Hi there!
Sorry, I have no idea what that means "jump cut transition". You need to show me a video of it so I better understand it.
Hi there!
What you did there is not exactly an outline font. It is a multicolor font I guess. Outline fonts need to be as a separated file. One file for the main bitmap, and another file for the outline bitmap.
The way you did, I guess you need to put the text/outline colors to disabled so the plugin does not mess with your font.
Show me ascreenshot of your plugin parameters and the font parameters so I can take a look.
If I leave Build Bitmap Font enabled, the game takes a 20~ extra seconds to start. I believe the issue has also happened with this option enabled, although I'm not completely sure.
- Yes, because with that set to true, the plugin is updating the fonts according to the plugin parameters. When you set this to off, and you change anything on the plugin parameters, the plugin will not read them. it will read from the data inside data/bitmapfonts folder. So is recommended that to be always true. when playtesting. When export the game, it does not matter anyway, the plugin will not build the fonts again outside of the playtest.
FOSSIL is a very important plugin for my project, so I'd like to suggest a possible improvement. If the Bitmap Font plugin encounters an error or fails to load the font correctly (it seems like it can detect this from the console), the game could display an error message such as:
«An error has occurred and a font failed to load correctly. Please restart the game.»
- I can do that, put an optional plugin parameter to show that error display. I will let you know when I have done it!
Thanks for the detailed video!
On the note tags and on the script call you used `setCustomHpParam` try to use the shortname without the `max` prefix. And, only use the `max` prefix when you are trying to get or store the value on a variable. See if that works.
If it works, then I need to improve the help file. Because as I can see the help file does not specify that, it's confuse.
Hi there!
The message "RESET THE GAME" may show up when the plugin is trying to load a font that is on the parameters but it is not under the data/BitmapFonts/ folder. Or for some reaons, it failed to load it from there. I think you need to let the plugin parameter "Build Bitmap File" to true.
You should also fix the EliMZ_WindowSkin error, which probably is a plugin parameter that you did not properly configured. If I was you I also would fix the Luna Links error(similar problem)
Now I can see that you are using Fossil and a lot of other MV plugins. Fossil messes too much with the code. So the ideal scenario here is for you to test on a project without it, and see if the error happens. It may be a incompatibility issue with Fossil, or any other plugin
Fine! I was just asking in any case I wrote that down somehow. But glad you manage to make it work and understand!
For the question, yes, for now it only shows a single face state, according to the order it was applied to the actor. But, making it cycle, would be a nice feature! I will add that and let you know!
Hi!
If I remember well, I think you can do the alignment stuff by using the Hakuen Studio Message Actions for RPG Maker MZ by Hakuen Studio.
Then using the escape code for the alignment on each choice.
For commissions, you can contact me at discord: hakuenstudio
I copy and pasted the audio and image folder from a new project. then I opened the project, and opened the plugin manager and saw this:

EliMZ_Book version 3.3.2. Why didn't you follow my instructions before? I said to you:

You should have sent me the sample project after you did those 3 steps and it didn't worked. Will wait for you to do that.
Hi there!
Why did you assume that the first entry is for the first actor and so on? Where did you get that information?
Please, read the help file:
https://docs.google.com/document/d/1d_UVX0abuo89U8BeMNCkOowtuaQ-aFutQEgpNNcRUzQ/...
Your configuration seems to be right. But some actor of you need to have an actor with that face file, "Actor1".
And then, it should change it's face index accordingly to the reaction. I didn't see the State Faces though. But for the rest(attack, hurt, magic) it should change the face.
About compatibility issue, you should confirm that by turning off the visustella plugin and see how it goes. Since you mentioned Visustella Front View, I'm assuming you are testing it on battle.
So, create a reaction of a state, apply that state to an actor. Check the menu to see if the face changed. Then check the battle to see if the face changed. If none of that works, turn off visustella plugin and repeat the process, see if that changed.
Let me know the results
Hi there!
I don't know if I will be able to take a look into this today and on the weekends I'm not always around. Some things that may help:
1 - Having the most updated EliMZ_Book version. Which is 6.1.2.
2 - Make sure EliMZ_Book is somewhere above the EliMZ_Map Transitions
3 - Download the plugin again, it now does have the Pixi-filters file. And it should be above EliMZ_Book(the pixi file!)
If you do everything above, and still don't manage to make it work, create a sample project replicating the error, upload it somewhere, and send it to me on my discord: hakuenstudio or my e-mail: hakuenstudio@gmail.com
Don't send the link here.
I will take a look into it and let you know.
Understood!
Well, currently there is no way to do that the way you want. By changing templates mid-game, because they are added by note tags and that note tag is read on a specific place on the code.
For now, I believe the way I shown to you is the way to go. Honestly, I think it is more clean too and easy to maintain. With multiple templates, when you want to change something you would need to open each one, do a lot of clicks until you get what you want to change them.
With what I have shown to you, you can change "templates" mid game using a variable as personality. Or even better, creating a custom property on your actors:
$gameActors.actor(id).personality = "Brave"
That way instead of using this :
const personality = $gameVariables.value(ID)
you can use this :
this.personality
Hi!
I didn't understand exactly how are you applying a personality to an actor. If it is through another plugin, or through a class ID. I will assume that you use a variable to set a personality to an actor, but let me know how you are doing that.
Either way, I think you can use one single variable id per actor, that stores their personality.

