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Kadajah

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A member registered Aug 18, 2025 · View creator page →

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Hey man, You're the boss!, just download version 5.4, which includes an option to change character sprites via plugin commands. This way, you can swap them out using events or during battle via Battle Event settings:

https://kadajah.itch.io/kadajahs-frontviewx/devlog/1604905/title-version-54-upda...

Let me know if you need anything else. (By the way, cool name—Ravezuma.)

Hey man, the whole generation process is procedural, so the map is generated differently and randomly every time it loads; the system identifies the map events and creates paths to them, only the events are fixed and used as reference points during creation, but it's not possible to save the map.

Hey bro, they are sister plugins; as long as they aren't running together on the same map (since they use the same classes), there shouldn't be any issues. However, you'll need to configure different region IDs for each plugin to avoid overlaps and conflicts.

Hey, I'm glad you liked the plugin. It's not possible yet, but why not? I'll start developing that option right now and let you know when it's ready.

My plugin doesn't natively include an option to display an icon in the menu; if you choose not to show it there, it won't create that access point on its own. Does the plugin you use to manage the UI have that option?

The GPU practically shakes, lol. The lack of optimization in RPG Maker's Pixi implementation really leaves something to be desired; it'll probably be heavy on resources, but I want to give it a try!

Oh damn, you just opened Pandora's box in my head—now I want that! Thanks for always sending awesome suggestions, bro! That’s fantastic.

Hey bro, Add me on Discord: kadajahbr, 
I think I can help you.

Sure, bro, My discord: kadajahbr.

Please add me and send all the material there; I'll reply as soon as possible.

Hey man, how's it going?

Could you please attach some screenshots of the behavior you're seeing? Have you checked the console for any errors?

Any additional information could help me find the error faster.

Bro, you're absolutely right. I released this plugin a few months ago, and some users have reported exactly the same thing. It’s on my to-do list, and I’ll definitely get it done in a few week, along with the massive update I’m currently working on. The concept has evolved and expanded significantly, so an explanatory demo is essential to showcase the tool's power and flexibility. I apologize for the delay in delivering such a basic feature; it will definitely be ready in a few weeks without fail. I just have two other releases in the final stages of development and testing, and then I’ll be back to focusing entirely on ShootingGame. I’ll keep you posted! Thanks for the feedback and all the support.

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Here’s a tip for you: add the script call `$gamePlayer.moveForward();` to your list of steps.

This script moves the character forward regardless of the direction they are facing; if they are facing right, they move right; if facing left, they move left.

So, you can create a list of options: Up, Down, Left, and Right,

And when an option is selected, you call a script to turn the character in that direction.

The scripts are:

$gamePlayer.setDirection(8); "up"

$gamePlayer.setDirection(2); "donw"

$gamePlayer.setDirection(4); "left"

$gamePlayer.setDirection(6); "right"

You’ll notice that each of these numbers corresponds to a direction on the numeric keypad.

By combining the "Show Options" list with these scripts and the dice roll result, you’re all set: you can control the character's direction within each flow, while the dice determine how many spaces they move forward.

Let me know if you have any questions.

I hope I've helped.

Yes, absolutely! You can easily use this plugin for a board-game style movement system in a dungeon.

The core feature of this plugin is that it saves the final total of the dice roll into an RPG Maker Variable. Once that number is in a variable, you can use standard RPG Maker event commands to make the player move that exact amount of steps.

Because the plugin automatically pauses the event while the dice are rolling on the screen, the movement will wait perfectly until the player sees the result.

Here is a step-by-step guide on how to set this up using a standard Map Event:

Step 1: Roll the Dice

Create an event (like a button, or an autorun/parallel event that triggers on the player's turn) and use the Plugin Command to roll the dice.

  • Plugin Command: Roll Dice (Map)
  • Dice Notation: 1d6 (for a standard 6-sided die, or 1d4, etc.)
  • Result Variable: Variable 0001 (or whichever variable you want to use, let's call it "Movement Steps").

