[go: up one dir, main page]

Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Kadajah

32
Posts
42
Followers
A member registered Aug 18, 2025 · View creator page →

Creator of

Recent community posts

Hey Bro, you're absolutely right, the function that updated the stats was being called twice due to redundancy (my mistake for leaving a function from when I was testing). The function has been adjusted and the problem solved. Thanks for pointing out the flaw and for the tests that helped with the accurate diagnosis.

Regarding the confirmation window, I moved its code to the end of the creation list, so it's created last, and I set the z-index over 8000, so it should be on top of everything.

I also adjusted the parameter configuration to use the names from your database. Unfortunately, it's not possible to use icons by changing them with \I[46], but I'll study how to implement it. However, due to the space in the HUD, it might not be feasible. I wanted to, but that forces us to abbreviate the status parameter names even further.

The only thing I'll have to add is a window with descriptions and supplementary text for the nodes:

- I need to configure the display of this to work on an already loaded screen. With a lot of information.

- I need to modify the Skilltree Editor Tool to correctly create all the JSON logic with this information.

This improvement will be included in the next major update I make to the plugin, and unfortunately I don't have a date or a near-term timeframe for that.

In any case, I greatly appreciate all the suggestions, thank you for dedicating your time to improving the functionality of this plugin, I am truly grateful.

If you need anything, you can count on me!

Hey Shat, how are you?
Absolutely no problem!

I needed to consolidate the compatibility version, so I took the opportunity to add a separate control for MP regeneration. I released it in version 3.4 (Kadajah_DamagePopup.js ~ file) , with the compatibility improvements from the patch version I released previously and the new MP control. I hope it meets your needs well. Thank you for your observation and for contributing to the development., just let me know if you need anything else.

Hey CrypticSky, Could you please share the list of plugins you use and report if you see any errors in the console (F8)?

I will do my best to identify which plugin is causing the conflict and, if possible, modify the classes or handling to work around it.

Perhaps I don't have the plugin or can't access the plugin's documentation; in that case, I'll ask for some time to study an alternative or create a compatibility mode with code overriding.

I apologize for the inconvenience, but it's possible we'll need to perform some tests for an accurate diagnosis and solution.

Thank you so much for the feedback! You helped improve the tool, and I'm grateful for that! I'm also very happy that you're enjoying my plugins; I hope they're useful and help you tell incredible stories!

Let's continue developing cool things and having fun! Just let me know if you need anything. TY Shat!

Hey Shat, how are you?

Unfortunately, your image wasn't attached, so I made some assumptions.

I don't know exactly which plugin suite you're using, but if you have any other that handles damage calculation classes and popup display, it's possible we'll have conflicts and other similar behaviors.

I added a file (Kadajah_DamagePopup(comp).zip)

It's a version with a debug mode and a parameter to try to prevent NaN. Basically, it intercepts the standard RPG Maker calculation if the plugin or variable calculation returns NaN.

Could you download and test this version?

If the error continues to occur, could you please copy the console content (F8) to offer some clues?

Thank you again for all the support, I will do my best to solve this issue.

Hey again bro,

Thank you again for the accurate feedback.

It was my mistake not noticing that behavior.

The error occurred because the command reset all nodes, including the root node, if it had a value of 1 in the JSON, and by default this happens... it refunded that node point and then automatically activated the node, generating an extra point. It's resolved, thank you again!

Regarding the command to reset a specific node, I decided to keep it as is, for a situation where the gameplay forces the player to forget a key spell or ability for a moment and then reactivate it with the unlock node.

But I added a new command [ResetBranch] that allows resetting and refunding an entire branch of the skill tree.

The new version 4.6 is now available!

I have a MOBA prototype, and a complete and functioning MMORPG, including a plugin in an advanced stage of development that can be adapted for MOBA.

I have some technical and gameplay challenges for this project, but it needs to get off the ground.

So, let's do this, I should start development next week.

No, this plugin only handles one actor. There are plans for future updates to add main character rotation and AI support for other party members.

