There is no limit set, it is an array, and Rpg maker MZ is the one who handles that. At least in my case, I never got to the point where something didn't show up.
How's it going? Hello. I'm sorry you're having issues with the plugin. I need more information about the error: When it occurs, whether the error happens in the project demo, please provide the full console log (F12) from the console, the circumstances in which it occurs, your device information, and anything else relevant. Once you can provide this, I’ll be able to help you further. You can also attach a video showing the error so I can see what’s happening; that would be a great help. Regards!
I was using on my fresh project and it shows me this on the logo.
`
Uncaught TypeError: Cannot read property 'getPixel' of undefined
at Function.ColorManager.textColor (rmmz_managers.js:1757)
at parseColorParam (Ultimate_Gacha_Minigame.js:2651)
at Ultimate_Gacha_Minigame.js:2581
at Array.map (<anonymous>)
at Ultimate_Gacha_Minigame.js:2576
at Ultimate_Gacha_Minigame.js:6129`
This when happens when I just want to make own gacha and starting the game, the demo runs fine thought. I copy everything but still result this when I want to add or change
From the type of error it shows, I have a feeling it's a configuration error in the plugin parameters.
Did you make sure all the parameter fields are properly initialized and have correct values? Because the type of error seems to be related to colors.
And send me a copy of the demo (one that I can open with the RPG Maker MZ editor) of the project you're using with the current configuration. That way, I'll be able to open it on my setup to run more specific tests and we can resolve this more quickly.
Hello, I got this plugin through steam (love it and can't wait to work into integrating it into my game which highly revolves around RNG) but can't seem to get the slot roll animation for the mini game to show up. After some testing it looks like it is from my projects screen settings being "1280 x 800" (the UI area is also changed in my project, but for the test game I made with only this plugin the I was finally able to get the issue to replicate when I changed just the screen settings)
What settings in the plugin should I be changing to have the slot roll animation show up at that resolution?
Hi! How are you? Thanks for your message and support! 👍🏻
Well, it’s really strange. The animation should work properly. I’ve tested it and it works correctly.
I recommend using and copying the configuration included in the project demo that comes with the plugin download, so you can confirm there that the plugin displays correctly :)
I generally set both database fields to 1280x720 because I like how it looks at that resolution!
I have copy pasted the plugin settings from the demo (also copy pasted the .js from there as well because the one that steam put into my DLC folder has Japanese labels for the 'general settings' tab's descriptions) but it still seems not to work and show the spin animation. Originaly this is what I did as well, but I did again just in case I was misremembering.
I also can't seem to get it to come back when I change my screen settings in my test game anymore. It worked before that was changed so I'm really not sure what is happening.
How are you doing? I need to investigate the problem a bit more in depth. Please contact me by email and attach a video or a demo of the project you’re using (including all the project files along with its configuration) so I can open it on my setup and more easily detect the problem, perhaps that way I can identify the cause of the issue. For that, please contact me at:
When you redeem the fragments, what the game does is simply add that actor to your group. This is done so that you can adapt it to your project however you like.
If you have any additional questions, I’d be happy to answer them. I recommend watching the video attached to the plugin so you can more easily understand how everything works.
It’s the same case: as long as you have fragments of that character available, you can exchange that character as many times as you want and are able to. That’s why, as mentioned in the video (around min 08:25), it’s recommended to use this feature along with Appearance Conditions, which allows you to make that character disappear from the list if you’ve already unlocked them.
This is intentionally designed so you can adapt it to your project according to your preferences and needs. The idea behind this plugin is to combine it with a good setup of switches and variables to make it flexible and adaptable to different projects.
At the moment, there are no updates scheduled for this plugin.
Using variables is the best option since it’s the most flexible way to do things and makes them easy to use for both programmers and the game developer, which is why it’s usually done this way.
If I update the plugin in the future, I’ll keep that in mind :)
I'm curious: is there a way to stop players from cheating by saving before gacha? If they don't get what they want, they reload the previous save file and continue gacha.
