Hi there!
First thing is to make sure you are using the core plugin Eli Book, and it is up to date.
When that error happens, press F8 or F12, a browser will open, go to the CONSOLE tab, and send me a screenshot of what is in there.
Hi there!
Some plugins that messes with save files, when you update or add them, and try to load a previous save file where they are not there, it will trigger an error. Usually, when you start a new game, it works fine, and that is the solution on this cases. That is a known issue/behavior of the rpg maker itself. Is something like that is happened to you?
If not, what plugin did you update? If you press F12 or F8, a bnrowser window will open. Go to the CONSOLE tab, and show me a screenshot of what is in there.
Hi there!
The last error message is definetelly that you need to update your rpg maker core files.

I tested here with your plugin parameters configuration and it worked. I guess maybe your Disable Switch is ON? If you set any Disable Switch, make sure it is off.
If that does not fix the issue, you can upload a sample project for me replicating the error, and I will take a look.
Hi there!
Unfortunatelly, you can't use another parameter as a base for other parameter. Meaning you can't: `this.cparam(1) + 5`, it will trigger this maximum call stack size error.
This error means that javascript entered in a loop when calling functions. On this case, when you call "this.cparam(1)", that function is already calling the dynamic parameter function. So it enters on a loop. So I don't think visustella is the problem.
I wanted to try to find an alternative for that for a long time. But unfortunatelly, you can't use a parameter as base for another, for now.
Any insight or possibility of a simper notetag system, ideally not using a second plugin? Just want to modify cparams by a set value on notetags
- For both custom parameter and dynamic parameter, I will add a simple note tag system so you don't need to use the plugin parameters for that when you want to just change some parameter values.
- For the custom parameter, I want to keep it working as the same as the default parameters, but using custom parameters. So it does not get out of the scope. So on the states, I will add a way for you to also use something like this(that honestly, I don't know why I didn't added it since the beggining):

But if you want to add a flat value or a dynamic one, you will still need the dynamics plugin.
I can't say to you when I will do this. But I will someday, just put it on my to do list.
Hi there! I will take a look into this. For now, try changing the anchor value of the minimap marker on the plugin file, just as a trial and error problem:

By default is set to the same as the character sprites uses on the real map. So that is kinda strange that this is behaving like that... Maybe can be some problem on my end with calculations of the position of the minimap marker according to the size of the map and game window. I will have to investigate and let you know!
It seems that the buff is indeed a harcoded value:

When I ask to see a screenshot or a copy-pasted value that you use, is just because sometimes things can get messy on tiny details: lowercase problems, spacing where it should not have or a typo, a letter in place of another. But if you are sure that you made it right, then let's skip this. Also that would not work for you anyway.
Is there any way to do a quick update to the plugin or modify the code slightly to modify cparams by a set value, either in skills or states?
- You can do that with cparams, or any other parameter using this plugin:
Hakuen Studio Dynamic Parameters for RPG Maker MZ by Hakuen Studio
Youi can use the states note field to dynamically change the parameter of a battler.
Oh I see. Well, this is very specific. I guess the first thing here is we discover why he is falling through the platforms. If you can pack a sample project replicating the issue, something that I just hit playtest and try to play the minigame, it will be helpful.
But you need to send it to me on my discord: hakuenstudio
Hi there!
If you want to add a buff to a custom parameter, this notetag is the way to go:
<AddCDebuff: paramId/shortName:turns >
Examples:
<AddCDebuff: ra:1;rd:1 >
You can't raise a parameter value by a flat amount using the buff. I'm not in home right now to check, but if I remember well, the custom parameter buffs works just as the regular parameters buff on the editor: You choose a parameter and the number of turns the buff will be valid. I guess there is a hardcoded percent value that is the equivalent to the buff on the rog maker default codes.
In any case, can you copy and paste what you did or show a screenshot of what you did on the notefields?
When I get home I will take a better look into this.
Hi there!
1) there is something wrong with your synthax. The method `.includes()` returns a boolean value, which can be true or false. When you use `includes('NormalPlatform').meta`, what you are really doing is one of those:
If you want to check just the note fields, just use this:
console.log($dataMap.events.find(e => e && e.note.toLowerCase().includes('normalplatform')))This will return true if the note field has ´normalplatform´. Also, you can see I checked using lower cases, because I did set all the note event to use lower case on this check. This is good, since you don't need to worry about using the words with the proper case.
But, if you want to check the .meta property of an event, then you can't use lowercase trick, you need to check the property name of the .meta exactly(they are case sensitive):
console.log($dataMap.events.find(e => e && e.meta.hasOwnPropery('NormalPlatform')))2) my plugin does not store the information on the .meta property of an event to avoid compatibilities. In fact, he stores on a new meta property: `.metaEli`
3) I don't know why you are using this script call, but my plugin code provides ways for you to check if an event is a platform and also what type of platform:

