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Succubus Nirriti

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A member registered Sep 19, 2024 · View creator page →

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For the few 100% originals Ive made so far—but even those made from personal edits based off others' bought or free ones—it always takes me at least 5-8h (not counting recolors). This process, and im sure is the same for you, made me appreciate older gen's bestiary sprites even more. Back then, they didnt have all the references or inspirations we all enjoy. Will you resume on your game someday regardless? 

I really like your tortoises. Cool sprites.
Just for them, how long did it take you?

EDIT: I've scrapped the 1st town for the 4th time, and redid it all over again. So itll be much prettier (than seen above) and with much less wasted space. Still, so you can compare the differences, Ill leave this preview here in the meantime. 

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Pretty good, Kadajah! ^^ Others will also appreciate the
additions. Writing a comment is much better now as well.

Now its perfect! <3 Merci beaucoup!

I have the description box with padding inside in the upper area. I deleted the quest title box (set it as 0/0 to hide it). With <Override Values for Quest Content Window?> set to 616 to have the window to my top/bottom of the screen—I leave a little bit of space below too—text ends up being eaten out when scrolling down very long text. Take a look:

If it may help, my <Quest Description Box> padding is set as Top:20, Left: 20, LineHeight 25. As you can see, the scroll arrow isnt there, as im at the bottom of it. Its still readable, but...

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Hello DungeonMind.

For the gauge borders: When set to <TRUE>, it blackens the border/frame of the gauge. If set to <false>, the border/frame comes back (though un-editable). For what its worth, the issue is your toggle auto-defaults the frame to BLACK (regardless of color selected). Yes, I made a copy of a copy of a project, with all plugins disabled except this very updated plugin. I have my windows set to black normally, but to spot the truth I made it a bright blue, to help me see. The color picker added is a nice addition, that said. GJ on that! 

EDIT 2: Both regen effects work as expected now! Really nice! <3
Also, to answer the end of your email: No problems. :)

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Hello, DM.

I've located a bug occuring between this plugin and another's Counter one. This occurs in side-view battle mode. When player characters take damage from a counter-damage source, their recoil/damage sprites/animation become sped up with missing frames, which looks really off. If either plugins in questions are disabled, the bug stops.

I'll send you another micro-project for you to test and see what I mean in about 5min. 

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Hello Kadajah. 

Gave it a few dozen tries. Can the "+" for healing be toggled off? If a toggle, at least users could have it removed (or kept) as they wish. Next, Im trying to replicate the following effects from either FF6 or FF7. Here are links for you, including timestamps on their urls (both are slightly diff. in their 'Exit Duration' but are similar in essence):

In a roundabout way, I would like an option for the 'fade-in' effect removed (as seen in the 2 examples linked). Not only that, but to be able to control the 'bounce's strength' and the 'weight' of the numbers, if it makes any sense. You have a 'gravity' field, but it mainly causes a slide to occur (up or down). If it can make mass-testing for you easier: When testing yours, I deleted all elemental presets, only altering the fallback 'Entrance Duration', 'Exit Duration' (I set this one to 0 to negate it) and 'Popup Duration.'


PS: Regarding your page: The text is completely unreadable when typing with acidic green font over a white textbox. 
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Yes, it was only with your two plugins, in fact. When unsure, I isolate (thats the first step to troubleshoot compatibility issues). I've made a micro project, stripped of everything (except what's necessary) and sent it to you.

No problem. Already excellent as is.

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  • When scrolling through a very long description with L/R buttons (going to the bottom) and then changing quest, the scroll position is kept. Lets say the previous quest has 3 lines of description, in comparison. Part of it will appears gone. As this is so minor, its not really an issue. Just pressing one of the scroll buttons once resets it.

    It may be better with a scroll reset. Though an argument could be made that the scroll position being kept could be desirable too. 
  • Line-Height + Padding functions are really good. Im prevented from adjusting font-size, due to some plugins I use, but thats okay. It all looks consistent. Regardless, coloring font works here and thats great! Thx for the reminder written under quest description for that. Speaking of font stuff... Hakuen's text code work really well here. Ex: \Align[center].
  • Is there a word-wrap function for the description? Lets say there is, could the description box have a right-padding from inside of it? Like the first point above, its a non issue. As we can just press enter when desired. Its all in real-time too, so theres no surprise! But if you edit a huge block of text, iterating each time, you've got to constantly adjust each line's line-break again.
  • I really appreciate like how we can reorder any quest-list items on a whim.

Thats about all I can say. Once I get back at it, adding/toggling entries via plugin command, I'll probably have more to report. Its a really good plugin. :)

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Hello DM! I've found a bug relating to REGEN effects (HP and MP).