The first rotation function is already ready and in testing; with a button you can switch who is the party leader and use different skills and resources for each actor.

But the second function is still in its early stages, and I'm encountering some behavioral errors that require rewriting an entire AI for each type of event.

I definitely want to release these improvements, but I don't have a release date yet.

(1 edit)

Hey Shat, Thank you so much for your support and feedback, I'm very happy you liked the plugin. 

You pointed out an interesting area for improvement and I'll implement it! I'll release a devlog today to explain what's changed, thanks again! 

Edit:  It's ready, please download the new version of the js file. Feel free to ask if you have any questions!

I'll consider adding it; I have to do some testing to see if it would work, but I think it's a great suggestion. Noted and thank you!

In this version it's not possible, but that's a great idea. I'll implement it soon; it's not complicated and brings a significant visual improvement. Thank you for the suggestion, I'll post updates soon!

Just let me know if you need anything, and please let me know when you release your game.

It's ready. I've added the v6 file which has a countdown system based on frames (active frames) or turns. I've also added a unique summoning function per battle. Again, it was superficially tested. In the next free session, I'll test all the new features of this plugin and release a version.

Yes, it's possible. We can define a variable to store the CD. I'll allow configuration in both turns and frames. I have this code ready in another plugin; I'll just adapt it. I'll release the version with this verification shortly.

Great, I'm glad you resolved it. Feel free to contact me if you need anything else!

New Version:

Security review for item usage.
Death condition: if the summon dies in transformation mode, the summoning character returns to the party.
Could you please test it again?

I believe I have finally solved the problem. The logs and their tests revealed that the plugin's workflow was correct; disabling BattleCore solved the problem, so it became clear that both plugins were modifying the same properties of the battle screen.

When comparing the behavior of the two plugins, the problem occurred because BattleCore alters the structure of where the actor sprites are stored on the battle screen (it uses specific containers instead of the standard _battleField of RPG Maker MZ).

In my plugin, the system tries to remove the old sprite by searching for it directly in _battleField. Since BattleCore moved this sprite to another location, the removal command fails silently, the old sprite (the summoner) remains on the screen, and the new sprite (the summon) is drawn over or under it, creating an overlap or visual glitch.

I updated the version by adding a check to clear the sprite from the BattleCore container if it is active, and in the tests I did here it worked correctly.

Could you download the new version and test it again? I'm optimistic that we've solved the problem this time!

(1 edit)

This is a bit frustrating, but we won't give up. I tried to reproduce the behavior you described, but I couldn't. Analyzing the code, I couldn't find a specific cause that might be creating this problem. 

I created a new version! (I'm sorry!), 

I added a layer of protection over the battle state to prevent defeat related to summoning and a detailed chain of logs, which can be accessed via the console (f8). 

Please download the new version, the file is already updated, and do some tests. If any errors occur, copy the console log and share it here, so we know exactly what's happening.

Some tests can be followed here:

First of all, I would like to apologize. The version had a critical error that was preventing the timer from starting to count down; this was affecting the ATB system. 

Second, I swear to myself again that I will not post anything without exhaustively testing it first. I performed the tests today and found the errors that were preventing the system from working. 

I prepared a new version (this time tested), which is operational and "seems" stable. Please download it again and perform some tests; I hope that this time your problem is solved.

Thanks for the feedback! I'm glad it worked!

I made a version of the plugin that intercepts the standard turn-based system actions and adapts them for summoning. I added a parameter to the plugin settings to enable this function and use the standard RPG MAKER turn behavior, either Active or Wait.

I uploaded it as a separate file (Kadajah_BattleSummon(TPB) because I haven't had time to properly test it before releasing it as a version update.

Could you test if it meets your needs? I will be conducting tests to release it as an update to the current version as soon as possible.

(1 edit)

Let's try another approach.

I made a series of improvements and added some parameters to control character sprite positioning and character HUD resizing, changed some classes to minimize conflicts with other plugins, and performed tests including VisuMZ_0_CoreEngine.

