Maybe mv compatibility is not a good idea, MZ is the standard now, using MV and MZ just make the things more complicated, or make a RPG Reactor MV and RPG Reactor MZ maybe is more easy to maintain
LeashaX
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I fresh install editor, installed runtime, when i hit playtest i got a crash on init.
reactor_managers.js:2136 TypeError: this._app.start is not a function at Graphics.startGameLoop (js/reactor_core.js:587:19) at SceneManager.run (js/reactor_managers.js:1976:18) (anonymous) @ reactor_managers.js:2136 reactor_managers.js:2074 TypeError: this._app.stop is not a function at Graphics.stopGameLoop (reactor_core.js:596:19) at SceneManager.stop (reactor_managers.js:2296:14) at SceneManager.<computed> [as catchException] (VisuMZ_0_CoreEngine.js:9594:120531) at SceneManager.run (reactor_managers.js:1978:14) (anonymous) @ reactor_managers.js:2074 reactor_managers.js:2075 undefined undefined (anonymous) @ reactor_managers.js:2075 reactor_core.js:596 Uncaught (in promise) TypeError: this._app.stop is not a function at Graphics.stopGameLoop (reactor_core.js:596:19) at SceneManager.stop (reactor_managers.js:2296:14) at SceneManager.<computed> [as catchException] (VisuMZ_0_CoreEngine.js:9594:120531) at SceneManager.run (reactor_managers.js:1978:14)
and i have some problems to black screens because pixi 8 at init of game, at moment i stay with version 0.94.3 or 0.94.1 works good for me, i applied some fixes on 0.94.5 and works but i have bugs, i focused on MVCompatFilter to work with .call()/.apply() patterns from legacy code Fix Graphics.startGameLoop to properly start the v8 ticker
Issues encountered when deploying an imported RPG Maker MZ project with RPG Reactor v0.94.4 (Linux → Windows)
- Missing runtime files
The build worker validates that these files exist in www/js/:
- reactor_main.js, reactor_core.js, reactor_managers.js, reactor_objects.js, reactor_scenes.js, reactor_sprites.js, reactor_windows.js, reactor_mv_compat.js, reactor_plugins.js
- libs/pixi_compat.js When importing from RPG Maker MZ, none of these exist. The build immediately fails with “Project runtime is incomplete”. There is no button or option in the editor to copy the runtime files into the project.
- reactor_plugins.js contains dummy data
The file from the GitHub repo comes with default plugin entries (GALV, UltraMode7, MOG_BattleHud). If the project uses VisuMZ, CGMZ, or custom plugins, the game won’t start. I had to manually overwrite it with the project’s plugins.js. - GitHub API rate-limit (HTTP 403) when downloading ffmpeg-static (asset optimizer)
The asset optimizer fetches https://api.github.com/repos/eugeneware/ffmpeg-static/releases/tags/b6.1.1 without authentication. Unauthenticated requests are limited to 60/hour, so the build fails randomly. There is no fallback or retry mechanism for rate-limit errors, and no way to disable PNG/OGG optimization in the deploy UI. - GitHub API rate-limit (HTTP 403) when downloading NW.js proprietary codec
The same rate-limit issue affects https://api.github.com/repos/nwjs-ffmpeg-prebuilt/nwjs-ffmpeg-prebuilt/releases/tags/0.113.0. If Third-party proprietary codec is enabled in deploy settings, the build fails when the API is rate-limited. No option to retry with backoff or to use a cached/pre-downloaded version. - File permissions
Files downloaded by the editor or external tools can end up with mismatched ownership, causing read errors during staging. Suggestions:
- Add a “Copy runtime to project” button in the editor (or auto-copy on first deploy/playtest).
- Add a “Reset plugin manifest” option that regenerates reactor_plugins.js from the project’s plugins.js.
- Add a toggle to disable asset optimization (PNG/OGG) in the deploy UI.
- Use direct asset download URLs (curl/wget-style) for ffmpeg and codec binaries instead of the GitHub API, or add authentication support via GITHUB_TOKEN.
- Consider bundling the NW.js codec with the editor distribution rather than downloading it at build time.
At moment i cannot use this version!
Feedback & Suggestions for the Editor (Linux + RPG Maker MZ Compatibility)
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Unknown 109 in Common Events (Linux-specific issue)
- Sometimes, when browsing Common Events in the editor, an “Unknown 109” entry appears.