Simply put, while the regen numbers are shown near character sprites, any regen's effects on HP/MP are not reflected on the displayed actor/party status window numbers. It does 'refresh' but ONLY ONCE each time an actor inputs a command. Otherwise the numbers are static. 


To replicate it on your end:

  1. Create a skill granting a 5% HP and 5% MP regen status.
  2. Create a an event which when interacted with, lowers a character's HP/MP to single digits and then it triggers a battle processing. Make sure enemies cant attack as it'll mess up your demonstration.
  3. Make said weakened character cast said spell.
  4. Youll notice, during ATB mode (active), if left as is without inputs, the regen numbers appear, yet the current HP/MP values arent being updated! D: Only does each time a command is inputted.
NOTE: Due to a dumb oversight from the engine's creator(s), HP and MP regen dont natively display together. So if both HP/MP are regenerating, youll only see the HP's green numbers. You need a plugin to see both.
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It's nice how we can now set elements and HIDE THEM
from the status screen now, via this plugin! :D Awesome!
This also makes good alignments easier to pull off.

My status screens look perfect now. Theres nothing I would adjust. :)

Hakuen. As I wrote Aerosys earlier, the last updates you both did (I know both added many) finally fixed the cursor issues I had... So I can finally use both of your plugins, always up to date (no need for splitting anymore). I want to thank you both from the bottom of my heart, as the cursor-crash was the biggest RPGM-related issue I had on the mind since 1~2 month(s). It all works now. You can mark this topic as solved. :)

Looking at previous backups, its also how I had it (95%). Sorry about that. ^^;

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I ended up changing this segment, which was easy to find in Notepadd++ Please note, if thats something you updated previously, I have to stick to 2.0 for the time being. 

function transformElementRateValue(value) {
    switch (config.elementRatesStyle) {
        case 'defenseModifier':     return Math.round((1.0 - value) * 100);
        case 'damageOffset':        return Math.round((value - 1.0) * 100);
        default:                    return Math.round(value * 100);
    }
}

return Math.round(value * 100); was an easy fix to add. Theres math ceiling and floor too but I think round is better in this case.

While testing all this, it made me realize something... Setting armor with +5% or -5% resistance isnt as simple as I assumed. Obviously, multiplication happened (as seen above). But my mind, I didnt make the connection, as when I updated the formula, I ended up with '8' (instead of 142-ish).

Well... 1.50 x 0.05 = 7.5 rounded up to 8. So I shouldnt have "added" (rather should say 'made') said armor piece to have 5%, but rather 95% (which effectively is -5%, if grossly simplified). 


Its peculiar... How did the swap from 142 to 8 happen? Previously, 5% in armor-added resistance ended up as 142... Now I have to set it to 95% to come back to 142. Its probably due to the formula change. But... Its basically taking things in reverse now. Sorta? Id like to hear your thoughts as you prob could shed light on the matter. I think im just confused now. After reverting to try and replicate the past case, I cant seem to. Basically the proper way from the start, in my context, should have been to set said armor to 95% (not 5%). 

Relatable final thoughts.
Gorgeous water tiles. <3

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Ended up using the following: PANDA_ChangeWeaponInBattle.js as it negated any issues and is fully compatible with Aerosys's.

Anyone else reading this: you should be careful, as it'll probably overwrite 'use equip as an item' functions (sadly). EX: Heal Staff. Use staff > get free heal effect. 

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Using 'ChangeEquipOnBattleMZ' (included with the engine in its dlc folder) causes the following crash once battle starts: 

rmmz_managers.js:2080 TypeError: this.topSpacing is not a function
    at Scene_Battle.Scene_MenuBase.mainAreaHeight (MK_UICustomizer.js:1662)
    at Scene_Battle.equipStatusWindowRect (ChangeEquipOnBattleMZ.js:182)
    at Scene_Battle.createEquipStatusWindow (ChangeEquipOnBattleMZ.js:172)
    at Scene_Battle.createAllWindows (ChangeEquipOnBattleMZ.js:166)
    at Scene_Battle.createDisplayObjects (rmmz_scenes.js:3228)
    at Scene_Battle.create (rmmz_scenes.js:3062)
    at Function.SceneManager.changeScene (rmmz_managers.js:2134)
    at Function.SceneManager.updateMain (rmmz_managers.js:2106)
    at Function.SceneManager.updateMain (CGMZ_Core.js:1760)
    at Function.SceneManager.update (rmmz_managers.js:1986)
SceneManager.catchNormalError @ rmmz_managers.js:2080

Normally, I would ask for an update. But given Im forced to not update yours (I wont re-explain it all again) I would like to ask for a compatibility patch (if that is reasonably easy to do that is). Thanks.

