Here. Sorry for the late reply.
Joby1
Creator of
Recent community posts
It's a minor bug, but if directly after the message text command there is a conditional branch with other message, if it's not fulfilled, then the face window from previous message will stay. This can be fixed as simple as adding some filler switch command, but if you forget to do that, it might look quite jarring. Would be nice to see it fixed.
Thanks for quick response! I tried placing your plugin above that of VisuMZ, and it didn't helped, but changing the ITALIC to <i> allowed VisuMZ <i> text code to work. The weirdest thing is that tomorrow it was actually working at some point without any changes, so I'm not sure what's really going on, but it's fixed for now. Thanks!
While doing some eventing, I have noticed that face window disappears when using message boxes during choice options. The weirdest part of that is that if you won't use similar window position (middle/bottom/top) it won't disappear, but if you do, it will. For context, I tried turning on the old version of the plugin, and it doesn't have a similar issue, so it seems like the update was the cause of it. Hope it gets resolved soon.
Here's what it shows to me when the message with faces appeas, alongside the crash. For context, I did updated the EliMZ Book, and FaceWindow is placed under it. Hope the developer can resolve it soon! The link to image is below, because itch io disallows posting large images.
https://ibb.co/jkTJ4wMg
I tested it out with disabling and enabling the plugin, and when disabled nothing like this happens. I know that plugin's code has no mentions of X or Y directly, so I assume the reason could be when it adresses something like Game_Actor data, which makes it default to regular settings? I also heard that there might be something related to padding. I can't be sure I understand how this plugin works for certain, so any help would be appreciated. Thanks.
The plugin itself works decently well, but I noticed that it moves actor face window along with UI gauges when changing the face. I know that it's caused by me changing some UI X and Y axes through separate plugins and VisuMZ, but it seems that it overwrites those when changing faces. Could you tell where I should looking in the code of the plugin to tweak it so it doesn't does so? Thanks.
I think it would be a nice addition to choose the Start Index separate for both Idle and Talking animations, since if you're using slower frame rate, it needs to cycle through e.g. all 8 frames for talking with 60 frame rate, which is quite a lot. If I could place starting index separate for Talking it would make it much more enjoyable to use the plugin. Thanks.
Please, help me, I downloaded plugin tomorrow, and it worked perfectly, but today it just refuses to do anything at all. On video there are necessary info, please just help me, I'm so confused, since there is no plugins I added since, but this is just stopped working.
(Character has 0 defense, and state is supposed to boost defense by 30, and enemy uses formula, that treats 1 defense as 1% of damage reduction, so it should've dealt 7 damage, and not 10)
I tried to use the plugin for preloading couple of images to enemies, since otherwise they take too long to appear, and I couldn't get it working with this setup. It's just doesn't affect anything. The only way I managed to get it work properly was through allowing it to preload ALL images, which I can only imagine getting messy as the amount of content increases. So question is, is there is something I do wrong here, that it's doesn't preload certain images I choosed?

