Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mind&Sorcery

57
Posts
11
Topics
3
Followers
36
Following
A member registered Sep 09, 2023

Recent community posts

(1 edit)

The directional arrows of my controllers with your plugin  don't work and you don't have options for that in the plugin parameters

Does your skip party command feature only skip it? If I press back then will I be stuck with it again?
I use a similar plugin but I want the party scene to not exist at all.  Can your plugin do that for me?

Oh okay. Well thank you for your kind response. 

Yes now it works, sorry.  Why doesn't it work on a previous save file?

(6 edits)

I've been reading all the posts and consulting the help file for hours now, and whatever I do,  I always get the same error. 

TypeError Cannot read property 'resultDelay' of undefined

I don't understand why this has to be so complicated. You should have it working from the get go and we can modify everything we want from there. Without any example, for a non coder, it's pretty hard to grasp even with the help file.

It worked, thank you very much :)

I'm using tileD for doodads an colisions. Will your plugin work well with it?

I'm so sorry, I linked the wrong plugin.
https://raw.githubusercontent.com/triacontane/RPGMakerMV/refs/heads/mz_master/Me...
It's with this one that it conflicts because of the menu scene skipping trick.

Can you make your plugin compatible with Maliki's Experience Control MZ?
I can't get into the menus when I use both.
And I really need to set my own xp table for balancing.

You can make one yourself instead of fixing it also. 
Here's the link... https://pastebin.com/vDDtZv2f

That looks like an awesome plugin! 
Does it work with tileD and the tileD plugin?

Will there be a way to make the gauges disappear?

Thank you!

Thank you for your quick response. This all makes sense. If I find a plugin that makes the cross command menu, will it conflict with yours? Because I'll need one. 

(3 edits)

Very happy to see this out :)

What's the... 

const indexHtml =with a trizillion characters after it?

It's not obfuscated text is it?

And also, could you make the plugin enable 5 columns of skills?

And if possible, can we change the layout of each character command, like in a cross fashion?

Do you have a fix for that?

Can your plugin resolve that issue?

Thank you!

(1 edit)

Hi! Looking around to find the best battle plugin to ease the workload on our game. Question: Can I do any battle animation I want with this plugin? What are the limits of this plugin?  Thank you.

Are there plugin commands for this plugin? If I need to test a scene repeatedly to balance BGM changes and SE, going into the plugin plugin manager each time seems a lot...

My tutorials need to be inside the combat scene. Is this possible with this plugin?

This doesn't work for troop battle test, right?

I was reading about your plugin, and I have a few questions.  The default  RM system grants no tp when a skill fails, but that's a problem for how my tp system works for my game. I need my characters to get tp for every move they do, even if the move fails. If I could give tp through notetags, that would solve the problem, but maybe your system can accomplish something similar. If not, would you be able to implement that?

I don't use VisuStella plugins. Obfuscation is a problem for our game. But thank you for your info, I'll figure something out.

(1 edit)

Hi! Having variables increase or HP gains in the default formula would generate a problem where the effect would activate for each enemy. Does your plugin have the same problem? If so, do you know of any workaround? 

Can you have any size enemies with this plugin?
For example, an animated dragon that takes half the screen?

Does this plugin replace all the game's dialogue box? Or is it for something else?

I'd like that answer too.

Do you think this plugin could work as a damage sponge?
Example: The spell Shield gives a buff that absorbs 60 dmg before it collapses.
Furthermore, the number of dmg absorbed is equal to 50% of M.Def.

(1 edit)

Yeah, being able to apply any debuff, actually. Thank you, I will :)

I know how rpg maker works. I only needed to know if your plugin can detect if an enemy has a weakness against a specific skill, and add another debuff to it if it does. Clearly your plugin doesn't help with that, if so, you would know what I was aiming for. Thank you. 

Your plugin gives the player a state for hitting an enemy with a weakness. Instead, I would want the enemy to get a negative state instead of a reward for the player, using the same condition, which is, hitting the enemy with a weakness.

For my game, when I hit an enemy with water, if the enemy is weak to it, the skill applies lightning weakness to the enemy also, for a number of given turns. I hope this is clearer.

(1 edit)

That's not the answer to the question. I don't care about the elemental rate. I want to know if I use a skill an enemy is weak to, can I make it so the enemy gets a state because of it? Yes or No.

Yes, exactly. That would be great.

(1 edit)

Is that a yes? I'm not sure I understand your response. 
If I target an enemy's fire weakness, can a state be applied because it is weak to it? I don't need it doing anything else.

If I target an enemy's weakness, can a state be applied solely for that?

For example, if I cast the enemy's weakness on them, they are weak to physical attack for the next round. 

If not, that would be a very good strategy implementation.

(1 edit)

I thought of something else. Having the skill name show up on the top when casting it like in FF.

Thank you.

(1 edit)

I tried a dozen of times yesterday, today, but this keeps coming up. 


There's something wrong with your payment. I didn't try buying your other plugins ,but you're the only creator I can't buy from.