Yes
Hakuen Studio
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This error can only be triggered when using the plugin commands: Change Default Font or Change Font.
So first thing is to find the plugin command that is giving you this alert. Check if you have any common events that are using these commands or any event that is using it on the map start.
After that, the problem is that the Font Face / Index provided on the plugin command, does not exist. You can take a look at your Fonts plugin parameters and compare with the one you set on one of these plugin commands. If you still didn't manage to find the issue, show me a screenshot of your fonts plugin parameter and a screenshot of the plugin command so I can see and compare to check what is wrong.
Hi!
I do not plan to do that same stuff for other scenes. I think it even does not fit that specifically menu idea. So don't plan to extend that beyond what this already is. Now for a battle scene that could work like that, I could do it if it was commisioned(like this one was). And for that I would need more details of exactly waht you want etc to estabilish a price.
The Issue about the ´textColor' and about the changeContainerFont is already fixed! But I didn't update it to itch io yet, I'm doing some tests.
Now the font being messy, I have created some methods inside the plugin that it will check when a font is bad configured, so when I update it here, it will tell you on your tests what is going on so we can understand better.
Unfortunatelly, it's late and I'm tired right now. Will not being able to uploaded the updated version since I still need to test some stuff. And the new year is closing, so I guess I will only be back now on the day 03 of january 2026. hope you can understand ^^
When I get back I will call you here.
Hi there!
Did you try changing plugin positions on the plugin manager to see if them will work?
My plugin just get the `BattleManager._rewards.items` from the default code of the RPG Maker and use it to show on the Battle Results screen. If the other plugin also uses that to add rewards, then they should work fine. But I can see on the plugin page that the author may have go for a different and unique way:

So, the only way for me to make a compatibility patch, is by taking a look at the plugin code. Add me on discord: hakuenstudio
Upload a project somewhere with both plugins already configured, and send me a link to that project so I can test and see if a compatibility can be made.
Hi there!
1 - Make sure you are using EliMZ_Book.js somewhere above all other Eli Plugins. It's my core plugin and they need it to work properly.
2 - If that still not fixed the issue, when the error happens, press F12, a browser window will open. Then, go to the CONSOLE tab, and send me a screenshot of what is in there so I can take a look.
Hi there!
It is possible to refund. But first let's try to fix that problem, if we didn't manage, we can refund it for sure.
1 - Make sure you are using EliMZ_Book.js somewhere above all Eli plugins. It is my core plugin.
2 - I think the problem could be that you are using an outdated version of the RPG Maker MZ. To make sure, you can update the core files inside your project by doing this:


Make sure to click on OK with the second line pointing out to 1.9.0.
3 - If none of that works, when the error happens, press F12, a browser window will open. Then search for the CONSOLE tab. Click on it and send me a screenshot of what is in there. This will help me figure things out.
Hi there!
The plugin is probably not working at all because you leave the Center and Bottom settings empty. It is probably triggering a silent error related to .parseJSon(if you press F12 and go to the console tab, you should see).You also need to fill the plugin parameters for them. After you create position parameters to every position type of the Window Message, it should work. Let me know!
Hi there!
Try changing two things:
1 - Do not use merienda.regular.woff. Try meriendaRegular.woof as the filename.
2 - Your default font index is set to 1. But if you just created one font, then it should be 0. Indexes on javascript/Rpg Maker always start at 0:
- 0 = First item
- 1 = second item
- 3 = third aitem
and so on... Let me know if making those changes made the plugin work!
Duplicate JSON
I will take a look into this and try to make something that can avoid that duplicate when you update an already existent font.
Don't fell bad, it's fine. I don't take to personal haha. Game dev can be stressing sometimes, I know that ^^
Your plugin configuration screenshot
I don't think its a good idea to name your font face with special characters like you did: \FB[LWFont]. I think you should just name it "LWFont". Html will deal with those special characters in a different way and also this can make other plugins that use escape codes to change the font do not work so well. Best is to avoid that.
1 - Yes, you should wait until I release an update to make things easier!
2 - Yes, there is a way to do it. The help file does not mention that. But you can download other plugin of mine calles "Eli Message Actions". It will provide you new escape codes(Something like the RPG Maker already does for changing colors like \c[6], or use variables \v[ID]) that will allow you to change the face font this way:
\FNT[FontFace] → Replace FontFace with the font face you set on the plugin parameters.
https://hakuenstudio.itch.io/eli-message-actions-for-rpg-maker
Don't fell bad at all! Anything you want just call me here. Sometimes I will also be late to answer, sometimes I will answer quickly. But I always answer. I will let you know from here when I have updated the plugin. It may take a while, because is the end of the year and so on. But I will!
Hi there!
I really do not get notified when someone rates my plugin. So thanks for reaching out! Any problem you have, you can talk to me through here ^^. Now, let's fix your problem!
Works perfectly when I use one bitmap font, but it breaks apart when I decide to setup two or more.
- What breaks? You mean an error pops up on the screen? Or something is showing on the console log? Or the plugin just stop working at all?
All of them tell you "The main bitmap font to use" so how do I choose a main font to use?
- "The main bitmap font to use" means that is the main bitmap font for that font configuration you are creating. Because there is another bitmap font on that same configuration, which is "Outline font file" in case you want to add an outline to that font. I think you misunderstood what "main" means on the plugin context. It does not mean default. Because each font configuration entry has it's own Main font and Outline Font.

