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retronutcase

12
Posts
23
Following
A member registered Jan 27, 2022

Recent community posts

That item pickup flash is WAY too bright.

MZ version.

But yeah, Traits aren't working at all when I try them. 

(3 edits)

EDIT: Upon further examination, I'm not sure the Custom Traits feature actually works. I've tried using 

"31:1:0" in an entry, which should, according to the trait listings, add Skill Category 1 to an actor's usable skill categories when equipped...And that's not happening.

I've also tried using 33:102:0 which should grant Skill 102 to an actor while the weapon is equipped. ALSO does not work.

I don't think the Custom Traits feature works at all.

Please do, I really want to make use of this plugin.

Also, is there any chance you'll add Suffix support as well?

You say it does that, but where in the documentation/plugin is there an example of this? Because I don't see one.

I've noticed this plugin is incompatible with VZ's OTB battle system, as I get crashes trying to run the two together.

Is there any chance a compatibility patch could happen in the future?

Bought this, looking forward to using it! I'm reading the tutorials now, but I do have a few questions.

The big one? How can I make exits one way? I'm doing a roguelike design where once you head to the next floor...There's no turning back. 

Also, how would I connect one random map to another for progression purposes? The general idea is that you go through a dungeon tier, and once you complete it, you move onto the next one.

If it does, I can't tell how to do so in the documentation.

The documentation in particular needs work. Also, being able to add Suffixes as well would be nice.

This plugin is fairly limited in that it can only modify basic stat parameters.

Honestly for a system like this to work well, it should also be able to add on traits like status inflictions, element changes, etc.

(2 edits)

Question about your plugin: Is there any way Skills could be re-worked in such a way if you have two weapon types, and your chosen skill is only usable with one (IE, you have a Sword Skill, and you're dual wielding a Sword and Mace) ONLY the sword gets used in the animation/calculations?

I have a class that benefits heavily from the idea of wielding two weapon types due to the very unique skill options each gives them, but with the existing system, they basically benefit from the full attack of both weapons even when a weapon isn't compatible with a skill type.

Basically, something akin to the <mainhand skill> and <offhand skill> tags, except it checks to see which hand is compatible with the skill (or both) and goes off that.

Do you still do add/mod stuff for Visustella UIs? because there's a feature I desperately need that's not part of its sideview battle UI.

Is this not available for patrons?