Wow, thank you so much!
Makeratore
Recent community posts
So I'm testing the plugin and I noticed some important issues:
1. When I use the "Create Random Consumable" plugin command and I leave the Prefix Key empty to generate a random prefix, sometimes the item is not created.
2. When I save the game after creating some consumable items with this plugin and then I load a save file, the items are not saved.
3. If I use a "Create Random Consumable" plugin command and then another plugin command like "Create Random Armor" or viceversa, the second plugin command won't work at all.
4. The "Delete Generated Item" plugin command only works for armors and weapons.
Hey Sang! I ran into something odd with the “show bars on events” feature (unless I’m just using it wrong XD). I can display bars by targeting event IDs, but since IDs are only unique per map, if I set a bar for event ID 1 it appears on every event with ID 1 across all maps.
Would it be possible to attach bars to events by custom names, notetags, or even specific comments instead? That would avoid the cross-map overlap.
I was also wondering if, using custom names/notetags/comments, it would be possible to show the same bar on all events of the same type. For example, in the plugin parameters I might want to display a bar on every event that has the custom notetag or custom comment "Torch".
Thanks so much and great work on the plugin!
Is it possible to show the content stored in variables (as numbers and/or as actual text)? And is it possible to update those changes in real-time? For example, I could show the amount of gold that the player has or maybe a custom text that is updated via variable and it will be displayed accordingly as the variable is updated in real-time.
Maybe we could use a code to display the content of variables like this: <text: v[x]> where x is the ID of the variable to display on events and/or on the player.
Ok thank you for the quick reply! I'll try with eventing.
I may have found a bug (at least I tested it in the demo): when there's a Game Over and I start a New game, some skills that were previously equipped are shown in the equipped slots, but they are actually NOT equipped since I started a New game and the player doesn't already have them.
Hello!
First, I wanted to thank you so much for creating awesome plugins like this! I just bought it because it is very useful and it has so many features!
I was wondering: would it be possible to add optional (maybe toggable via plugin command and/or via script call) turn based movement and attacks on map? For example: the player can walk step by step and after each step he can use skills, basic attacks, items, etc. Enemies will do the same after each single step/turn.
A single turn would pass if the player makes one step. And also a single turn would pass if the player uses a basic attack, or a skill, or an item. After the player has passed a single turn, it would be the enemies' turn to make a step or to use a skill/item/etc. Then, it's player's turn again.
Maybe this feature could be optional for each event/enemy/follower/vehicle as well, for example by putting a comment or a custom notetag (some events could not have turn based movement/attacks, for example, like NPCs; or maybe it could be a toggable option in certain maps via notetags, so in some maps the player, the events, the followers, the vehicles and the enemies are affected by the turn based movement/attacks and in certain maps they can move/attack freely).
Let me know if this is feasible! :)
Hello, this plugin is so awesome! But I might have found a display issue within the actors window of the Encyclopedia. Here's a screenshot: link
As you can see, the face appears underneath other texts (I also tried to change its position in the plugin settings, but it is always displayed weirdly or it disappears when changing the display orders of texts and other parameters). I need to put 4 or 5 blank lines in order to show things properly. Is this supposed to work like this or maybe am I doing something wrong? XD
Also, when first selecting an actor, the face will not appear instantly. I need to scroll or change index selection then come back to that actor in order to see its face. It seems like it takes some time to load the image.
And some text entries are weirdly displayed, for example "Class:Swordsman" instead of "Class: Swordsman" (no space between Class and Swordsman).
Also, I may have found a bug: the player actor image file is not diplayed properly and when the player moves, it kinda changes the image displayed. I set index to 0, but when the player moves, the index is changed and so the player has a wrong character image.
EDIT: I found the issue and fixed it (I didn't set a parameter in the player setup plugin properly XD).
Hello! I was wondering how the hp bonus actually works. Is it referring to enemy hp? I don't know if I understood this well: if the enemy hp is low, then the capture rate is higher. Or am I wrong? I would like to implement a feature similar to the one that can be found in Pokémon games in which if the enemy Pokémon has low hp, then the capture rate is higher.
Hello! I'm experiencing some issues with this plugin.
- When first installing the plugin, some parameters are not set by default (there are some empty parameters) and this gives an error. The error goes away if you set all the parameters, though.
Screenshot: Empty parameters
Screenshot: Error - When the animation of the spinner starts, the spinner is wrongly positioned on the screen (I couldn't take a screenshot of it because the animation goes away super fast) and then some messages appear on the dev console, like the animation is being repeated constantly also when opening other scenes and menus (although the spinner doesn't appear). I took a screenshot of the console. Sometimes the game freezes completely when those messages appear.
Screenshot: Animation problems - The exit command on the title screen is like "cut" at the end of it, like it's missing a little frame.
Screenshot: Cut command
- Also, I was wondering if there could be an option to "turn off" the version check at the start up of the game, maybe because the player doesn't want to update the game so I can make this check optional. There could be an option in the plugin parameter to turn it off by the developer and/or an option for the player to enable/disable it in-game. If they want to check the version, I can just use the plugin commands in an event instead of the start up.
- And finally, is there a way to display optionally the current version of the game and the online version, both on the title screen? For example, they can be displayed at the right-top of the screen, or at the left-bottom. If the online and the current versions are exactly the same, it's displayed just one version instead of both (if there's internet connection, of course). And if they're not the same, they can be displayed both and/or a little text can be displayed like "There's a new update!" at the top or bottom of the title screen. So this way the player can know if there's an update available in a less intrusive way, I think.
Hello! Thank you so much for making this awesome plugin as I requested! But I have the same problem. I bought the april bundle and I cannot download this plugin. XD The link https://itch.io/my-collections does not work.
Hello! I just wanted to say that I bought your bundle because your plugins are so awesome! :D
I was also wondering if you could make a plugin that allows the player to download a file from a given URL in a given directory of the game via plugin command or script call. There's a plugin that does that (Rpg Maker MV Plugin - Remote File\Asset\Fix Downloader by The Circle - Games Assets and Tools (itch.io)), but that is for MV unfortunately.
I need something similar to that for MZ. Is that possible for you to make? I would buy it immediately! <3