- This does not happen in the original RPG Maker MZ editor.
- It may be a Linux-specific issue, and while I have not confirmed whether it causes crashes, it appears to be an inconsistency or data parsing problem.
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Rendering issues when running from the editor (Linux)
- When playtesting directly from the editor on Linux, there are noticeable rendering artifacts.
- On maps, tiles sometimes show visible seams or incorrect borders, as if tilesets were not being rendered seamlessly.
- Some visual elements appear broken or misaligned compared to the official MZ behavior.
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NW.js bundle issues
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The bundled NW.js option does not work reliably.
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In many cases, it still downloads NW.js even when a bundled version should already exist.
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It would be beneficial to:
- Allow selecting the NW.js version manually
- Or default to automatically downloading the latest stable version
- Improve consistency so it does not re-download unnecessarily
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Export/deployment path not saved
- When selecting a custom default export/deployment path, the setting is not preserved.
- After closing and reopening the editor, it resets to the default installation directory instead of the user-defined path.
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Deployment improvement: locale/language file management
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It would be very useful to add an option during deployment to select which locale files to include.
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RPG Maker MZ currently does not provide this level of control.
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Example use case:
- I only use Spanish and English (fallback)
- Other languages are unnecessary for my project
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Removing unused locales significantly reduces final build size (tens of megabytes in my case), so integrating this into the deployment pipeline would be a strong optimization.
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Reload / simulate browser restart shortcut (F5)
- The “Reload Application / Simulate Browser Restart” feature is excellent and very useful during development.
- Adding a keyboard shortcut (F5) would greatly improve workflow speed.
- F5 is a standard shortcut in most development environments, so this would feel intuitive and natural.
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Fullscreen support for the editor
- Since the editor appears to be built with Electron, it should support native fullscreen mode.
- Adding F11 to toggle fullscreen would improve usability significantly.
- This would be especially helpful for map editing, event scripting, and working on smaller screens.
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AppImage distribution for Linux
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Providing an AppImage version of the editor would greatly improve Linux usability.
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Benefits:
- No installation complexity
- Portable executable
- Easier updates and testing across distributions
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This would make the Linux experience much more consistent and accessible.
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Built-in asset compression during bundling
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It would be very valuable to integrate asset optimization directly into the export/bundle process.
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Suggested optimizations:
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PNG compression using Oxipng
- Lossless optimization of images
- Reduces project size without affecting visual quality
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OGG audio optimization
- Automatic compression of audio assets during build
- Better balance between quality and file size for BGM and SFX
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Benefits:
- Smaller final game size
- Better runtime performance (less loading overhead)
- No need for external manual optimization tools
- More streamlined one-click deployment workflow
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Overall suggestion
- These improvements would significantly enhance the workflow, especially for Linux users and indie developers.
- The main goal is to reduce friction, automate optimization steps, and improve consistency between development and final builds.
I’d honestly love to test things more deeply, but right now I can only try things little by little depending on what I can use for my project 😅 This plugin in particular ended up being perfect for me because I was previously using another zoom plugin that was extremely basic compared to this one.
When I get the chance, I also really want to try Kadajah’s 3D Curve World Map - Planet Illusion for RPG Maker MZ since it looks incredibly interesting for world exploration, but I haven’t been able to get it yet because things are a bit complicated economically on my side right now.
Still, whenever I come across something worth mentioning or something that could help improve the plugin, I’ll definitely let you know. I like contributing whenever I can, especially when I see a tool with this much potential 😄
There are currently several issues with the zoom system:
• The configured zoom level, for example 1.5x, is not automatically applied when entering a map. • The zoom value is also not persistent. • The zoom only starts working correctly after moving the mouse wheel. • Even though it auto-adjusts to the minimum value as configured, the zoom resets again after changing maps. • I have the reset option set to false, so the zoom should not reset during map transfers, but it still does.
Hi! Thanks for bringing this up 😊 It’s most likely a false positive. Plugins for RPG Maker MZ are JavaScript files that modify the engine, and sometimes antivirus software mistakenly flags them as suspicious.
I understand the concern, though. While I can’t guarantee 100% safety just by a quick look, there’s nothing in the plugin’s behavior that suggests anything malicious. It doesn’t make external connections or do anything outside its intended functionality.