Hello. How are you? What you mentioned is built into this plugin. The game should automatically save to the auto-save slot. Make sure you enable this feature in the plugin's settings.
Sorry for the late reply. Itch asked me to verify my message, but even after waiting for days, it still hasn't been approved. So i post it again.
Is there any way to prevent players from cheating with gacha items? I want to keep the save function so the player can save as many slots as they want. but they can save before using the gacha, then reload that save file and use the gacha repeatedly until they get what they want. I want to prevent this.
Hi. How are you? I understand what you’re saying. But that would be quite complicated to do given how the RPG Maker engine is built, since there’s no way to know if the user “saved the game” or which slot they used. That’s why the autosave slot is used, it’s made for cases like this where you can force a single specific slot. What you’re suggesting would require remaking the save/load manager, and that would be quite complicated without breaking other things. That’s why I went with auto-save, because it’s the most accessible in terms of possibilities and compatibility. Also, passing information from one scene to another is tricky without losing data, which complicates the matter even more. If it were something simple I’d be happy to give you a custom version of the plugin, but unfortunately this is more of a commission-level job than a straightforward update.
If I can help you with anything else, please don't hesitate to let me know. Best regards!
So Im curious about two things before I make a purchase. Is it possible to speed up the gacha spinning? And also, am I able to say in the pool of Fragments just put in something where if they pull it it auto unlocks the character?
• Speeding up the spin: Yes. In the plugin settings go to Additional Settings → Spin Settings and lower Spin Duration Frames (default is 90). You can also reduce Pre Spin Multiplier and Post Spin Multiplier to shorten how much the reel travels before and after the final reward.
• “Auto-unlock on pull” from a Fragment: At the moment, the plugin doesn’t unlock characters immediately at the pull. The only built-in way to unlock is through the dedicated Characters / Character Fragments scene (there’s a confirmation prompt there). If you want a “one pull to unlock” experience right now, set that Fragment reward’s Quantity equal to the character’s Fragments Required so the player can unlock as soon as they enter the Characters screen.
If you specifically need instant unlock at the moment of the pull, that behavior isn’t included yet, but I can add it easily in an update.
• Plugin command for fragment counts: There is a plugin command called “Get Fragment Count” that stores the fragment total for a chosen Actor ID into a Variable ID. You can use that variable in your own events to do whatever you want, e.g., immediately unlock a specific character in your game logic. There’s also “Change Fragment Amount” if you want to add or remove fragments via events, and “Open Characters UI” to jump straight into the unlock scene.
If you’d like me to include the “instant unlock on pull” option, tell me how you want it to behave and I’ll add it.
I hope I was able to help you! Best regards! I'm sure you'll like the plugin and it will be very useful to you, so I don't think you'll regret it!
Tengo una pregunta aparte, en el apartado para el gacha de los personajes, que programa utilizaste para cambiar los gráficos de los personajes en la foto de portada donde dice "Hero Adventure" ?
Perdón por no explicar mejor, quiero decir que la imagen de "Hero Adventure" veo que tiene 2 actores de RPG Maker MZ. Pero su estilo de dibujo es diferente, es como más estilo Anime que los originales. Lo que preguntaba era que app usaste para modificar esas imágenes y ponerlas más al estilo anime. ¿Fué con Photoshop?