That's very well explained, thank you.

Both yours and D.M.'s battle plugins are underneath the font one.

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Hello D.M.! Could we an adjustable @param allowing users to adjust any gauge's frame thickness? I'd wish to increase mine by a point (or two?) Thanks!  

[ Bug Found? ]
There's some context where, if using an item or spell which promts a selection of a party member, the 'Party Status Window' vanishes from below (until the selection is canceled or accepted). owo;  BUT! Once you select an item to target the enemy, now its back (until you back out and choose a spell/item picking an ally again).  EDIT: Found the reason. Battle Cursor plugins which have an 'hide the enemy list window' toggle actually hide the party target window as well. The effects slightly depends on the plugins used. For MogHunter BattleCursor's, what I explained above occurs.

Thank you, thank you, thank you! =D

I understand the principle where it'd be somewhat unethical to expose his commercial plugin to you. But given you both have a large library and a good reputation each, I felt like it wouldnt be an issue. I could have asked CGMZ instead but I have his plugins above yours. So wouldnt MessageAction overwrite any possible fixes he could add?

Correct. Your workaround works indeed. Thats pretty cool! Though its a bit weird to have to add that to every single map. Prone to human error (forgetting).

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I've found a bug (?), which was caused by the update. When using CGMZ's Map Name Window plugin, MessageAction now overwrites its Map-Name alignment (so instead of centering the name in the middle, it auto forces a left-alignment).

If its not clear, want me to send a copy so you could test it on your own? 

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Its an excellent plugin.

When selecting actor—with SV victory sprites used—and purchasing mid-animation, the frame for said actor freezes (so if hands are in the air, they stay in the air). This is a non-issue on its own, but could I suggest returning all actors back to frame 1? :)

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1. The previous poster under my comment literally asked for it too (just slipped my mind as I did read it before). Oops. xD

3. There's a clash with this plugin and BitmapFont's (by Hakuen). Somehow, the colors refuses to be applied. If using DungeonMind's, the color labels are applied though (thats how I had the screenshot snippet (shown above) done. Its currently my main Battle-UI plugin but I might switch it with yours, down the line).

NOTE: Because theres a crash if Hakuen's plugin is updated (MK_UI cursor related), but also if I update yours only (MK UI) I get no cursor at all... Im currently unable to test either updated. If I disable MK_UI (+ the rest), well all the scene customizations you allow me will be gone. If I disable BitmapFont, my font gets all blurry (what BmF is for, basically, but its more complicated than that as it enables me to use my custom-made png files).
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Hello Aerosys. 

I didnt want to try my hand at this plugin, as I already had one for that. But after having lost DAYS worth of hours trying to remedy plugin issues (4 relating to battle cursors) unsuccessfully, I tried this one. Good plugin, as usual. Well, here goes my detailed report...

  1. It would be nice to have the log window actually be a proper window with a frame + bg (like 'Help').
  2. Without 'enable further modifications', Max HP/MP values are not displayed. Labels/Values are also un-adjustable, vertically speaking (so its all misaligned if you have your hp/mp gauges hidden). 

  3. For the sake of information clarity, would it be possible to color HP and MP labels? (specifically "HP" and "MP" only). I ask as if the font is all white, and you expect a lack of space, this can enable the user to stick it close to white numbers (looks nicer on the eyes too). 


  4. I want to praise (besides the usual you already enable users with this plugin) the fact that you set HP/MP values pinned to the right, EXPECTING 4 digits. What this means, is that no matter if it fluctuate or not, you wont have the damned "/" (and the values) moving around. Excellent. My workaround for this (goes back to point #3) was to make labels a dark gray and only writing the current values (without max shown). But its not ideal, not seeing the max.
  5.  Possibility of a toggle for users to skip the Party Command window? Its a non-issue on its own, but considering that most players will always press Fight 99.9% of the time, it seems like an added tedium. OFC, if the player presses cancel, he/she should still have access to it (to flee).
  6. I use Perang's DynamicScope plugin, which enables me to switch sides and also target all or 1 unit when using specific note-tagged skills. When I do a skill 'side switch' (targeting the party's or the enemies's side), for a brief second, the actor portrait shows up—under actor names—even if disabled.

Giving it 5 stars as the windows positioning and its anchoring elements are excellent. The journal plugin aside, is this the most complex .js file you've written so far?

Made various edits to clarify the text + remove some redundancies. Kept trying to add spaces between each points but itch 'eats them up' so its all clumped together. Sorry about that.
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Still no cursor on my end... TwT 

Also, what sort of SORCERY is this? On the plugin download page, it says 2.1.1. Once downloaded, THE CODE CHANGES BACK to 2.1.0. Furthermore, if I edit the version number, its still counted as '2.1.0' once inside the F9 menu (so not even the engine counts it as 'true' 2.1.1). Just to be sure, like last time, I did a project duplicate, erasing ALL but your plugins. 


