for your interest and suggestions!

That's a really cool idea, actually. There's a Discord server, but it's currently unused, and I have plans for it. 

However, I'm relatively new here, and the community is still small. I'd like to fully structure a Discord server and have a larger number of people before actively using Discord. 

I greatly appreciate your interest and suggestion. Just let me know if you need anything.

I think I understand, when you say group, approximately how many units?

RPG Maker has a problem with the playback of Effekser animations; a certain number of animations running on the screen result in FPS drops in almost all scenarios, depending on the type of enemies. It can be adjusted so that their attacks and collisions don't play Effekser animations. I performed a complete test of the demo after your alert, including recording and uploading the video to the page, and I didn't experience any lag. 

But the plugin should work the same for everyone. If you're still experiencing lag, there's still room for improvement. 

Thank you very much for the feedback, I'll perform some more tests and modifications! I'll let you know soon.

Sorry, my mistake, it's fixed!

Hey, I considered your feedback and made general performance and processing improvements to the plugin. Could you download version 1.1 and check if the lag has improved?

Thank you very much for your feedback, please let me know the result and if you need anything.