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Hakuen Studio

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A member registered Sep 03, 2018 · View creator page →

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Hi there!

Did you manage to solve the issue?

Have fun!

Thanks!! I will let you know from here when Inhave done it!

I will provide a plugin command for that, it will be a nice feature! Currently, using script calls for that would be too complicated, even for me. So I will create  a plugin command for it. But it may take a while do it...

I'm fixing this and the Face Window right now!

Hi there!

I'm fixing this issue right now! ^^

Have fun!! :D

Oh, in fact, I think you may need to update your RPG Maker MZ Core codes. Open the editor > Game > Update Corescript

Hi there!

All Eli Plugins requires you to use my core plugin EliMZ_Book.js, somewhere above all other Eli Plugins on the plugin manager. if you don't, the plugin manager will display an error on the bottom of the window. Or you will have a crash when the game starts. Just download it here:

Hakuen Studio Eli Book RPG Maker MZ by Hakuen Studio

Hi there!

Thanks for the report. I will only be able to fix this later tonight.

But for now, you can replace the "ImageManager.getFaceSize()" with 144. Or the number you set to the face image on the database.

Its cool! Have fun!!

Oh, you mean the entire choice background?

That is really not on the help file. Just choose transparent on the background option inside the native Show Choice Event command.

For easy position, set the choice relative to message = true

To remove the background you need to go into the plugin command - Full Setup - Initial Settings - Draw Background Rect - Set it to false

To center the text you need Eli Message Actions. Also in Initial Settings - Text Align.

Please, take your time to read the help file slowly. It's a big and complex plugin, with a lot of settings.

Oh.. understood... Ok then, when I have a time I will take a look into this compatibility!

Hi!

Hmm!! You mean, creating a character with only a plugin command, without enter in the scene? Something like that?

Well are you sure there is not a MZ version? Because the person who talked to me is using it.

Nice!! Have fun!

And thanks ^^

(1 edit)

Hi there!

It's a compatibility issue, probably with Galv_MessagesStylesMZ. Someone else asked me for help with this these days, but it did end up solving by himself. Try changing the plugin order or some configuration. But it hit other issuels later.

The solution he found was changing Galv Plugin and using triacontane's bubble message plugin.

I may have time to try to look for a solution only from monday and forward.

Hi there!

just for you to know that I finally have added your request! Now each behavior of the face (idle or talking) Can have their own start and end index, and also their own frame speed to change indexes.

Thanks for the feedback!

Well I guess you can try it then, using the zoom below 1. Like 0.5 or less.

Yes, it is. But currently the map scrolling will be messy if you try to scroll or walk with the player around. At least if when zoomed out, the map is smaller than the game screen.

I tried with zoom 0.5. Still don't know what will happen if use negative numbers.

Nice!! Next update I will implement this patch on my plugin. Have fun!

(3 edits)

Don't need to be silly! ^^

I'm taking a look at the Aerosys plugin, I guess if you just put my plugin somewhere below it, the font size will work. It does not?

In case it does not work. I may have a patch. Will be nice if Font Manager also be below MK one. Copy and paste this inside a .txt file. Put any name on it, change the file extension to .js and insert it as a plugin somewhere below BOTH plugins. 

/*:

@target MZ

@base EliMZ_Book

@plugindesc Compatibility path with UI MK Customizer and Eli Font Manager

@author Hakuen Studio

@help

Must have MK_UICustomizer and EliMZ_FontManager

Put EliMZ_FontManager below MK one.

This plugin need to be somewhere below these two plugins.