Ah Vale. Le dí unos retoques con Photoshop tambien, pero creo que se habían utilizado algun servicio web de Modificación de Imágenes Generativo que te permitía hacer eso, realmente no recuerdo al 100% cuál utilicé ya que fué hace tiempo 😅
Great plugin, helped me a lot. Also, if I may give a suggestion for a future plugin if you want to do. A plugin that can bring some systems from extraction shooters in RPG Maker MZ, for example the grid based inventory where items can take multiple slots, backpack and other stuff you can equip that have storage, when searching a container you will need to wait and items won't be displayed right away, the option to designate maps as raid zones where a time will tick and you will have that time to extract from the map in real life minutes, the raid zones can have different difficulties and based on that the loot will be better or worse. Option to control lootable containers that once you are out of the raid to refresh. Also, the health system, should be split into 2 parts, Split(The way you see it in games like Arena Breakout and Tarkov, where each limb has it's own health and if your thorax or head get to 0 it's instant death, with the option to have a self revive item or to forbid it when dead) and then the 2nd option will be cummulative(like you see in Delta Force, no more limb splitting), debuffs will be handled by the player based if a limb is reduced to 0 hp or not in the split system or in the cumulative one if the player has a debuff(like arm injury or something). The combat system, well, that shouldn't change too much, aside from keeping the turned based combat, there should be options to shoot certain body parts or to attack them with a meelee weapon, shouldn't really be that herad(Or I think so) and matters on what system you play, enemies can have split health as well or cummulative. And maybe other sutff you see in those type of games. I am giving you an idea and I know this can be done with custom events and stuff, but it does require a lot of work, I did something similar in one game I am working on but I can't refine it without plugins and my coding skills outside eventing don't really exist. But it's up to you if you want to develop something like this, I know it will be a lot of work.
I really appreciate the time you took to write your message and share your idea.
Let me explain:
What you're suggesting sounds more like a commissioned project rather than a single plugin. It would require multiple systems working together, lots of custom plugins, and many changes to the engine's core behavior.
Unfortunately, I don’t work on commissions. I know there are many talented developers out there who might be able to take on something like this, but keep in mind that it would likely require a lot of work, time, and could end up being quite expensive.
My plugins are designed to be easily adapted to different kinds of projects. That’s why, although I appreciate the concept, I won’t be able to implement all those complex mechanics and systems you mentioned.
However, I’ll definitely keep in mind some of the features you suggested, especially those that could be applied more broadly and easily across different projects.
If there’s anything else I can help you with, Don't hesitate to tell me. Thanks again for your time and support.
Hello! Thanks for this amazing plugin! It works like a dream! I was wondering if a pity system could be set in this like in Gacha Minigame 2. I cant seem to find the option if it can but if it cant, is it something you plan on adding in here as well?
Hi! Thanks for your message. I’m glad you liked the plugin. ^^
Could you explain in more detail exactly which functionality you mean by “Pity”?
I’d like to make a few clarifications:
If you’re referring to a Guaranteed Rewards system when you make X pulls, both versions of the plugin include that feature. It simulates the concept some games have of: "Buy This Bundle and Get at Least One Guaranteed 5-Star Item."
If you’re referring to a system where the probabilities are cumulative and there’s a “global” counter of all pulls made to award a prize after X pulls with no drops, I should mention that neither plugin includes that functionality.
If you can specify more precisely what you mean, I’ll be happy to answer more clearly.
Yes i was referring to the first option where you're guaranteed a rare item or character after making a certain amount of pulls! (Its called a pity system in most gacha games!) I found the guaranteed rewards list in the accepted payments menthods section but I was confused as to whether that works by giving you said reward when you hit, lets say 90 pulls, or it gives you the reward as soon as you roll with that payment method.
To clarify even more. Genshin's pity system works where after 90 pulls, you get the guaranteed highest rarity item on the banner and after you hit that 90 pulls, your "pity", which is essentially your pull count, gets reset to 0 to start the count all over again. There are more nuances to the system such as whether you're guaranteed to get the limited 5 star on your current 90 pulls or not, and your pity resetting right after you get a 5 star regardless of if its the limited 5 star or not, but the most basic parts of it is what I described and what I was looking for
In both versions of the plugin, the functionality is similar, but not the same:
In the Ultimate Gacha Minigame, since it's built in a different way, what guarantees the rewards is the specific selected "Selectable" (let's call it "the button itself"). This means that using that option will give us the reward(s) of rarity "X" that we choose. That’s why it's within the Payment Methods, because it's related to the chosen payment method. And this gives you better control over the rewards received, as it allows more specific control over each reward.
