I'm very grateful, and don't worry, I'll do my best to make it compatible with plugins already established in the market. I don't see it as consent, just an opportunity for improvement, and I really appreciate it. Now, the part I didn't understand is why it's not compatible with the button mapping plugin. This plugin only adds the shortcut for the letter "M" without altering any class or configuration base; I didn't quite understand that part. Thank you for your response; I'm already developing the integration with the movement plugin.
Kadajah
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Hey bro, how are you?
I understand, and it makes sense, the DotMoveSystem alters how the character moves on the map and their respective coordinates. Since my plugin reads the system's native coordinates, I understand that this conflict might arise. I'll analyze the DotMoveSystem plugin to see if there's an easy way to intercept its coordinates so mine can work alongside it. Could you describe in detail what's happening in your tests to help me resolve this conflict?
Hey man, I'm going to make a small update to the plugin in the next few days to isolate, via a script or access to each character's LP, I'll let you know here as soon as it's ready, dynamically, so that if you change the party leader character, the updated LP number will reflect that character's LP.
Should this appear on the normal map screen or in the menu?
Hey man, how are you? So I created a plugin to simulate map generation in the style of RE2, where you can place tags and points to show locked doors, puzzles, ammunition, and objectives. Please take a look.
https://kadajah.itch.io/kadajahs-re-map-system-dynamic-fog-of-war-map-survival-m...
Hey bro, how are you doing?
Please feel free to give as many suggestions and feedback as you like. I like to think that the community we're building here is what will make the plugins even better.
I really liked your comments. I will definitely implement two of the three main ideas in the next version. The only thing I'll need to study and test some layouts on is the inventory/equipment screen; I think that's a point that needs attention and therefore may take more time.
Again, thank you for your comments and all the support. I'll bring news soon.
Can you add me on Discord, please? I think I have an alternative.
https://discord.gg/FsAVFW6Y5
Hey, how are you?
You'll need to make some fine adjustments to the zoom and curvature parameters of the plugin until you reach an aspect ratio that you feel is satisfactory.
The example I'm going to show now is at a resolution of 1280 x 720.
To achieve this aspect ratio:
I used this configuration:
Let me know if you have any questions.
Hey man, how's it going?
I haven't done all the tests yet to see them working together, but at first glance, none of the examples you mentioned handle the same classes within the RPG Maker engine, maybe CraftEnhanced and REInventory a little bit since they both handle inventory, but I can see them all working together.
Anyway, I'm committed to making the necessary corrections and adaptations to make this plugin ecosystem work harmoniously.
In a few days, you're releasing a new version of ShootingGame, more complete and with suggestions from the community.
I tried to run some tests until then to see what already guarantees compatibility for this upcoming version.
I'm excited about your idea, I hope you can meet all the requirements.
I added a series of parameters so that the system doesn't distinguish between an item in the extra grid and an item in the normal inventory grid, so all options will be available for both types of items. Please download the v3.9 file again; I believe everything is now in order. Thank you for all the feedback; I am truly grateful for your help in improving this tool.
Hey bro, the option to change the highlight color was hidden in the button hover options.
I just updated the V2.1 file with the fixes, there's a quality-of-life improvement that saves menu choices, as you suggested, and the button highlight color is in a more visible field now. Just download the 2.1 file again.
Let me know if you need anything else.
As you can see in the plugin command screen above, it's possible to manually determine the viewing direction for the sprites. As long as you have your character facing sideways in the spritesheet, simply map the head and body areas in the editor, and the plugin will do the rest.
It's possible to make your events look in the direction another event or player is facing (react), but this isn't a native function of my plugin. You'll need to do some logic to achieve this result.
1- Map the position of the point of attention.
2- Orientation logic relative to the point of attention (whether it's left, right, up, or down).
3- Positioning logic for the event that will turn its head (where it's facing) and where it should look, whether it should change body position before turning its head (to avoid turning its neck backward).
4- Several conditions are used to filter the data above and define the plugin command configuration that will turn the character's head.
With this, any event can react and turn in the direction of the point of attention, whether it's a player or another event, but it's a bit laborious, and it's not very scalable because it depends on the direction from which the interaction is coming, but answering your question, it is possible.
I think this is a problem with two plugins working together. Basically, the health, mana, and tp bars can be drawn every second. When you increase the number of characters on screen, this workload increases.
Even if you remove a character from the screen, if that character's data persists, the system can continue loading and processing that information. I made an update focused on this; just update the v4.5 file. This fix changes the bar update criteria and correctly clears the data when characters are removed. I hope this resolves the FPS drop.
Could you please download the file again and test it?
Hey bro, Good observation, the log was accurate in finding the problem. This: When an enemy delivers the killing blow to your summon (whether in solo or normal mode), the game registers that enemy as the current acting subject.
When the plugin notices the summon died, it tries to remove it from the field and checks `subject.actorId()`. Since enemies do not have actor IDs, the game crashes.