*/

if(Imported.Eli_FontManager){

    const GAUGE_LABEL_FONT = "isForGaugeLabel"

    const GAUGE_VALUE_FONT = "isForGaugeValue"

    const Sprite_Gauge_labelFontSize = Sprite_Gauge.prototype.labelFontSize

    Sprite_Gauge.prototype.labelFontSize = function() {

        return this.getCustomFontSize(GAUGE_LABEL_FONT) || Sprite_Gauge_labelFontSize

    }

    const SpriteGauge_valueFontSize = Sprite_Gauge.prototype.valueFontSize;

    Sprite_Gauge.prototype.valueFontSize = function() {

        return this.getCustomFontSize(GAUGE_VALUE_FONT) || SpriteGauge_valueFontSize.call(this)

    }

    Window_Base.prototype.refreshCustomFontByEliFontManager = function() {

        if(!this.customFont){

            this.setCustomFont()

        }

    }

    const WindowBase_resetFontSettings = Window_Base.prototype.resetFontSettings;

    Window_Base.prototype.resetFontSettings = function() {

        WindowBase_resetFontSettings.call(this)

        this.resetSavedFontChanges()

        this.setCustomFont()

    }

    // Override

    const WindowBase_standardFontSize = Window_Base.prototype.standardFontSize;

    Window_Base.prototype.standardFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || WindowBase_standardFontSize.call(this)

        }else{

            return WindowBase_standardFontSize.call(this)

        }
    }

    const Window_Base_getDefaultFontSize = Window_Base.prototype.getDefaultFontSize

    Window_Base.prototype.getDefaultFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || Window_Base_getDefaultFontSize.call(this)

        }else{

            return Window_Base_getDefaultFontSize.call(this)

        }

    }

    const Window_Base_setFontSize = Window_Base.prototype.setFontSize

    Window_Base.prototype.setFontSize = function(fontSize) {

        this.refreshCustomFontByEliFontManager()

        if(!this.customFont){

            Window_Base_setFontSize.call(this, fontSize)

        }

    }

    const Window_MenuCommand_getDefaultFontSize = Window_MenuCommand.prototype.getDefaultFontSize

    Window_MenuCommand.prototype.getDefaultFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || Window_MenuCommand_getDefaultFontSize.call(this)

        }else{

            return Window_MenuCommand_getDefaultFontSize.call(this)

        }

    }

    const Window_GameInfo_getDefaultFontSize = Window_GameInfo.prototype.getDefaultFontSize

    Window_GameInfo.prototype.getDefaultFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || Window_GameInfo_getDefaultFontSize.call(this)

        }else{

            return Window_GameInfo_getDefaultFontSize.call(this)

        }

    }

}

Hi there!

First of all, can you show me a screenshot of your plugin list? Because this can be a compatibility problem. Because, if the size of your default font is 60, it should be applied to all the game, unless you have another font that is being applied on the container (windows, sprites etc...), as I can see you have two, and your second font is set to size 26. So it will also be nice to take a look at the font plugin parameter and see what scenes, sprites or windows she is covering.

You can also try to disable some plugins you think is related to the message window or messes with font in general.

It will also be nice to see your full Menu screenshot, so I can see if it is a custom menu or not.

Bottom line, if you are using a lot of plugins, test my plugin first without anyone so we can make sure it's not a compatibility problem(or change plugin order).

Let me know the results.

Hi there!

I see! Thanks for the feedback! I did some investigation and it was my bad. The plugin parameter "Resolution list" under the ScreenManager plugin has a wrong default value.

Please open it, remove the commas, and set each resolution on each line. When you open, each should look like this:


Change to this:


I will update the plugin too! But since you already have it on your project, you may need to change that parameter.

Hi there!

You need to update Eli Book. Probably you are using an old version.

When you update, go to the plugin manager, open the Eli Book plugin and see if every parameter is proper configurated.

And keep in mind that EliMZ_Book must be above all other Eli Plugins

Thanks for the cumpliment! Glad you liked and it helped you! ^^

I think there is nothing to do with the rmmz language you are using. Just send me a sample project replicating the error that I will find out what is the issue :)

That is strange.. the only way the error could continue to happening is if $gameActors.actor(1) was undefined or null. Meaning that no actor with ID 1 exist.

But you said it work fine with $gameActors.actor(1).name()

So, can you upload to me a sample project replicating the issue, so I can investigate? You can either upload it somewhere and send me the link here or send me the link through discord: hakuenstudio

Did you change what I told you to change? With my plugin or without my plugin, using $gameActors.actor(0) will always give you an error. There is no actor with ID 0.

The error will stop if you put the right actor ID there.