In fact, I was more inspired by role-playing games; lately, I've been playing with my friends games like Baldur's Gate or Solasta, and I didn't find anything similar that was "simple" to use in RPG Maker MZ, so I thought it would be interesting to create it. I hope you like it ^^
Undermax
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Hello, responding to your question. In this case, it's different. What we are using are mainly HTML5 Sound features since this allows us to have multiple audio channels, which is what we needed for the plugin to work correctly. RPG Maker MZ has channel limitations, so it is handled differently :)
Anyway, I invite you to try it out and see if it works for you and is useful. If you need anything, I will try to help you.
Hi! Thanks for reaching out. Let me inform you:
At the moment, the plugin does not include functionality to detect which song or frequency is currently being played, however, this is something that could be added in a future update of the plugin.
Regarding your second question, the system currently allows you to block entire Playlists, but not individual tracks.
This means you can make the radio only play the desired station if a specific Switch is ON. Otherwise, the station will not appear in the list and white noise will be played instead.
I hope this clarifies your questions. Have a great day! ^^
Best regards,
Undermax
Hi, how are you? I see you’re having issues with the plugin.
It could be a misconfiguration in the parameters or in how you’re using it. Or maybe a compatibility issue. I recommend using the provided demo and going through it carefully to see the plugin’s correct behavior, and make sure to watch the video that will show you how to set it up properly.
If that doesn’t work, I’ll need more information about the error, since a screenshot doesn’t tell me anything. To do that, contact me through the support page and send me a demo of the project you’re using or that’s producing the error, including all your current configuration, so I can run the appropriate tests and have the same working environment as you. That will let me analyze exactly what the issue is and provide a solution if necessary.
Best regards!
Hi! How are you? I'm sorry you're having issues with the plugin.
I've tried using the plugin with the screen resolution you mentioned and I haven't found any visual or functional errors (I'm attaching some photos).


Could you please send me a demo of the project you're using via private message so I can open it on my setup and see what issue you're experiencing?
Also, if you attach photos, videos, and more details about the problem, that would be ideal since I need to replicate the error in order to investigate and fix it.
Best regards!
How are you? Thank you very much for the support! ^^
I’m glad you liked it, and I’m sorry it’s not working for you.
You’re probably experiencing an issue with the plugin’s parameter settings.
Remember that the plugin you are referring to is this one:
https://undermax.itch.io/ultimate-gacha-minigame:
I recommend watching the video associated with this plugin that shows how it should be used, taking the example demo included in the download, and checking that all parameters are properly initialized, names are declared, and so on.
If none of this works, I suggest you send me a demo of your personal project by email at:
https://undermax.online/undermax/support.html
And attach as much information as you can, the idea is that I can open your project on my PC and see the issue you’re having (it can be an empty demo as long as it reflects the problem you’re encountering) so I can replicate it, understand the issue more easily, and find a solution.
Best regards!
From the type of error it shows, I have a feeling it's a configuration error in the plugin parameters. Did you make sure all the parameter fields are properly initialized and have correct values? Because the type of error seems to be related to colors.
Do me a favor so we can solve this quickly:
Contact me via direct message: https://undermax.online/undermax/support.html
And send me a copy of the demo (one that I can open with the RPG Maker MZ editor) of the project you're using with the current configuration. That way, I'll be able to open it on my setup to run more specific tests and we can resolve this more quickly.
I'll be waiting!
How are you doing? I need to investigate the problem a bit more in depth. Please contact me by email and attach a video or a demo of the project you’re using (including all the project files along with its configuration) so I can open it on my setup and more easily detect the problem, perhaps that way I can identify the cause of the issue. For that, please contact me at:
https://undermax.online/undermax/support.html
And send me everything required via Direct Contact.
Regards!
How's it going? Hello. I'm sorry you're having issues with the plugin. I need more information about the error: When it occurs, whether the error happens in the project demo, please provide the full console log (F12) from the console, the circumstances in which it occurs, your device information, and anything else relevant. Once you can provide this, I’ll be able to help you further. You can also attach a video showing the error so I can see what’s happening; that would be a great help. Regards!
Hi! How are you? Thanks for your message and support! 👍🏻
Well, it’s really strange. The animation should work properly. I’ve tested it and it works correctly.
I recommend using and copying the configuration included in the project demo that comes with the plugin download, so you can confirm there that the plugin displays correctly :)
I generally set both database fields to 1280x720 because I like how it looks at that resolution!
Cheers!
At the moment, there are no updates scheduled for this plugin.
Using variables is the best option since it’s the most flexible way to do things and makes them easy to use for both programmers and the game developer, which is why it’s usually done this way.
If I update the plugin in the future, I’ll keep that in mind :)
Have a great week!
It’s the same case: as long as you have fragments of that character available, you can exchange that character as many times as you want and are able to. That’s why, as mentioned in the video (around min 08:25), it’s recommended to use this feature along with Appearance Conditions, which allows you to make that character disappear from the list if you’ve already unlocked them.
This is intentionally designed so you can adapt it to your project according to your preferences and needs. The idea behind this plugin is to combine it with a good setup of switches and variables to make it flexible and adaptable to different projects.
I hope this helped you! 👍🏻
Hi there! 👋🏻
When you redeem the fragments, what the game does is simply add that actor to your group. This is done so that you can adapt it to your project however you like.
If you have any additional questions, I’d be happy to answer them. I recommend watching the video attached to the plugin so you can more easily understand how everything works.
Cheers!
Hello! Thank you for your message and support!
