it needs my full MV SDJB_Base version.
I don't mind the 3rd line as its more targetting the plugin commands
to use which does not work in MV.
without my base, no pop is going up => but console log still shows
the error logs as well + error on pluginCommands not defined.
but that that doesn't bother.
so you can put in the helpfile it does work in MV when opening
the console log (for MV users that use my full SDJB_Base => pop shows).
but only the last line is irrelevant for MV users anyway :)
so its still useful without my base, but have to open the console.log.
and it works as smoothly as well without the popup.
I may use it or run it just in case I made an oversight, but also a small feedback.
while "<blabla: 44" throw an error or <<blabla> because of 1 <.
how does it handle if notetags has <<something>> to allow <= and =>
operators?
or use <something\> as closing tag?
unless you can define something that in the parameter to the white list.
ShadowDragon
Creator of
Recent community posts
I just tested this out in MV for simple run (as my base turn rect to
x,y,w,h) as it seems to work in MV.
however, I do find that the popup window is larger and the text
is cut off on the 3rd line, not a smaller window (each parameter
is kept default).
but its a nice plugin to find the issue, so pressing F8/F12 can give
the list (2 errors made, throw 7 warnings, each missing ">".
so can confirm it works in MV if they use my SDJB_Base without issue ^^
at least on my end though =)
much better, the only issue left, reset is gone, but you can also
place "F" and "?" which should be disabled during game over.
you can update/polish it later if you add a new feature, so you can
still reset or retry later.
but the look is nice to see the board.
the only possible feature is instead of zoom, and zoom out, to always
fit the screen border, so it can't go outside.
but looks really good now, Keep up the good work.
No need for "Master", I checked the code, and I didn't found any unique MZ code.
so I tested it, works fine,
most character base that I find are equal, but there can be slightly off in some ways.
but I didn't test all the plugins you had, but this one was free, so why not test it :)
I saw only 1 other paper move plugin, but I didn't had wobbly part, so I found it funny how
it moves though, but I play later with the settings.
however, there is 1 slight issue (not major) is that you use "const config = {...}"
config can cause trouble if there is another one of it.
best replace with name holder => K_config or KadajahConfig or even KPM_Config (for Kadajah Paper Move Config)
this way, the conflict are far less to happen.
just a feedback,/suggestion, not a must either, but maybe wise if you did :) (but I leave that call to you)
as it is your plugin.
I test it out, and it looks really nice, and while but just wondering
as I don't own MZ, I do have 2 questions that might occur if they do
so or wondering the same thing.
1) what happens if 2 items are close or in a radius distance as
overlapping? which take priority? and what if there are 3?
possible secondary tracker opacity which is further away?
2) could arrows be replaces by a dot, so it needs to be in the center?
so instead of a square, you can have a round scanner and a dot?
if more are close by, its showing too?
so when the dot is in the center, you have the item below you?
or in front of you.
Keep up the cool work you do, hopefully, it comes to MV too.
while is deseased, put the below snippet in a new plugin an
place it below the skillTree plugin and see if it works.
Usage = skilltree addpoint 4 1
or: skilltree addpoints 4 1
actor 4 gain 1 point (this is MV usage, if you use MZ
the plugin commands work differently
const alias_RoseDale_SkillTree = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
alias_RoseDale_SkillTree.call(this, command, args);
if (command.toLowerCase("skilltree") && args[0]) {
switch (args[0].toLowerCase()) {
case 'addpoint':
case 'addpoints':
const actorId = Number(args[1]);
if (actorId) $gameActors.actor(actorId)._bonusSp += Number(args[2]);
break;
}
}
};
also on 3 items => it select 2 on the left, skipping the 3rd on the right.
the other thing I notice is shifts up 48pixel on rotation (2-3-4) depending
in a row, than it swap correctly.
so it is somehow not preloaded.
on the selection window to pick an decoration, you can press W,
and select an item on the map which cannot, so you have to cancel
out first in order be able too.
so cleaning the UI and if you select => instead of cancel => remove.
so you can either cancel the placement or in changing items,
it says removes, so it make more sense to that (but up to you).
just to point it out, the demo crashed with an error:
############################################################################################ ERROR in action number 1 of Alarm Event for alarm 1 for object obj_player: audio_get_name argument 1 incorrect type (undefined) expecting a Number (YYGI32) at gml_Script_change_bgm ############################################################################################ gml_Script_change_bgm (line -1) gml_Script_set_area gml_Object_obj_player_Alarm_1
no idea what it means, as there is another error, but it needs to be checked
in the javscript console:
Exception thrown: See Javascript Console.
it looks good for the point of view.
a sample is inside the helpfile, on victory common event, you do:
$gameTroop.aliveMembers() < 1
on defeated common event if used:
$gameParty.aliveMembers() < 1
this is a conditional branch that runs the code
once all enemies or actors are dead.
if you add an else Handler, you can do another
thing or debug with x members left/alive.
if you need further assistance, please reply back
on what you seek and I do my best to help you out.
I got the same way as you do, so your definitely right there.
specially when you got it, new idea's pop up to try.
Just take your time, and it will go out, I could be a bug squasher
as I'm good at it. I wait patiently as I like to know the story.
so take your time, RL goes first too as it could get in the way.
I definitely gonna play this one when it's downloadable ^^
