So if you want to check if an event is a normal platform, better use something like that:
$gameMap.events().some(e => e.isNormalPlatform())
This will return true if any event of the map is a normal platform.
4) I hope I manage to help! Otherwise, let me know what you are doing so I can better help you
5) Thanks for the cumpliments by the way. I glad you liked my plugins ^^
Hi there!
Can I use this plugin to create mobile buttons that correspond to the arrow key functionality on PC?
- Yes!
What happens to the plugin when the game is played on a platform other than mobile?
- You can decide on which platform the plugin will work on(via plugin parameters): Desktop, Mobile, Web Browser.
Hi there!
You can try experiment this:
What may be causing the load issue is, when this parameter is ON/TRUE, it will scan all the bitmap file to create the property for each character. Like measure their width and height. This is a heavy process and only intended to do it once, per bitmap file, to finish the setup of the bitmap font.
However, any new bitmap font you add or change the plugin parameters, you will need to set it to true again.
Also, this parameter only affects playtest. Meaning, after you deploy the game, it will always be set to false, so you don't need to worry about the players with this heavy stuff.
If that still not work, i recommend you to not scale your bitmap font. Do it em 1x and I will add a resize parameter inside the plugin to handle the font scale :)
Hi there!
1) I think one reason may be the fize size. Too big and the system is not being able to fully load it. But that is still a long shot. To test this, try reduce your image size(just to test) so we can confirm if this is a matter of loading problem, due to a large image file.
2) You have two plugin parameters to worry about here on the EliMZ_FaceWindow:
By default, an RPG Maker face image has dimensions of 576x288. But it does have a face size of 144x144.
As I understood, your face image has a 4000x800 and your face size has 800x800? If so, you need to proper fill the plugin parameters to match that. So, 800x800.
Besides that, I would need to see your plugin parameters for both plugins so I can see how you did it. Since both plugins are free, you can try upload a sample project for me so I can take a look at the problem. Or send me screenshots of the plugin parameters.
Understood. Did another attempt. Let's see if it will work now on version 3.0.3.
I don't know if MK UI is designed to only work on scene menu or to build menus on every scene. But if it is supposed to only wotk on Menu Scenes, it seems to be pretty agressive with his changes. Because it changes and overwrites some functions of Window_Base without taking into consideration if the context is on a menu sce eor not. The result is that, Window_Base is also used outside of menu context. So every window seems to get be affected by his changes.
Hopefully this fix will do the trick now. Let me know.
Hi there!
I just downloaded the sample project and copy and pasted the minimap plugin inside the js/plugins folder, then enabled it on the plugin manager inside tpg maker editor. I didn't mess with any parameter.
So, the plugin works.
This error is happening on that line:

What that means?
The error says that it cannot read property "0,0" of undefined. So, it's saying that there is no minimap data for the current map id.
$eliData.getMinimapRevealData() returns a list of all map ids storing the status (Revealed or not) for all tiles of that map id. And since it is not finding the data for this specific map id, it is throwing the error.
The only thing I can think off to trigger this error is, if you try to load a save file that previously, did not have the Minimap plugin installed. As so, you need to start a new game.
If the problem still happens, add me on discord: hakuenstudio
Then, create a project where you are managing to replicating the error, upload that project somewhere, and send me the link on the discord chat. Not here, because it is a paid plugin and people will have access to it.
This way I can see the error happening and will find the problem.