Step 2: Create a Movement Loop

Right beneath the Plugin Command in your event, you will create a Loop that moves the player one step at a time, subtracting 1 from the variable until it hits 0.

Your event should look like this:

◆Plugin Command: Kadajah_DiceD20, Roll Dice (Map)

:              :Dice Notation = 1d6

:              :Result Variable = 0001: Movement Steps

◆Loop

  ◆If: Movement Steps > 0

    ◆Set Movement Route: Player (Wait)

    :                 : ◇Move Forward

    ◆Control Variables: #0001 Movement Steps -= 1

    ◆Wait: 10 frames  (Optional: adds a slight pause between steps)

  ◆Else

    ◆Break Loop

  ◆End

◆Repeat Above

If it turns out to be complex to implement in your game, I can add it as a plugin command to make things easier for you. Just let me know. I'm glad you're enjoying the plugin, and I appreciate all the support.

Not in this version, but I'll add it to the to-do list to include that option in the coming days.

The plugin works just as you described; the only thing it doesn't do natively is use common events. You have the option to use either battle skills linked to hotkeys or commands from other plugins. I could adapt it to use common events, but that introduces complexity regarding conditions. Honestly, I think it would be much better to simply associate the common events with the skills, since that is a native RPG Maker feature, because if the skill's conditions are met, the common events would execute normally.

Hey bro , yes, and yes, you can use plugin commands during battles, provided they were designed to work in that context. You can also use a menu to assign shortcuts for your spells and abilities, configuring the entire system on a per-player basis; there’s an in-game menu for editing these shortcuts, and you can map them to controller buttons, while the on-screen icons support touch input.

If you want a system focused strictly on combat, I have another plugin called `koa_skillbar` that is more robust in that regard, handling only map and battle skills without the extra features found in other plugins.

Sure, you're the boss! I've already added it to the to-do list.

Fixed, bro. Thanks and sorry, I missed that!

Hey, always use PNG images; since they support transparency, they fit perfectly onto the surface of the blocks. By default, all RPG Maker RTP images are already in this format; although the engine can work with JPGs, the native code primarily looks for the PNG extension when you use just the image name.

Change your event to a parallel trigger; if it isn't called, it won't display the graphic. Remember that it is good practice to add a self-switch so the event doesn't keep running endlessly.

The plugin command does not require the <door> tag; that tag is only meant to be applied to the event containing the sprite.

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Thanks for the feedback. Unfortunately, I cannot afford to hire someone to create a video tutorial on how to use my plugins; given the price I charge to bring these tools to the community, there isn't enough margin to cover that, especially considering the time spent on development and support. However, guidance is available in the documentation and the plugin's help section, and I am, of course, available to provide clarifications, answer questions, and promptly resolve any bugs or errors caused by the plugin. I must emphasize that a system of this complexity (a 3D system) requires an investment of time; several hours to understand how the tool and its dependencies (such as layer systems and region IDs) fit into your game, alongside testing and experimentation. It also requires a complete map overhaul, as 2D coordinates (x, y) may not accurately represent an object's position on a 3D plane (x, y, z). I have another tool called ISO 2.5D that is more robust than this one (UltraD) and includes a visual editor; it might be a better fit if this one seems too complex or user-unfriendly. Thanks again for your comment; please let me know if you run into any issues.

Yes, all the tags and usage instructions are in the documentation; let me know if any questions arise.

Hey bro, how's it going?

For the mirrors, there are two possible approaches: you can add them as events and use tags like `<door>` to ensure the event appears in front of the wall, or use a plugin command to set the sprite as a "facade." As for the steps, I'll need more details to understand what's going on.

Do you use Discord?

Hey bro, yeah, can you add me on discord? kadajahbr

Please add me on Discord, kadajahbr

Hey Bro! How's it going?

I'm glad to hear you're enjoying the plugin. Could you show me the settings you're using for the image?

