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Sang Hendrix

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A member registered Feb 14, 2014 · View creator page →

Creator of

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From what I remember VisuStella Option modify default scene option so any plugin that adds an additional command to the option menu won't display in the option menu from Visustella. This is something you'll need to ask Visustella team for support .

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Nope. This one is my hard work over the months. 👍

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For the enemy AI, regardless how you setup, if you don't have a conditional branch to check collision for the enemy with a projectile then it will never return true. Easy example: If Bullet hit me -> I yell. 

So we'll need a common event or something in parallel checking for when Bullet hit me. Your screenshot had Bullet but didn't have the check for "if bullet hit me", therefore nothing happened. This plugin add more features to eventing system of RPG Maker, so the more you're good at RPG Maker, the easier this plugin will be to use.

For more support please leave a message on Discord.

The order on the manual page actually doesn't matter. You just gotta find what you want to create first and check that page, then when an issue pop up, you check another page that is related to that issue. But overall the most important page is All Commands, which is pinned at the top. You'll see that there's no <damage> notetag but rather <dmg: x>.

Destroy Event is only for when your event is spawned from template map via command Spawn Event. For more question please visit Discord as I'll reply faster. :D

It looks simple but adding that is rather complex as not only it has to support message, it has to support menus. I'll add support for messages but for menu I'm not sure.

It's not possible at the moment. Its main purpose is just to map button and let player to reconfig buttons.

Thank you so much! The baby NPC you can actually fix it yourself by making it Through ON or add a checkRange to see if player is near by 1 tile then make it move away. It's not really a bug but rather my eventing for the baby was quite basic in order to make it simple. 

Yup, it's gonna be implemented in future updates. You can check the Work Board for more details. :D

It allows you to move in 360 degree even, but note that current version while allows you to move super smoothly, it won't display 8 dir sprite. Like when you move up right (dir 9), it will move but the sprite remains looking upward.

Nope. The plugin is for MZ only.

Are you using RPG Maker 1.9.0 (version, not corescript version)? Like the software version.

This is strange, because I use 1.9.0 and it's still working fine. Did you by any chance added another plugin to the plugin list? There might be a plugin conflict.

Aye I'll take a look at that. Thank you for telling me.

Hello Momo, to disable dash, you can open AnalogStickEx and delete the switch you see inside. 

For Hotbar, try update your RPG Maker to ver 1.9.0 and see if it's fixed.

I don't understand. Which picture is what you desire?

Oh here's tutorial 10. That tutorial was written when the plugin first released so the order changed.
https://rpgmakeractioncombatmanual.blogspot.com/2025/01/10-move-objects-to-mouse...

Hi hi. Here's the tutorial you need. Also check out other tutorials as well. https://rpgmakeractioncombatmanual.blogspot.com/2025/01/11-move-objects-to-gamepads-right-stick.html?m=1

1.3.0 is RPG Maker Action Combat. 1.2.5 is the Animation Solution alone. You can download this one and overwrite with the one in Action Combat to update it. :)

I have no idea, I don't use VisuStella plugins so I don't know. The best way to find out is to join the Discord server and ask everyone there, as they use both Visu and Action Combat plugin so they know what works and what's not.

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This is due to in parameter Dash is assigned to Space, and you can't have 2 button assigned to the same original button. 

Anw, the quick fix for this is to delete option Dash in Hendrix Keyboard Gamepad. Now you can assign Interect with Space.

Can you create a new thread and upload a screenshot or a lot of screenshot of your configuration? I'll check it out.

Currently you can do that via eventing, but to make it easier I'll implement a feature to Animation Solution in the future. Not a long future.

Yes, as long as you have the graphical resources for it.

You gotta open the command event Swing Weapon and change the graphic file for you weapon. Here's a tutorial to create a basic player.

https://rpgmakeractioncombatmanual.blogspot.com/2025/02/30-create-player-from-sc...

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First issue is fixed and will be ready in next update of Hotbar plugin. For the second issue, it's likely due to your RPG Maker MZ isn't up to date. The latest version is 1.9.0

Update: Please update Hotbar Creator to ver 1.2.3 and it'll be fixed.  The second issue you need to update your RPG Maker MZ.

https://sanghendrix.itch.io/hotbar-creator-rpg-maker-mv-mz-plugin/devlog/898297/...

I'll looking into it. Thank you for the discover.

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Yes it's due to Hotbar plugin and will be fixed very soon.

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The UI in the demo is just an example. I struggled really hard to make the demo as clean and simple for everyone yet highly functional as possible. If I made everything too complicated it might be too overwhelming for newcomers. You definitely can create a better UI than that using plugins I included there, which is Variable HUD Creator and Hotbar Creator. If you want to contribute ideas feel free to leave me a message in Discord (link under Rate button). ❤️

Yes, you can go to Common Event in database and delete the one called Player Dash.

Well then don't do capturing creature. I think you're thinking this plugin a bit strictly. Think about it as a plugin to extend eventing features for MZ. You can create your own feature, do whatever you want, create anything however you like.

When you download the demo, you'll see a Palworld map where you can capture and make friendly creature attack for you. Then you can check those creature events to see how I evented it. To make creatures run toward you when you press a button is pretty easy, but you gotta event it, you gotta create that feature your own using the plugin. The plugin isn't one click to solve all problems but rather provides you tools so you can create your own features, it allows you to be creative.

For me, I'll add a conditional branch Input.isTriggered('b'), then under it, I switch self variable to <running toward player> and add movement route move toward player. Now, If I press b, all creatures will automatically run toward me.

The same can be done for combo increasing gold/exp: You can create that own feature using the plugin.

I do plan on submitting the plugin to Steam one day but not now, unfortunately. You can check Patreon and see if any payment method is available here: https://www.patreon.com/SangHendrix/shop/rpg-maker-action-combat-rpg-maker-mz-97...

Other than that, I don't know how to help with this issue. :(

Good news, you absolutely can do that with this plugin. ✌️👄

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Hi hi. Firstly to report bugs or asking for help, please visit Discord: https://discord.gg/YKPscqHV8b

To quickly switch to available weapon in inventory, simple add a conditional branch Input.isTriggered('your button') then under it call command from Action Combat: Equip Next Weapon, done.

To make sword slash, there are 2 ways but I don't know which want you want yet so visit the Discord and tell me there :D

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There isn't a combo feature yet (if you're talking about the text Combo 1 2 3 on the right of screen), but the good news is the plugin extends eventing so if you know how to event, you can create your own feature using this plugin. In the future I'll add that feature so it's easier for everyone.

This plugin is only to show bars on map, meaning not in the turn-based battle of RPG Maker. This plugin is better for games that don't use the default turn-based.

If 3 other Pokemon is AI controlled and not player controlled then yes, it's doable! Please see thr Palworld video I uploaded in ver 1.2.5.