const personality = $gameVariables.value(ID)
const rates = {
docile: 50,
cool: 70,
brave: 125,
}
const finalRate = rates[personality] || 100
const rawValue = this.rawParam("atk")
return Math.round(rawValue * ((finalRate - 100) / 100))
Basically, if you change that variable value inside your game, you automatically changes the actor personality and the template will reflect those changes.
You can add multiple personalities inside the brackets, following the pattern already set.
If your attack is 200:
You will have the work to copy and paste that formulas inside each parameter field on a template, and change the parameters ID or short name ("atk", "def", etc...).
Let me know if it helps.
Hi there!
Hi there BurbJones!
Sorry to not answer you right away. I generally don't work on weekends. The solution Gilgrimesh gave worked, as there must be some plugin parameter to be filled in. The plugin isn't plug and play; you need to configure it.
But I'm glad you were able to. Anyway, I'll leave those parameters filled in for the next update.The fact that they were blank likely meant a silent error was occurring, causing the plugin to malfunction.
If you have any doubt you can ask here that I will answer. Probably on Monday.
Have fun :)
Hi there!
That is strange, This method is used by old versions of Eli Book and my other plugins. The most updated versions of EliMZ_Book.js and EliMZ_MessageCommonEvent.js are, respectivelly: 6.1.2 and 1.3.0.
Make sure you have them both updated and EliMZ_Book is above any other EliMZ plugin.
If you are using the latest version of EliMZ_Book, you should see a customized error screen. Send me a screenshot of it when it happens. If not, press F12, a browser window will open. Go to the CONSOLE tab, and send me a screenshot of what is in there.
Hi there!
1 - No, currently there is no way for you to do that =/
2 - You can do that if you somehow manage to get the picture Id from the choice that was choosen and do whathever you want with it by using the Show/Move picture event commands. But there is no automatically way to do this with that plugin.
Nice! I will check the compatibility. But will send you a version there so you can test. If it works, then I uploaded it here.
If not, then I will search the compatibility issue.
By the way, what are the features that the visustella plugin have that mine does not have? Maybe I can add them to my plugin.
Yeah, I saw the TP Mode note tag, and though that maybe that could be the issue. Another plugin messing with the tp system. Thanks for confirming that to me then. Can you tell me the exactly plugin you are using from the visustella, for me to check that compatibility issue?
Also, can you send me your discord so I can sent to you a test version? Or call me there: hakuenstudio
By the way, doing that: "// <ChargeTpByDamage:...>" will not cancel the note tag, it will still work. Is better if you remove it completelly or remove the "< >" at the beggining and ending.
Hi there!
Someone already talked to me about that here:
But I think it was fixed.
1) Can you show me a screenshot of your plugin parameters?
2) That specific actor and the enemy that is hitting the actor, has any note tag of the tp system? if yes, can you show me a screenshit of what you use and the formula(if you used a custom one)
Hi there!
That error you got on your game: "Cannot read property 'getHexOrName' of undefined" it's because one of those things:
Try to check those things and see if the problem is solved.
That is a little trick. Because I never managed to replicate the str.replaceAll issue. It seems that I also forgot to answer the OP Team Dream Treasure to try to check on this =/ The screenshot he sent me was not the one I asked, so even now I don't have what I need to investigate that.
Now, I just did the following:
Now, the error showing on your screenshot is "Cannot read property 'clamp' of undefined, on the line 3724 of the rmmz_core.js file. Which is this line on the core versions 1.9.0 that the sample project have:

Now, some backSprite is trying to set it's alpha value. And that value is undefined. Following the stack trace, it seems that the Window_TitleCommand is what is trying to set the backOpacity value and that value is undefined. i really don't know why this is happening.
I'm not managing to trigger the error again, so i don't know what is wrong. The Sample Project is a little outdated... Maybe you can try to update the RPG Maker Core files and EliMZ_Book and EliMZ_Timer to the latest versions.
But you need to tell me exactly your steps. Because that updated error screen is from the last updated version of EliMZ_Book, but the sample project does not have that EliMZ_Book version by default. So you just copy and pasted an updated version there? What exactly was your steps?
Plugin is working just fine on your project, with only EliMZ_Book and Class Curves ON:

Now, you have like a LOT of plugins.

When I enabled them, we got errors and the plugin parameters of my plugins are not even being processed. Which is crazy.

The compatibility issue is with Fossil. So I'm sorry but that plugin is too big and too messy for me to find a fix.
Now, when I disabled it, the parameters seems to be working, getting their values from the Class Curve:

I removed all the equipments from the actor, and that was the results above. Something else is changing their values. Every parameter should be 10, which is the Initial value on Level 1, but we can see "FP" as 11, M.Attack as 12, M.Defense as 9 and Luck as 11.
Propably something configurated on your plugins, and that you will need to figure it out.
What are you expect to happen when the plugin is enabled? Perhaps you misunderstood something about the plugin?
Well, I think I will need a sample project from you, replicating the issue. Because I tested here on a new project, only Eli Book 6.1.2 and Class Curve 3.0.0, and it is working just fine.
Plugin parameters

Class note field

Actor in game

Your RPG Maker core files are updated to 1.10.0?
Upload to me a sample project somewhere and send me the link here so I can download and take a look