Please download the new version of the plugin, take a look at the updates in the documentation and the video on the page that shows the expected behavior of the plugin, and perform some tests. Perhaps adjusting the positioning can solve your problem.

Thank you for your patience and for the opportunity to contribute to your project.

Okay, let's solve this here. I'm the type who doesn't give up easily, so if you're willing to try a few things, let's try to fix it! Both my plugin and VisuMZ_BattleCore actively modify the same RPG MAKER classes. Without proper code handling, they will conflict in some places.

I tried to work around this using your log and the main classes I could observe. I added another file for download on the product page; it has your name.

Could you download it and test it, please?
It has some layers of modification to create and remove Game_party properties to try to avoid direct conflict with VisuMZ_BattleCore.

Hey, what's up? Let's try to diagnose what might be happening and fix it. I'll need your help to proceed with the diagnostics and tests, as well as some clarifications about the plugin suite you're using. I created a Discord channel for us to work on this. I've never used Discord, but I'll do my best to try and help you:

https://discord.gg/XX5a7NHz

Thank you for your interest. Yes, I performed some stress tests on the plugin, forcing between 20 and 50 units of each faction in RTS mode, and I found FPS drop instabilities in all scenarios. It's a quick drop of 1 to 2 seconds, and it stabilizes soon after, but it still happens a few times in the game.

I used a resource that creates simple events, manipulable by the RPG Maker engine but without pages, switches, and other properties common to events, so they are lighter, but I still found some drops.

The AI system became a bit complex, and its garbage collection is one of the causes of the increased processing. Since the plugin is generalist, if I remove one of these AI functions, the product becomes incomplete, so I left some fine adjustments in the code that can increase or decrease the incidence of certain AI calls and correct this processing issue.

But it needs to be adjusted to each case. In any case, I am available to offer clarifications on all configurations and even make specific adjustments to custom code for specific situations. It's important to consider that, using all the plugin's features, FPS drops can occur and intensify in matches with more than 20 units in each faction.

Thank you for the suggestion to use units as sprites; I will research this and consider that option. My work on this plugin is not yet finished; there is certainly much room for improvement. Thank you again for your interest and collaboration.

Hey man, yeah it works perfectly. You'll need an SV sprite for your summon; the plugin will force an additional space in your party and position the summon in the first available spot in your formation.

Dude, that's a really good idea! I'm going to implement a list of presets that can be configured with respect to the elements. I'll allow adding a tag to weapons so they produce damage configured in the presets. This should be ready in a few days. Thanks a lot for the suggestion!

Thank you very much for testing and for the feedback. Let me know if you need anything.

(1 edit)

Thank you for your message, I ran a diagnostic on the plugin and identified what is happening. What happens is that RPG Maker MZ tries to optimize loading. Because you die on map X and the autosave loads you back on the same map X, the game engine sometimes doesn't update the "Collision Map" (Passability Map) correctly, causing Below Character events to be treated as blockages or Same Priority. To fix this, we need to force the game to understand that the map needs to be completely reloaded.  I made a change to the plugin, please download the js file again in version 1.1 and could you please test if it worked? Thank you.

Thank you. If you need any help or have any questions, please feel free to ask.

I've updated my PayPal payment settings. Could you please try again? If that doesn't work, I'll change the method to Itch, which will likely solve the problem. Thanks again, and sorry for the inconvenience.

Hello, thank you for your interest. I'd be happy to help. Where are you from? I'll try to resolve this now.

Hey, thanks for bringing this up! I understand how important compatibility is, especially when working with stealth mechanics alongside addons like vision guards and fog of war.
I'm currently testing all my plugins with well-established solutions to ensure stable integration, but some of these compatibility checks are still in progress.
I design my plugins to be as non-invasive as possible, which generally improves compatibility, although it can’t guarantee perfect behavior in every scenario.
If you can share which specific plugins you're using, I can run targeted tests to verify possible conflicts. I'm also completely open to adjusting my code when necessary to ensure smooth functionality with other addons.