No rush. Im happy as is, Perang. uwu I was considering it for a while, actually. I like the 'divided by # of targets' formula too. If divided by target number... It has the upside of being without systemic negatives, for the player. I mean it in the sense of if he/she accidentally multicasts on a single boss without realizing it (thus avoiding a penalty - which would occur if set as a blanket reduction). Divided by 1 is still 1!

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Hello Perang. Your last update [1.0.2] seems to have fixed it. On [Wait] mode, it works as intended now. I even did a lot of un-natural back-to-back switching around, and it still remains as I leave it after! Excellent. :D TYVM! Ill give you your 5 stars. 

Would it be possible to have an adjustable notetag(s) to alter multi-target spell-power or status effectiveness on a per-skill basis? Or maybe just an @param as a blanket rule (ex: Spell Power if MultiTarget: 50%).

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As of Update 2.1.0, even if custom-cursor is set to ON, its invisible. Furthermore, the selection rectangle—if the cursor setting is set to OFF—is invisible as well. I've tested this by deleting all other plugins, except your own, on a copy of my project. 

If I revert back to 2.0.2, it works again. Seems like you updated bunch at once (in secret!) Ill go test that again later then (in case). Ill edit this comment with my findings.

EDIT: Same thing. Mouse cursor is completely gone.

Also, Ive noticed something... whenever you have an update to the status screen plugin, it reshuffles some elemental resistance icons (happened last time too, but I forgot to tell you). Weird! I guess its reverting back to some defaults set on your end? Its not hard to set back to place. Just an easy-to-miss oddity that others should be weary about.

Ill make a copy, strip most of its content and then send it to you directly.

I asked as I was looking up answers on the legality of using '95's audio asset (which aged nicely). One thread on RMW came up (one that you've made) with conflicting answers. The only way, as I understand it, is to buy it secondhand. Some sites claim its free, if used in RPG Maker engine(s) (wouldnt risk a commercial project on hearsay like that).

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Hello Hakuen. 

The SkillShop command categories are still blanked out. Again, they work; There's just no letters shown. But ONLY THERE. So the rest of the scene is as expected. Given that it also clashes with Aerosys's cursor function, Ive accepted the fact Ill stick to an un-updated version of the BitmapFont plugin. Ive tried several cursor alternatives, but each came with bugs or strange behaviour of sort. The only drawback, is the lack of categories for just 1 type of scene. But ill take that instead of losing a perfect cursor which works everywhere. 

Speaking of font not appearing, before I settled on CGMZ's Option/Config plugin, countless other plugins had the same issue when it came to a confirmation to write, overwrite or delete a save slot. Each time, only at 1 specific place or context. Weird huh? I appreciate what you've done regardless. Aerosys told me it would try something on its end.

Oh and another thing. Did you end up buying RPGMaker '95, after all?

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I saw you've been flip-flopping a lot about making them free or paid, in the last 2-3 months Juanjo. As I have most of them, it doesnt affect me, but... I still think you should be remunerated for your work.

5$ seems fair for each set. Though perhaps you could also offer a bundle of sort at a discount? For those who want everything for cheaper. I've seen others do the same. You could say on the page "including over 200 songs!" (IDK your exact number) or something. Maybe even sub-bundles by theme (ex: "Horror BGM Set"). Cheers. :)

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While a bit buggy, it main intended effect kinda works now—but when switching to multiple targets, the multi-targeting effect is seen for 1~5 seconds, then switches back to single (???) at seemingly random. Occurred on both sides (enemies/allies) but it seems more pronounced on the enemy's end. So thats a step in the right direction. Would have done the same for version numbers. Also, you should aim at getting 7h of consecutive sleep, daily, Perang. For your overall health and well being. 

My apologies, I was wrong. I found out which plugin affected it. 

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Though the offset for volume works (I set mine at 5%), it only works on MASTER VOLUME, doesnt it? Could you confirm this on your end? Didn't notice it the first time.

I know you can also change it inside each symbols too. Each have been set at '5' (even in the global one at the first page of your plugin) but each still bumps by +/-20.

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I've done the exact same as you, but nothing changed. Made a new project, setup the spell and everything. But only 1 blinks. Hmm... Your version of RPGMaker MZ isnt up to date. Could this be why? Update at once, and test your own plugin again please. 

I would be relieved if that was the case (it being the root cause of the issue, meaning it can be fixed/remedied).