In Gacha Minigame 2, it is configured as a general and global parameter, and regardless of the Gacha you perform, it will use those options so that if the count of rolls made reaches X or more, it grants X rewards of X rarity level. This applies to all gachas created, and you cannot control each one individually.
As you can see, they are similar, but not exactly the same. The Ultimate Gacha Minigame offers more direct and specific control over each button, while Gacha Minigame 2 is less specific but faster to configure.
I want to mention that each version of the minigame is different, and it's not that one replaces the other, but rather that they work in different ways and adapt in one way or another to the developer.
Now, returning to your main question:
No, neither of the two includes a system similar to the one you mention (nor was it my intention to copy it), as no record of previous rolls is kept.
Since I don’t fully know or understand how the system you mention works, you’ll understand that it’s difficult for me to program it, as I need to first fully understand how it works in detail and then translate that logic into code, adapting it to my current system. I can’t guarantee anything for now, but I’ll try in a future update to add to the Ultimate Gacha Minigame a functionality that aims to resemble what you mentioned. I hope I’ve answered all your questions. Best regards!
← Return to plugin
Comments
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Is there a limit how many rewards you can place, because I cant see the ones I placed very bottom
There is no limit set, it is an array, and Rpg maker MZ is the one who handles that. At least in my case, I never got to the point where something didn't show up.
I have 14 items, but like 12 is shown
How's it going? Hello. I'm sorry you're having issues with the plugin. I need more information about the error: When it occurs, whether the error happens in the project demo, please provide the full console log (F12) from the console, the circumstances in which it occurs, your device information, and anything else relevant. Once you can provide this, I’ll be able to help you further. You can also attach a video showing the error so I can see what’s happening; that would be a great help. Regards!
I was using on my fresh project and it shows me this on the logo.
`
Uncaught TypeError: Cannot read property 'getPixel' of undefined
at Function.ColorManager.textColor (rmmz_managers.js:1757)
at parseColorParam (Ultimate_Gacha_Minigame.js:2651)
at Ultimate_Gacha_Minigame.js:2581
at Array.map (<anonymous>)
at Ultimate_Gacha_Minigame.js:2576
at Ultimate_Gacha_Minigame.js:6129`
This when happens when I just want to make own gacha and starting the game, the demo runs fine thought. I copy everything but still result this when I want to add or change
CAN I GET A QUICK HELP HERE PLEASE!!!!!
From the type of error it shows, I have a feeling it's a configuration error in the plugin parameters. Did you make sure all the parameter fields are properly initialized and have correct values? Because the type of error seems to be related to colors.
Do me a favor so we can solve this quickly:
Contact me via direct message: https://undermax.online/undermax/support.html
And send me a copy of the demo (one that I can open with the RPG Maker MZ editor) of the project you're using with the current configuration. That way, I'll be able to open it on my setup to run more specific tests and we can resolve this more quickly.
I'll be waiting!
I realize the text size being 0 all the time
Hello, I got this plugin through steam (love it and can't wait to work into integrating it into my game which highly revolves around RNG) but can't seem to get the slot roll animation for the mini game to show up. After some testing it looks like it is from my projects screen settings being "1280 x 800" (the UI area is also changed in my project, but for the test game I made with only this plugin the I was finally able to get the issue to replicate when I changed just the screen settings)
What settings in the plugin should I be changing to have the slot roll animation show up at that resolution?
Hi! How are you? Thanks for your message and support! 👍🏻
Well, it’s really strange. The animation should work properly. I’ve tested it and it works correctly.
I recommend using and copying the configuration included in the project demo that comes with the plugin download, so you can confirm there that the plugin displays correctly :)
I generally set both database fields to 1280x720 because I like how it looks at that resolution!
Cheers!
Hello, thank you for the quick response.
