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Vis_Mage

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A member registered Sep 24, 2018 · View creator page →

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That's awesome to hear, thank you! Looking forward to seeing what you have cooking up! :) 

This might be a long-shot, but I figured it wouldn't hurt to ask. Do you think it would be possible down the line to add functionality to import HUD data from your HUD Maker MV plugin into HUD Maker Ultra Pro? I'm hoping to move a project that makes heavy use of your HUD Maker from MV into MZ, but the thought of recreating several hundred HUD components is admittedly pretty daunting. 

Works like a charm now, thank you very much! :)

Thanks for the quick response!

Unfortunately the patch seems to crash when trying to open the crafting menu. For reference, the patch is placed in it's own .js file, and is below both your plugin and the Icon Hue plugin.

Here's the error I'm running into:

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Hey again ;p

If you get the chance, do you think you could look into a small compatibility fix for this Icon Hue plugin? https://forums.rpgmakerweb.com/index.php?threads/icon-hue.125025/

The plugin lets you adjust the hue of an icon, so you don't need to have duplicate icons for recolors. The hue actually shows up fine on the bottom window where you choose the ingredients to use, but doesn't show up in the window that shows what ingredients you have already picked.

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Hey there!

I recently updated from 1.11 to the most current version of the plugin, and it seems I've ran into a bug that must have crept in at some point. When using the Skyrin-like additive traits mode, if I combine at least 2 ingredients with the trait CHANGE HP RECOVERY: 0 30 in their notetags, the first potion crafted works just fine, having 30 HP healing. However, if I then craft another potion, the next potion will have 60 HP healing, and then the next 90 HP, and so on. I'm guessing the trait is somehow getting stuck in memory, or something of that sort.

(As an added note, I'm incredibly happy to see that now more than just one item in a recipe can be a "wildcard", as opposed to needing to set the other item's ID's.)

I'm a little late on the reply, but thank you so much for implimenting my request, and so quickly at that! :) 

Ah, fair enough. No worries about getting an update out, it's just reassuring to hear that it's something that's planned down the line. 

Thank you very much for the quick reply, and especially so for looking into my request. I really do appreciate it :)

As for the wildcard restriction, I hadn't realized there was a limit, thanks for letting me know. I'm curious though, is that a hard coded limit, or something that could be tweaked? 

If at all possible, I'd ideally allow the player to combine any 2-4 ingredients, all of which would result in a blank base potion, that would have all traits shared by 2+ ingredients. Being able to restrict players from using duplicate ingredients in the same recipe would be pretty cool too, and building off of the 2+ required traits idea, being able to have a "failed result" item be rewarded if the brew didn't have any traits passed onto it, but unless any of these are fairly quick and easy tweaks, I don't want to overwhelm you with feature requests. 

Hey, I had a quick question before purchasing, involving ingredient traits.

Is there any way (be it a default option or an easy edit) to have ingredient traits only apply to an item if 2 or more ingredients being used have the trait? I'm hoping to create a system similar to the Alchemy system seen in Skyrim, in which each ingredient has ~4 traits, and the resulting potion can have any effects that were shared by 2 or more of the ingredients used.