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Casper Gaming

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

Creator of

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Hi, modify the function CGMZ_Scene_Encyclopedia.prototype.totalsWindowRect to return 0 for width and height

No problem, it should also fix the Fast Travel issue 😁thank you for the bug reports and feature suggestions, it really helps me improve my plugins.

Hi, I just wanted to let you know that this plugin was updated today to allow using custom images instead of icons in the item popup.

Hi, this is actually a bug in Item Popup, not Fast Travel. I will fix this asap, thank you for the bug report. If you want to fix it yourself you can search for alias_CGMZItemPopup_GameParty_gainItem in CGMZ Item Popup's js file and replace the function with this:

const alias_CGMZItemPopup_GameParty_gainItem = Game_Party.prototype.gainItem;
Game_Party.prototype.gainItem = function(item, amount, includeEquip) {
    alias_CGMZItemPopup_GameParty_gainItem.apply(this, arguments);
    if(item && amount > 0) {
        const type = (DataManager.isItem(item)) ? "item" : (DataManager.isWeapon(item)) ? "weapon" : (DataManager.isArmor(item)) ? "armor" : "invalid";
        const id = item.id;
        if(this.CGMZItemPopup_shouldPop(id, type)) {
            $cgmzTemp.addItemPopupToQueue({type: type, id: id});
        }
    }
};

You might be able to use [CGMZ] Event Names which supports text codes to use icons for that, though it currently does not support per-event y offsets so you would need to set all names as 0 offset for the y value which might not work if you are already using event names for other things.

Hi, [CGMZ] World Map is a completely separate scene, it does not affect the map scene (where your player walks around, sees events, etc).

What is your idea / what is the goal that you are trying to accomplish?

Hi, an upcoming update will allow you to force a new line of text.

You can close the map name window, but it does not allow you to disable it.

It sounds like a cool idea 😁as for your other question, I do actually have a Casper Gaming character you can put in your game as long as you follow some guidelines:

https://www.caspergaming.com/brand/

Hi, yes you can do that.

Ok no problem, glad you got it working 😁The issue was that it was trying to use that in the denominator for the gauge to determine how full the gauge should be, and therefore dividing by 0.

Does your reputation rank have 0 for the reputation amount?

Could you attach a screenshot of the dev tools error trace?

Hi, this means it cannot find a reputation rank that is part of the reputation.

Hi, you need to re-do your color parameters for your professions, they were converted to text code (number) instead of the direct HTML color code. You can still use any custom colors by adding them to [CGMZ] Infinite Colors as the release notes explain.

Hi, yes it will be possible one day, right now it is only the icon though.

No problem, did you get it working?

Make sure your category id matches the profession parameter of your recipes.

You should be able to follow a tutorial for changing folder/file permissions depending on your OS. If you can save normally then you should have write access.

Could you show your event, and your plugin parameters? Also, could you try turning off all non-CGMZ plugins and seeing if you are still encountering the issue? You can also download and open the demo up in editor from my website, so you can see how the demo accomplished global data.

This plugin does create another save file in your project folder, so it is possible you do not have write access which could cause the creation of this file to fail.

Hi, I am not exactly sure what you mean by exporting the game, you can test it in playtest same as you would any other plugin, there is no need to export the game. Are you getting some error in playtest?

Hi, you need to install [CGMZ] Core above this in the Plugin Manager. All of my plugins require [CGMZ] Core. If you do have the core plugin above it, then you need to update it.

Hi, thank you for the kind words 😊 making free demos for paid plugins is tricky because it would also need to include the plugin. I know some people use a free/paid model with incredibly limited features in their free version, but it is a lot of extra work to maintain 2 versions of each plugin especially as [CGMZ] is over 90 plugins big now so it is not something I think I could do at the moment. Thank you for the suggestion though, I will keep it in mind.

Hi, the tint not changing on map change is on purpose, as it would also undo any manual tints you have set via event commands. I can try to track which tint was set manually v automatically in a future update, right now the plugin does not know if resetting the tint would be undoing its day/night tint or a manual tint you have applied yourself.

Thanks for suggestion, you can use the plugin command Get Time or Get Days to get the current time of day or the current number of days that have passed in game, however the Get Time will be in frames. I guess you would like to get a current time unit (seconds, minutes, hours, etc) to avoid the calculation from the frame count? I should be able to add that in a future update.

Hi, yes you should be able to put this for your command JS:

const mapId = 1;
const x = 5;
const y = 5;
// do not edit below
DataManager.setupNewGame();
$gamePlayer.reserveTransfer(mapId, x, y, 2, 0);
this._commandWindow.close();
this.fadeOutAll();
SceneManager.goto(Scene_Map);

Hi, I do not know as I have not yet started implementing it, sorry.

Hi, you can use the Open Window plugin command when it  is no longer displaying to get it to appear again.

I am not sure as I only test with my own [CGMZ] plugins, however no one has reported any incompatibilities yet.

Hi, make sure your quest does not have a blank description parameter.

Turn "Whole Screen" when creating the filter to true and it should affect the pictures on screen too.

Hi, this plugin can impact images on top of the map (for example the Show Picture event command images). The only thing that it is not able to affect right now should be windows.

I would need to do some testing but I don't think it will be that difficult to add diagonal movement variations in for the autonomous move types this plugin adds.

Yes diagonal movement already exists in the base engine so it's not too much to add those commands to the movement routes the plugin creates. In a future update I can look to create diagonal-movement enabled versions of all of the existing movement options. Thanks for the suggestion.

Hi, you would check the variable if it has the correct number. You can download the demo from my website and see how it was done: https://www.caspergaming.com/plugins/cgmz/numpad/

(1 edit)

Yes it will not use pathfinding, it just tries to increase its x/y values to get closer to the player's x/y values. The difference is that it does not move randomly sometimes.

Hi, Smart Approach just means it will always choose the "Move Towards Player" option in its move route. By default, the normal Approach option has a 4/6 chance of moving towards the player, a 1/6 chance to move randomly, and a 1/6 chance to move forward. It does not change how intelligent each move towards the player is.

This plugin does not do diagonal movements, but I would think if you already have a plugin that does diagonal movements it would also work for this one as it is calling the default movement options.

Hi, yes that is the problem, [CGMZ] only works in RPG Maker MZ.

I do have CGMV plugins for MV but they are far more limited and no longer receiving updates: https://www.caspergaming.com/cgmv/

Hi, there is no limit on inventories you can create, but I am not really sure how a lootable chest with it's own inventory would work currently as the scene to transfer items from one inventory to another is still in progress and not yet in the plugin.

Hi, the plugin does not allow you to discover individual pieces of information for each entry, the entire entry is either discovered or not discovered.

Hi, you should already be able to make a submarine vehicle. Do you have any specific feature that you would need for a submarine that isn't yet in the plugin?

Hi, this plugin does not allow you to change the footstep sound by a switch, I can add this to a future update though, thank you for the suggestion.