By default, the dice renders with a z-index of 9999, placing it above all other elements. The part of my plugin's code that controls opacity should, in theory, only affect the dice itself. It's not entirely clear to me what's happening in your specific case.

One more question: do you have any other plugins running alongside mine? For example, plugins that modify the HUD or visual novel plugins? They might be making the image transparent due to an overlay issue.

Could you post a screenshot of the settings for that image? Or of your plugin list, if applicable? In your example, it's an image, right?

I apologize for that; I commented out those parameters to test where the error was and forgot to uncomment them. You can download the JS file again. I believe everything should be fine now! Just let me know if you need anything else.

Thanks for the detailed explanation and the screenshot. The issue occurred because the message window wasn't resetting its coordinates to the default upon closing, causing the choice window (which relies on the message window for positioning) to misalign and appear in the wrong place. I also added an adjustment so the choice window correctly follows the speech bubbles if they are displayed simultaneously.

Could you download the JS file again and test if it's working correctly now?

Thanks for the feedback and all the information.

Hey man, the font issue happened because if the font name contained spaces or wasn't formatted correctly in the parameter, the Canvas engine treated it as an "invalid" font; this caused it to reject the size change and only affected the text's vertical position (offset). As for the equipment issue, it occurred because the function was looking for the "first copy" of that item in the inventory instead of using the specific one you clicked or dragged.

I’ve applied both fixes to the JS file, it passed all my tests without a hitch, so could you please download the plugin file again and test it out?

Thank you for all the feedback; it really helps in developing better tools. Thanks also for all the support.

Man, I apologize; the task of checking that plugin dropped off my list and I forgot about it. I believe it's finally resolved now.

Hey bro, sorry for the delay, it's all set. Just download the JS file again and test it out! Thanks for the feedback.

Hey, first off, I apologize, I ended up missing your comment. I really don't recall seeing it, so it might have happened during a particularly busy week. Is the problem still persisting? Could you send me the console log for a more detailed analysis?

Hey there! How's it going? I'll take a look at this and fix it. Could you send me an image showing the behavior you described, so I have a reference for how much needs adjusting? Thanks.

Hey bro, how's it going?

So, the plugin works in both ATB and conventional turn-based modes, but both use the characters' native agility stats to determine turn order.

And no, it completely replaces the default RPG Maker menu with its own custom menu. This was necessary to adjust the turn system and player positioning on the screen.

Please, add me: kadajahbr

Hey bro, I finally managed to implement the suggestion you gave; now it's possible to arrange the equipment slots with custom coordinates and zoom levels, along with a series of improvements suggested by other users. Thanks as always for the support and for helping make this plugin better. The new version is already available, hope you enjoy it!

https://kadajah.itch.io/kadajahs-reinventory/devlog/1571644/devlog-version-45-up...

Hey man, thanks for all the suggestions and feedback. I think I managed to implement everything you suggested; the new version is already available. If you run into any issues or spot any other opportunities for improvement, just let me know! Thanks again for all the support and the amazing suggestions!

https://kadajah.itch.io/kadajahs-reinventory/devlog/1571644/devlog-version-45-up...

Hey bro, how's it going?

Unfortunately, not yet; right now, all my energy is going into developing the tools I've already started programming and into providing support. I haven't had time to think about the business side or promotion yet, but if you already have something in mind, feel free to hit me up on Discord so we can talk about it. Thanks for the message.

Regarding the first locked skill: that isn't possible in this version of the plugin. Another user asked me the same thing a few weeks ago, and the matter is still under review. I’m also considering the possibility of multiple skill trees; I’ll run some tests during the next development cycle, but I don’t have a definitive answer or timeline yet. I can let you know here in the comments as soon as there’s any news.

Hey bro, the idea is to create just one skill tree per character; however, you can use visibility and activation criteria to set things up so that an entire branch only becomes visible if a specific switch is turned on. This way, you can tailor the tree and its activation to your story—for example, if the character meets a fire mage, switch X activates, and the fire skills appear, ready to be unlocked.