How am I supposed to use more than one font if there's no option to set a default bitmap font?
- Each entry on the "Fonts" parameter is a new font that will be available to use. On the screenshot above, you can see that are 3 entries. Means that are 3 available fonts to use inside the game. You just need to create more entries on the "Fonts". You can create as many as you want.
I need more than one font for two reasons. One, is to change the default font to another one when entering a different world, like a different section of my game. Changing all of the font from the menu, and text boxes, and so on. Except from the title screen of course.
- This should be an easy task, but seems I removed the way to change the Default font in-game, and forgot to add it again. Currently, the default font is the first entry on the "Fonts" plugin parameter. The only way to make everything changes the font they are using, inside the game, is to using the plugin command and manually set each Window, Scene or Sprite that will use that font. That is a tedious work. I will add a new feature/plugin command to change the default font for everything in game on the fly! Sorry about that.
Though, because all of the fonts I have setup are interpreted as the "main bitmap font to use", nothing works, and no bitmap font is used at all because it doesn't know which to use, and I haven't found any way to choose one to use as default
- About choosing the default font, I already answered you that on the answer above. The way the plugin understand what font to use and where to use it, is if the user manually tells that to the plugin, through the plugin parameter while setup the font. There is nothing to do on "the plugin does not know which default font to use". The default font is always the first entry.


Second, is to make different characters, have different fonts for their text boxes. For that, I just write the Face Font of their font in the Show Text Command, right? Also doesn't work since basically the system doesn't know what bitmap font to use since both are interpreted as the main, so it just uses the default normal non-bitmap one.
- No, not right. Where did you see that you just need to write their Face Font in the Show text command? And how did you write that on the Show Text Command? Can you show a screenshot of this? As I said above, the plugin has no problem knowing what is the default font. If your RPG Maker is using the default normal non-bitmap one and you are sure that the plugin is set to ON inside the plugin manager, means that some plugin parameter is set wrongly and the game is throwing a silent error. If that happens again, press F12, a browser window will open. Go to the CONSOLE tab and send a screenshot of what is in there.
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I think I answered all your questions. Please, next time will be nice if you just jump some lines instead of writting a wall of text. It is better for reading for me and for anyone else who wants to jump in and help you. Now let me ask you some questions:
1 - Are you using the core plugin EliMZ_Book.js somewhere above all other Eli plugins?
2 - Did you read the help file? there is a link both on the plugin page and on the plugin help inside the editor plugin manager:

3 - Besides the help file, there is also a Sample Project with the plugin already configured and working to also help you understand how to use it. Did you took a look on the sample project? The link is also on the plugin page.
4 - Will be nice, instead of just telling me what you did, if you could show it to me. Screenshots of the plugin configurations and etc.
5 - I guess, my humble opinion, is everytime you wish to give a bad rate to something, in this case to a plugin, you should always contact the author first to see what is going on. I can see you are having difficult to use it, and I'm here to help you. After the help, if you still willing to give a bad rate, then go for it. If you do not like it at all, you can also ask for a refund on itch io. They will send me an e-mail to authorize and I will.
Hope we can figure things out. Keep in mind though that using plugins in general, is for advanced users. If you are just starting with RPG Maker, is better if you keep away from them for now. Learn the engine first.
- Did you see if your plugin parameters are set to true?
- When you hit the enemy with that skill, your Actor gain his bonus states? (WBStates)
- Did you try on a project with a few plugins or just the Eli Book and this one, to test compatibility?
The plugin also adds some data into the save file. I don't think that is the problem, but it is worth a shot to test by starting a new game.
Hi there!
I have added the feature you requested. Both in fact. You can add an state to the target. If you want that state to be like just an Icon, just make that state a dummy one, that does nothing and just have an icon.
Please download the new version 1.1.0 and read the updated help file! Thanks for the sugestion!
No luck at all. With the Picture Manager and the Map Layers. With looping maps, the only thing that can stand still is a tile. Everything I tried fix something but bug something else. I think that with looping maps, is just not possible put the pictures or map layers on static positions. Let me try to explain it better:
When a map has horizontal or vertical looping, it doesn’t really have a true “beginning” or “end”. If you walk too far to the right, you appear again on the left. If you walk too far down, you appear at the top. To the player, it feels like an infinite world, but in reality the game is just repeating the same map over and over, like copies placed side by side. The player and map events work well in this type of map because they are attached to the map itself. The game always knows exactly which tile an event belongs to and, as the camera moves, it automatically decides which copy of that event should be shown on the screen at that moment.
Pictures work in a different way. They are not part of the map. They were designed to be attached to the screen, like interface elements or visual effects. When we try to make a picture stay fixed on the map, we are forcing something that the original system was not designed to do.
In looping maps, the same map position exists in multiple copies at the same time. This means that a picture placed at that position would logically exist in many places at once, because the map is being repeated. The game then has to choose which “copy” of that picture it should draw on the screen. Depending on the camera position, this choice can change from one moment to the next.
That is why, at certain points on a looping map, the picture may disappear, appear on the opposite side of the screen, or seem to behave incorrectly. In reality, it is not broken. The game simply switched to drawing a different copy of the same position because the camera moved into another repetition of the map. There is no perfect way to prevent this, because in a looping map there is no single, absolute position in the world. Unlike events, pictures do not have built-in logic to automatically select the correct copy of the map where they should appear. For this reason, trying to keep pictures fixed to the map in looping maps will always produce strange behavior at some point. At least for now, that is the conclusion I came up with.
hmm.. the only way I manage to make it work properly is if you set the picture Origin (Anchor) to Center. It works on any container(any layer). But if you change the Anchor, it does not properly update anymore, giving the effects will talked to me.
Did a lot of tries here on code, but didn't see to find a solution, besides left the Origin to Center.
If I ever discover this, and I will try more, I will let you know.
Will take a look into the Map Layer plugin too.
















































































































