It is fixed! Please download the new version 1.2.2
Now I have added a new plugin parameter to control this issue. Set it to false, and the messages will behave like you want. Set to true, to keep it working the same way as before.
Hi there!
First off, see if you are using the EliMZ Book.js somewhere above all other Eli plugins on your plugin manager. You need this.
Now, it seems to me that it is a plugin parameter issue. Meaning, go into the plugin parameter and see if everything is properly configured. A screenshot will also be nice.
Hi there!
Probably a compatibility problem between mine and Visustella plugin.
Some Visustella plugin has some plugin parameters that have formulas. I believe maybe there are some formula that is calling the method .param(ID) to return the value of some battler parameter, and that could be the cause of conflict.
The way to go here, is to turn my plugin off and see if the problem persists, if not, then turn my plugin ON and start to turn OFF the visustella plugins listed on the error log, one by one, to find out what is the one causing the compatibility issue.
But as you know, because of the obfuscation, even if we find the one that is conflicting, I may not be able to fix. But will try.
Hi there!
Because it is a plugin parameter configuration:
As so, you need to put a script call, if you want, on that plugin parameter. Example in case you want to use a variable ID 10 to hold the max item slot:
Or just a number:
The important thing is for it to start with "return ", no qoutes. And be whathever you put there, must result in being a number.
Hi there!
All the generated characters for the SV Battler are created in a way that their filename starts with "$". Therefore, they will be treated as a single sprite with animations, the same way the default ones are, like Actor1_1.png. I guess those plugins may not be compatible after all =/
Maybe, just maybe, if you tell which plugin is that I can try make some compatibility between them.
Hi there!
MV version is on the link below:
https://hakuenstudio.itch.io/hakuen-studio-mv-museum
All my MV plugins, all free.
Thanks!
Now the error is different. And it seems to menthat this is a compatibility issue. But, there are too many plugins listed on the error that could be the cause. As so, you can proceed in two ways:
- Upload that project replicating the error, and send me the link so I can download and check the problem.
- Or, you can try chaging plugin orders, disable one and test the game, until you see the error gone. So we can understand what plugin is conflicting.
Hi there!
It seems to me that you did not configured correctly the plugin parameters from Message Manager and Face Window.
Open them on the plugin manager, and make sure you did not let anything blank. On the error log, it seems to be the the positions parameter. But better make sure there is no other left in blank.
Hi there!
Unfortunatelly, I will not port it to MV. I do have a free version though, that works on MV. But I do not support it anymore.
https://hakuenstudio.itch.io/hakuen-studio-mv-museum
All my MV plugins on the link above. All free. Hope it helps
Hi there!
This one is not compatible with MV and I don't have a version for MV, since it heavily relies on the plugin command structure from MZ.
I do have some MV plugins that manage to replicate some of this plugin features. But not all. Check the link below.
https://hakuenstudio.itch.io/hakuen-studio-mv-museum
They are all free.
Hi there!
All my MV plugins now are on this single page:
https://hakuenstudio.itch.io/hakuen-studio-mv-museum
Including the mv version of this plugin. And they are all free.
Did you try to see if it will work? I guess this is a thing you need to see with the plugin author that provides you the way to disable the mouse walking feature.
As I told you before, my plugin only attaches common events to mouse buttons. Maybe what you can do is, check the mouse position and see if there is an event there. If yes, then you can activate the event manually. Here is a script that you can put on the Left mouse button common event:
if($gameMap.isEventRunning()) return const x = $gameMap.canvasToMapX(TouchInput.x); const y = $gameMap.canvasToMapY(TouchInput.y); const event = $gameMap.eventsXy(x, y)[0] if(event) event.start()
Hi there!
This plugin does not let you change the the Inputs of keyboard, gamepad or mouse. What it does is associate a common event to be played when you press a mouse button.
Also, the Mouse left click is, by default, the same as the confirm button (OK). So I didn't understand your question. Maybe if you ellaborate more I can give you a better answer.
Yeah, from your prints, I don't know how it is not working. How are you checking if it is working or not? How do you know it is not working?
If you want an example, you can just check the Sample Project link that is on the plugin page.
Download that project, go to the Custom Parameter map and test there.
On the Sample Project, everything is working, so you can open it and compare the events and plugin parameters.
Otherwise, take that project you are using and upload it somewhere, then send that link for me. I will download and check it out.