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Casper Gaming

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A member registered Sep 14, 2020 · View creator page →

Creator of

Recent community posts

Hi, yes you can have events "train" the player. There are plugin commands for gaining exp and gaining levels, so you can have your trainer NPC add a certain amount of exp or give the player a certain amount of levels when done.

(1 edit)

Hi, are your skill "Command Symbol" parameters different? If they are the same, they need to be different.

Also, if you are planning to have all your actors able to use Attack, Guard, etc. in the same order with the same function, you can set it to Actor = 0 and then it will appear for all actors.

Do you have an actor name that is empty?

Hi, usually this occurs when you have a string set up to be empty, could you show me the full error trace from the dev tools console?

Hi, responding here as well for others who may read these comments. During troubleshooting via my Discord, it turned out the user was not using [CGMZ] Pixi Filters but another plugin author's filter plugin instead.

I did test for ~15 minutes and did not notice the issue with my plugin, and since no one else has brought this to my attention before I believe it is not an issue with [CGMZ] Pixi Filters. There is no guarantee the issue doesn't affect my plugin, as the user states it seemed to happen randomly after a very long time in some cases, which is very difficult to troubleshoot without a confirmed case of it occurring with my plugin.

Please feel free (anyone) to respond here if this issue is noticed in the [CGMZ] plugin but for now I believe this is not an issue with my plugin.

I am glad you like my plugins 😁

Hi, you can add the quest log scene to the main menu using [CGMZ] Menu Command Window. This is where the player can see all of their active quests. The quest tracker window will be an option to add to the main menu using [CGMZ] Menu Customizer in a future update, but for now it would need to be your own custom coding to add it.

Ok, I am glad you got it working 😁

Hi, I cannot say for sure as I only test with my own [CGMZ] plugins. However, no one has reported any incompatibilities with this plugin. You can see all known compatibility issues for any of my plugins in the online documentation under the Compatibility section, for example for encyclopedia: https://www.caspergaming.com/plugins/cgmz/encyclopedia/documentation/

In the online documentation you can also see any bugs that have been brought to my attention but have not yet been fixed.

Hi, in the Create Text Toast plugin command, set the Background Style to Dim or Transparent.

Can you provide an image of the issue with the categories?

As for the crash, can you provide the dev tools console error trace? Though it sounds like you may be testing in a saved game, and removing recipes in saved games is not supported, the plugin is set up to only recognize newly added recipes in saved games, not any that are modified or removed.

If you are using VisuStella plugins, one of their cores has that option somewhere. I don't use their plugins so not sure which one.

Hi, you must have another plugin adding that, by default there is no commas that split the numbers up.

Hi, I just wanted to let you know that the update for this plugin today should address your 1 & 2 suggestions. Thanks for the suggestions, let me know if you have any other ideas to improve [CGMZ] plugins.

Hi, thanks for the suggestion... I am not that familiar with the time progress battle system but I can look into it. I do add all suggestions to my to-do list. I do not do private work but you are free to suggest anything that you want either as a new feature for an existing [CGMZ] plugin or a new plugin in the [CGMZ] library.

Hi, you type the recipe name(s) you want to learn after the recipe is crafted. You also need to fill out a corresponding chance for that recipe to be learned in the Learn On Craft Chance parameter.

Oh ok I see, I must have missed hiding the picture when drawing an undiscovered reputation. The picture is meant to cover the window so there is no x/y options, I can add it to a future update. Can you paste this into the bottom of the js file and let me know if it solves the issue?

//-----------------------------------------------------------------------------
// Refresh
//-----------------------------------------------------------------------------
CGMZ_Window_ReputationDisplay.prototype.refresh = function() {
if(!this._reputation) return;
this.setupWindowForNewEntry();
this._pictureSprite.hide();
this._completedSprite.hide();
(this._reputation.isDiscovered()) ? this.loadReputationPicture() : this.drawUndiscoveredReputation();
};

Hi, the update today should have added the feature you wanted. Let me know if it is working how you want and if you have any other suggestions.

Hi, make sure [CGMZ] Core is at least version 1.23.0 or higher.

Hi, the latest 1.3.3 version should fix this issue. Let me know if you are still having problems after updating.

Hi, the recent 1.1.2 update should fix this issue, but let me know if it doesn't or if you notice anything else and I can take a look 😁

Hi, this should be fixed this weekend, I will reply again once the update is posted.

Hi, I wanted to let you know that I believe I have this issue fixed, and am aiming to get an update out to fix a few other things with this plugin this weekend as well as do some additional testing.

Hi, I can take a look at it, I do see the issue when a map is the first thing in the cycle, although it should work how you want if you have an image first that cycles into a map.

Hi, if you want the variable to be different in each save file, remove the variable id from the Global Variables parameter in the plugin settings.

If you instead want the variable to reset to 0 for all save files when the player starts a new game, you can use the Control Variables -> Set to 0 event command when the player starts a new game.

Change this:

if(this._item._goldCost > 0) {
    this.drawText(this._item._goldCost + TextManager.currencyUnit, 0, y, this.contents.width, 'center'); 
    y += this.lineHeight();
}

to this:

if(this._item._goldCost > 0) {
this.drawText(this._item._goldCost, 0, y, this.contents.width, 'center');
y += this.lineHeight();
}

Hi, could you try with Add Text Data instead of number data. You would also need to restart the playtest, going back to the title screen from in game will still show the original title sequence.

Hi, thanks for the suggestions, I can add them to a future update. For the Gold, it is putting your Currency Unit text from the database. You should be able to edit the .js around line 1601 to remove the currency unit from being added to the string.

It checks whenever an item is added/removed or other relevant property is changed.

Hi, you would need to use a global data plugin. Thanks for the suggestion about the toast functionality, I can add it to a future update.

Hi, just wanted to let you know that today the plugin was updated to allow playing a SE on scene completion as well as showing a [CGMZ] Toast Window popup when the scene is completed.

You could maybe use [CGMZ] Event Names to accomplish showing a quest marker above an NPC, though you would need to use separate event pages to get it to display / not display. It supports icons and can even have a float effect applied to it.

Hi, thanks for your suggestion, I will add it to my to do list.

Hi, you should be able to accomplish this in the Category Display Requirements parameter, make the category require a switch to be ON to display, and then before you call the scene turn the proper switches ON/OFF depending on which categories you want to be visible.

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Hi, I am not sure why it would be dropping your FPS so much with so few lights, I have a test map with 120 lights with no issues. Can you open up the dev tools, switch to the Performance tab, click Start Recording and then wander around in the laggy map for around ~10-15 seconds and then click Stop Recording and show me the results in the Bottom-Up tab?

Edit: Since performance testing is a little tricky and may require quite a lot of back and forth testing, you can also come into my Discord for help, it would probably be easier to troubleshoot than itch.io comment section.

Hi, I don't think this would be that easy as events are not enabled in that scene. Is all you want to do is play a SE and show a popup text window? I can add toast integration to the scene and allow you to play a SE when the objects are all found in a future update.

Hi, sure I can add an option to change which key takes pictures.

Hi, I just wanted to let you know that this plugin was updated today to support lights that change direction with the object they are attached to.

(1 edit)

Hi, you need to install [CGMZ] Core, all of my plugins require my core plugin. If it is already installed, make sure it is above all other [CGMZ] plugins and up to date.

I am glad you like the menu plugin, sorry about the crafting plugin, I can see how it would be difficult to use if you do not understand one of the languages it is available in as it is pretty complicated with all of the customization options.