I have copy pasted the plugin settings from the demo (also copy pasted the .js from there as well because the one that steam put into my DLC folder has Japanese labels for the 'general settings' tab's descriptions) but it still seems not to work and show the spin animation. Originaly this is what I did as well, but I did again just in case I was misremembering.
I also can't seem to get it to come back when I change my screen settings in my test game anymore. It worked before that was changed so I'm really not sure what is happening.
How are you doing? I need to investigate the problem a bit more in depth. Please contact me by email and attach a video or a demo of the project you’re using (including all the project files along with its configuration) so I can open it on my setup and more easily detect the problem, perhaps that way I can identify the cause of the issue. For that, please contact me at:
https://undermax.online/undermax/support.html
And send me everything required via Direct Contact.
Regards!
Thank you so much for taking the time to look into the issue! the plug in is working perfectly as intended! Can't wait to work it into my game.
I'm glad the problem is solved!
Good luck with the project! ✨👍🏻
What happens if you exactly unlocked a actor thru gacha after collecting the pieces, the you try to pull their fragments
Hi there! 👋🏻
When you redeem the fragments, what the game does is simply add that actor to your group. This is done so that you can adapt it to your project however you like.
If you have any additional questions, I’d be happy to answer them. I recommend watching the video attached to the plugin so you can more easily understand how everything works.
Cheers!
Hmm what if you already unlock after pulling, and have it on your party
It’s the same case: as long as you have fragments of that character available, you can exchange that character as many times as you want and are able to. That’s why, as mentioned in the video (around min 08:25), it’s recommended to use this feature along with Appearance Conditions, which allows you to make that character disappear from the list if you’ve already unlocked them.
This is intentionally designed so you can adapt it to your project according to your preferences and needs. The idea behind this plugin is to combine it with a good setup of switches and variables to make it flexible and adaptable to different projects.
I hope this helped you! 👍🏻
Will there be update that can use like items or other plugin that use some currency system instead just relaying on variables
At the moment, there are no updates scheduled for this plugin.
Using variables is the best option since it’s the most flexible way to do things and makes them easy to use for both programmers and the game developer, which is why it’s usually done this way.
If I update the plugin in the future, I’ll keep that in mind :)
Have a great week!
Hi,
I'm curious: is there a way to stop players from cheating by saving before gacha? If they don't get what they want, they reload the previous save file and continue gacha.
(It can happens to even all gacha plugins).
Hello. How are you? What you mentioned is built into this plugin. The game should automatically save to the auto-save slot. Make sure you enable this feature in the plugin's settings.
Is there any way to prevent players from cheating with gacha items? I want to keep the save function so the player can save as many slots as they want. but they can save before using the gacha, then reload that save file and use the gacha repeatedly until they get what they want. I want to prevent this.
Hi. How are you? I understand what you’re saying. But that would be quite complicated to do given how the RPG Maker engine is built, since there’s no way to know if the user “saved the game” or which slot they used. That’s why the autosave slot is used, it’s made for cases like this where you can force a single specific slot. What you’re suggesting would require remaking the save/load manager, and that would be quite complicated without breaking other things. That’s why I went with auto-save, because it’s the most accessible in terms of possibilities and compatibility. Also, passing information from one scene to another is tricky without losing data, which complicates the matter even more. If it were something simple I’d be happy to give you a custom version of the plugin, but unfortunately this is more of a commission-level job than a straightforward update.
If I can help you with anything else, please don't hesitate to let me know. Best regards!
What a shame, but thanks for getting back to me so quickly.
So Im curious about two things before I make a purchase. Is it possible to speed up the gacha spinning? And also, am I able to say in the pool of Fragments just put in something where if they pull it it auto unlocks the character?
Hey There! Thanks for the questions! 👋🏻
• Speeding up the spin:
Yes. In the plugin settings go to Additional Settings → Spin Settings and lower Spin Duration Frames (default is 90).
You can also reduce Pre Spin Multiplier and Post Spin Multiplier to shorten how much the reel travels before and after the final reward.