You’ve probably mistaken the post, as the image you’re showing and the published plugin correspond to this plugin:
https://undermax.itch.io/ultimate-gacha-minigame
But no worries, I’ll go ahead and respond:
I’ve checked the Steam version and it shows no issues. What’s most likely happening is that you’ve configured it incorrectly or there’s some compatibility issue with other plugins in your project.
I recommend testing the plugin using the Steam demo version, which you can usually find in the "DLCs" folder of RPG Maker MZ:
C:\Program Files\Steam\SteamLibrary\steamapps\common\RPG Maker MZ\dlc\UNDERMAX - Easy Gacha System Plugin\Ultimate Gacha Minigame - Project Example - en
The demo works properly, and the plugin has been tested by dozens of users, all of whom have had it working correctly.
Remember you can check the attached video for more information on how to install/configure the plugin: https://www.youtube.com/watch?v=XHdNaMY0ys4
I hope you’re able to resolve it soon!
Best of luck with your project.
I understand... I don't really consider it a bug anyway, what happens is that what you hear is the sound of the Windows Selectable. So what you want is for the plugin to modify the sound of Windows Selectable when you specifically press New Game. I can make that modification but keep in mind that all the jobs are specific to your project, you'll need to make the necessary adjustments to the plugin to suit your project. Otherwise, what you need is a commission to adapt it to your specific environment. As soon as I have the chance, I will update it to add this functionality, but keep this in mind for the future :)
Hi drawpunzel,
I saw you were trying to open the Stamp Album with: SceneManager.push(Scene_StampAlbum) and hit a ReferenceError.
That happens because Scene_StampAlbum isn’t exposed globally, the plugin keeps that class inside its own scope, so the engine can’t locate it when you call it directly.
Instead, the plugin ships with a dedicated plugin command that safely opens the album:
// From an event’s Script command (where `this` is a Game_Interpreter) PluginManager.callCommand(this, "StampsAlbum", "OpenAlbum");
// From a window, scene, or any other context (where `this` isn’t a Game_Interpreter) PluginManager.callCommand(null, "StampsAlbum", "OpenAlbum");
The "OpenAlbum" command internally performs SceneManager.push(Scene_StampAlbum) giving you the exact result you want without exposing the scene class.
Hope that clears things up! Happy developing! ^^
How’s it going? Thanks for your message and suggestion!
I’ll keep it in mind for the future!
Until the end of the year, I’m mainly focused on developing my latest plugins, and then I’ll work on updating the ones I’ve already published with new features and functionalities if possible.
Obviously, if there’s a bug, fixing it takes priority first :)
But don’t worry, I’ll keep it in mind for the future! 👍🏻
I understand... The thing is, this plugin isn’t set up for that functionality right now.
If I were you, I’d do it via events. That is, have a condition and events that request an online code, and if it’s correct, proceed with the download normally using this plugin’s plugin command call.
You can, for example, use:
https://undermax.itch.io/misterygift
That’s the best I can think of at the moment.
Hi. How are you? I understand what you’re saying. But that would be quite complicated to do given how the RPG Maker engine is built, since there’s no way to know if the user “saved the game” or which slot they used. That’s why the autosave slot is used, it’s made for cases like this where you can force a single specific slot. What you’re suggesting would require remaking the save/load manager, and that would be quite complicated without breaking other things. That’s why I went with auto-save, because it’s the most accessible in terms of possibilities and compatibility. Also, passing information from one scene to another is tricky without losing data, which complicates the matter even more. If it were something simple I’d be happy to give you a custom version of the plugin, but unfortunately this is more of a commission-level job than a straightforward update.
If I can help you with anything else, please don't hesitate to let me know. Best regards!
Hello. How are you? It's really hard to give you an answer with so little context. It could very possibly be a bad configuration of the plugin parameters.I suggest you check that the recipes are well-crafted. You can check out the sample demo for more information. But I can assure you that the plugin is working properly.
Hey there, my friend. Thanks for your question. Yes, at the moment the plugin only handles one page. But it’s already being considered for an update in the future to add a similar feature. Right now I’m a bit tight on time, but at some point I’ll add that functionality :)
Thanks for the suggestion and interest!
Hi! How are you?
I understand what you’re saying. The plugin doesn’t have a “selector” system for recipes. Which means it has no way of using the same recipe to create two possible results due to how it’s built. Since when the game runs, all recipes are analyzed along with how they are created. I’m sure that functionality could be implemented, but it would require updating several things in the plugin and changing how it works.
What occurs to me that you could do for now to work around this, I know it might not be the most effective, but it could work for a specific case, is to have that recipe create, for example, an item called “Weapon Box,” and when executed it calls a common event, and from there you can give the weapon you want depending on the conditions and the party member you choose.
I know it’s not what you expected, but maybe it can help you work around that need.
I’m glad you’re doing well. I’m happy to hear that ^^
Oh, I have no idea how the Itch App works.
It’s surely a problem with itch.io because all my plugins are handled the same way.
I have an automatic export system for builds that directly uploads the corresponding files to my itch.io server, and I have no idea how the itch.io app works since I mainly work with the browser haha.
But well, thanks I guess for the information 😅
Hello!
Regarding the number of pages, it's not that there's a set maximum.
What happens is that I don't recommend making books that are too large or heavy, as the bigger they are, the more they could cause complications and delays when opening them in the game due to the amount of information they store.
I recommend that you divide the books into different volumes whenever possible to improve performance.
And based on your question, there isn't currently a built-in keyword search feature.
But once I update the plugin, I’ll consider it to see if I can incorporate it.
Best regards!






































