I added a safety lock to the version 4.5 file that checks if the subject is indeed an actor and if it has the property that the function is trying to access before crashing everything.
Could you download the version 4.5 file again and test if the solution was effective, please? Thank you for the message and all the support! Let me know if you need anything!
Bro, sorry about that, that bug went unnoticed in my test. Thanks for the quick and accurate report. I updated the V3.9 file with a fix to allow mouse and keyboard control between grids (I had left the item image offset adjustment the same as the previous version, which didn't have the extra inventory management, so it kept appearing in the bottom grid even when the manipulation was in the top grid). It worked fine with drag and drop using the mouse, but it caused the visual bug with keyboard and controller. So I fixed that to allow dynamic navigation between grids. Could you download the file again and test it, please? Let me know if you have any questions.
Actually, you just need to export the plugin as is, and when you load the project folder again, it will load your settings directly from the plugin and you won't lose anything.
The details of this are at the end of the second paragraph of the documentation.
But since I like to simplify things for my users, I've added an option for you to save the project, in case you're working on a prototype and don't want to overwrite your project. Furthermore, once the project is loaded, when you ask to load the folder, it will search for files that have been modified after the project was opened and only load the images, maps, and other supplementary information.
Please download file 2.1 and proceed with the tests. I truly hope this solves your problems.
Hey man, how's it going?
There's already a setting in the Summon presets called Stat Scaling, which was defined as a percentage and adjusted by how much of the character's stats would go to the summon. If you set it to 100%, it would be matched to the summoner. But this could be problematic if used alone, so I updated the plugin with a new option called Match Summoner Level, which summons the summon at the same level as the summoner, and can even be combined with Stat Scaling for better control. Please download version 4.5, and feel free to ask if you have any questions.
Hey bro, sorry for the delay in replying, but your observations were accurate. The passive system was indeed left out in the last version, so I've included and completed it in this latest update. Please download version 13 of the plugin. I also wrote a devlog explaining the changes made. Thank you very much for your message and for all your support.
It was my mistake not to explain this correctly in a devlog or documentation; the Weapon Unlock option was a later addition, and I failed to explain its functionality.
It doesn't unlock the weapon itself; my plugin doesn't make any inventory changes. This function unlocks the weapon type, and this ID is the weapon type ID in the RPG Maker database.
With this node, you can allow a mage to use a broadsword or a martial artist to use a bow. It basically enables a weapon type that wasn't natively available to your character's class, making it available.
Yes, exactly, if it's within the dimensions recognized by RPG Maker, the tool will adapt to work accordingly.
And yes, currently each sprite allows the character to look in 3 directions. If you use an 8D sprite, the character won't be able to look to any side when the sprite is standing diagonally. I'll have to write this support to allow the character, if facing directly diagonally, to turn their head to look at any angle other than their back.
It will be a mapping of more sprites, but it will offer many more features and immersion.
Hey bro, how are you?
You raised two interesting points, and I hadn't noticed the second one yet.
I'll be updating this plugin this weekend to address the first issue and resolve the second. I'll make a devlog explaining the changes and let you know here.
Thank you for reporting these issues; I'll do my best to fix them.
And thank you for all your support as well.
Hey bro, how are you? Thank you, I'm glad you're enjoying it. Answering your question, no, the visibility and activation options are linked to specific switches, but the idea of adding a level layer as a prerequisite seems interesting to me. I will implement it in the next plugin update (should happen in a few weeks). Thank you for the suggestion and for all the support. If you need anything, just let me know!
Hey bro, how are you?
So, it works perfectly with SV mode. The plugin allows you to set up a preparation animation that runs at the start of the player/enemy's turn. The plugin lets you configure when the QTE will appear before or after this preparation animation.
The flow works like this:
[ENEMY]
1- Enemy's turn begins
2- Preparation animation plays
3- Defensive QTE appears
4- Enemy deals damage based on the QTE result
[PLAYER]
1- Player's turn begins
2- Player's attack QTE appears
3- Player deals damage based on the QTE result
Thanks Bro, sorry for the delay in replying, I've been very busy these past few days.
So, I just released version 3.6 of this plugin which brings detailed control elements to the Weak, Resist, Miss texts and other cool things in the parameters.
I wrote a devlog of this version detailing the changes, I hope you enjoy it!
If you have any questions, just ask!
Yes, that makes sense, thank you for the feedback! I'll add a hook for controlling the intensity of these filters, and allow fine-tuning in 0.01 decimal places. This should offer more control over speed and intensity. Effects created using PIXI accept opacity control, which could be another adjustment tool.
I'll make the necessary updates in the coming days. Thank you for all the feedback and for helping to improve this tool!


















































