• “Auto-unlock on pull” from a Fragment: At the moment, the plugin doesn’t unlock characters immediately at the pull. The only built-in way to unlock is through the dedicated Characters / Character Fragments scene (there’s a confirmation prompt there).
If you want a “one pull to unlock” experience right now, set that Fragment reward’s Quantity equal to the character’s Fragments Required so the player can unlock as soon as they enter the Characters screen.
If you specifically need instant unlock at the moment of the pull, that behavior isn’t included yet, but I can add it easily in an update.
• Plugin command for fragment counts:
There is a plugin command called “Get Fragment Count” that stores the fragment total for a chosen Actor ID into a Variable ID.
You can use that variable in your own events to do whatever you want, e.g., immediately unlock a specific character in your game logic. There’s also “Change Fragment Amount” if you want to add or remove fragments via events, and “Open Characters UI” to jump straight into the unlock scene.
If you’d like me to include the “instant unlock on pull” option, tell me how you want it to behave and I’ll add it.
I hope I was able to help you! Best regards!
I'm sure you'll like the plugin and it will be very useful to you, so I don't think you'll regret it!
Tu plugin me funciona genial, está muy bueno!
Tengo una pregunta aparte, en el apartado para el gacha de los personajes, que programa utilizaste para cambiar los gráficos de los personajes en la foto de portada donde dice "Hero Adventure" ?
Quisiera hacer otros con diferentes actores
Me alegro de que te guste! ^^
Perdón pero no logro identificar a qué te refieres puntualmente 😅
Pero responderé en general: Por lo general yo siempre uso Photoshop para todos los recursos y demás contenido gráfico.
Espero haber respondido la pregunta ^^
Un saludo!
Perdón por no explicar mejor, quiero decir que la imagen de "Hero Adventure" veo que tiene 2 actores de RPG Maker MZ. Pero su estilo de dibujo es diferente, es como más estilo Anime que los originales. Lo que preguntaba era que app usaste para modificar esas imágenes y ponerlas más al estilo anime. ¿Fué con Photoshop?
Ah Vale. Le dí unos retoques con Photoshop tambien, pero creo que se habían utilizado algun servicio web de Modificación de Imágenes Generativo que te permitía hacer eso, realmente no recuerdo al 100% cuál utilicé ya que fué hace tiempo 😅
Great plugin, helped me a lot. Also, if I may give a suggestion for a future plugin if you want to do. A plugin that can bring some systems from extraction shooters in RPG Maker MZ, for example the grid based inventory where items can take multiple slots, backpack and other stuff you can equip that have storage, when searching a container you will need to wait and items won't be displayed right away, the option to designate maps as raid zones where a time will tick and you will have that time to extract from the map in real life minutes, the raid zones can have different difficulties and based on that the loot will be better or worse. Option to control lootable containers that once you are out of the raid to refresh. Also, the health system, should be split into 2 parts, Split(The way you see it in games like Arena Breakout and Tarkov, where each limb has it's own health and if your thorax or head get to 0 it's instant death, with the option to have a self revive item or to forbid it when dead) and then the 2nd option will be cummulative(like you see in Delta Force, no more limb splitting), debuffs will be handled by the player based if a limb is reduced to 0 hp or not in the split system or in the cumulative one if the player has a debuff(like arm injury or something). The combat system, well, that shouldn't change too much, aside from keeping the turned based combat, there should be options to shoot certain body parts or to attack them with a meelee weapon, shouldn't really be that herad(Or I think so) and matters on what system you play, enemies can have split health as well or cummulative. And maybe other sutff you see in those type of games. I am giving you an idea and I know this can be done with custom events and stuff, but it does require a lot of work, I did something similar in one game I am working on but I can't refine it without plugins and my coding skills outside eventing don't really exist. But it's up to you if you want to develop something like this, I know it will be a lot of work.
Hello! I'm glad to hear you liked the plugin. 😉
I really appreciate the time you took to write your message and share your idea.
Let me explain:
What you're suggesting sounds more like a commissioned project rather than a single plugin. It would require multiple systems working together, lots of custom plugins, and many changes to the engine's core behavior.
Unfortunately, I don’t work on commissions. I know there are many talented developers out there who might be able to take on something like this, but keep in mind that it would likely require a lot of work, time, and could end up being quite expensive.
My plugins are designed to be easily adapted to different kinds of projects. That’s why, although I appreciate the concept, I won’t be able to implement all those complex mechanics and systems you mentioned.
However, I’ll definitely keep in mind some of the features you suggested, especially those that could be applied more broadly and easily across different projects.
If there’s anything else I can help you with, Don't hesitate to tell me. Thanks again for your time and support.
Best regards!
Hello! Thanks for this amazing plugin! It works like a dream! I was wondering if a pity system could be set in this like in Gacha Minigame 2. I cant seem to find the option if it can but if it cant, is it something you plan on adding in here as well?
Hi! Thanks for your message. I’m glad you liked the plugin. ^^
Could you explain in more detail exactly which functionality you mean by “Pity”?
I’d like to make a few clarifications:
If you’re referring to a Guaranteed Rewards system when you make X pulls, both versions of the plugin include that feature. It simulates the concept some games have of: "Buy This Bundle and Get at Least One Guaranteed 5-Star Item."
If you’re referring to a system where the probabilities are cumulative and there’s a “global” counter of all pulls made to award a prize after X pulls with no drops, I should mention that neither plugin includes that functionality.
If you can specify more precisely what you mean, I’ll be happy to answer more clearly.
Best regards!
Yes i was referring to the first option where you're guaranteed a rare item or character after making a certain amount of pulls! (Its called a pity system in most gacha games!) I found the guaranteed rewards list in the accepted payments menthods section but I was confused as to whether that works by giving you said reward when you hit, lets say 90 pulls, or it gives you the reward as soon as you roll with that payment method.
To clarify even more. Genshin's pity system works where after 90 pulls, you get the guaranteed highest rarity item on the banner and after you hit that 90 pulls, your "pity", which is essentially your pull count, gets reset to 0 to start the count all over again. There are more nuances to the system such as whether you're guaranteed to get the limited 5 star on your current 90 pulls or not, and your pity resetting right after you get a 5 star regardless of if its the limited 5 star or not, but the most basic parts of it is what I described and what I was looking for
Thank you for your clarification:
In both versions of the plugin, the functionality is similar, but not the same:
In the Ultimate Gacha Minigame, since it's built in a different way, what guarantees the rewards is the specific selected "Selectable" (let's call it "the button itself"). This means that using that option will give us the reward(s) of rarity "X" that we choose. That’s why it's within the Payment Methods, because it's related to the chosen payment method. And this gives you better control over the rewards received, as it allows more specific control over each reward.
In Gacha Minigame 2, it is configured as a general and global parameter, and regardless of the Gacha you perform, it will use those options so that if the count of rolls made reaches X or more, it grants X rewards of X rarity level. This applies to all gachas created, and you cannot control each one individually.
As you can see, they are similar, but not exactly the same. The Ultimate Gacha Minigame offers more direct and specific control over each button, while Gacha Minigame 2 is less specific but faster to configure.
I want to mention that each version of the minigame is different, and it's not that one replaces the other, but rather that they work in different ways and adapt in one way or another to the developer.
Now, returning to your main question:
No, neither of the two includes a system similar to the one you mention (nor was it my intention to copy it), as no record of previous rolls is kept.
Since I don’t fully know or understand how the system you mention works, you’ll understand that it’s difficult for me to program it, as I need to first fully understand how it works in detail and then translate that logic into code, adapting it to my current system. I can’t guarantee anything for now, but I’ll try in a future update to add to the Ultimate Gacha Minigame a functionality that aims to resemble what you mentioned. I hope I’ve answered all your questions. Best regards!