If your antivirus is quarantining it, you can safely restore it and add an exception for the project folder.
Let me know if you’re still having issues or need help setting it up 👍
it’s fully compatible with VisuStella plugins.
It can also be integrated with Options Core, so you can control it directly from your options menu without extra hassle.
On top of that, the plugin allows you to move it freely anywhere on the screen, all configurable through its parameters — so you can easily adjust placement to fit your UI style.
If you need anything else or want to see more features, let me know! 💙
Hey! Thanks for your interest 🙌
I’ll update the page soon with a proper picture so you can see it clearly before deciding 👍
If there’s anything else in the page or any plugin that needs images or improvements, feel free to tell me and I’ll update it as well.
I’ve been a bit short on time lately to keep everything fully polished, so some small details might still be pending, but I always make improvements whenever people ask.
Thanks again for the support! 💙
Update 1.09 — FREE TO PLAY UPDATE — 23 Apr 2026 (Build 22916864)
- Game is now FREE TO PLAY
- Removed paid base game requirement
- Soundtrack remains optional DLC
Combat Overhaul:
- Removed cooldown system
- Removed skill usage limits
- Reduced enemy agility by 50%
New Content:
- Gale Blade ★
- Hurricane Staff ★
- Added Disorientation status effect
Combat & Presentation:
- Unified ultimate attack camera system
- Added dynamic combat camera
- Improved performance of combat effects
UI Improvements:
- Cleaner turn order display
- Reduced UI clutter in battles
Update 1.07 — 17 Apr 2026 (Build 22827522)
- Fixed texture and font issues
- Fixed collision issues in Lubina Town
- Fixed teleport bug in Mount Moredy
- Fixed enemy respawn bug
- Fixed Wishing Fountain softlock
- Fixed mine boss objective bug
- Lishana balance changes (enemy and playable versions)
- Stamina system rework (regen, cost, thresholds)
- Faster stamina regeneration while walking
- Reduced stamina cost while running
- Cannot run below 33% stamina
- Added combat status messages (buffs/debuffs)
- Increased currency rewards (Draken)
- Added basic tutorial improvements
- Music Box text fixes and colored songs
- Improved camera system
- Reduced particle effects for clarity
Update 1.06 — 12 Apr 2026 (Build 22749230)
- Removed traditional fullscreen mode
- Borderless fullscreen only implementation
- Fixed fullscreen performance issues
- Legendary weapons redesigned per class
- Mage-specific legendary weapons added
- Class balance adjustments
- Shop items increased (15 → 19)
- UI improvements (menus and title screen)
- Improved Alt+F4 behavior
Update — 11 Apr 2026 (Build 22745468)
- Fixed FPS drops on first map
- Removed unnecessary engine processes
- Fixed freezes on older GPUs
- Fixed Alt+Tab instability
- Improved internal event flow
- Removed traditional tutorial system
- Mechanics now introduced progressively
- Added Music Box system (unlock & replay music)
- Engine cleanup and optimization improvements
Major Update — 11 Dec 2025 (Build 21139620)
- Global performance optimizations
- Improved graphics engine stability
- Faster game startup times
- Fixed tutorial UI issues
- Fixed map collision and interaction bugs
- Fixed battle crash issues
- Equalizer system overhauled (battle-only activation)
- Linux native version discontinued
Hey, first off I really appreciate you being honest about this, I get where the frustration comes from.
I also want to apologize for the lack of visuals. Lately I’ve been pretty inactive due to some health issues, so I wasn’t able to keep things updated the way I should have. That’s on me.
I’ll be getting back on track this week and one of my priorities is adding proper in-game screenshots and better showcases for all plugins so you can actually see what they do before buying. You’re completely right that just listing commands isn’t enough.
Thanks for pointing it out, seriously. It helps more than you think, and I’m going to fix it.
if I made a custom version based on yours and kept it permanently free (same idea as your free release), would it be okay for me to upload it to itch.io?
To explain: I built my version on top of your plugin, but it includes a lot of changes, both modifications to the core of your plugin and new additions/features I created.
I want to make a special section on my page for “custom add-ons I use in my games”, and up to now they’ve all been made by me. This one is a modification of yours, so I wanted to ask first if uploading it would be allowed.
If you’d like, I can send you the file so you can review all the changes I made. I can also send you a detailed list of the modifications in case you want to implement any of them, or even adapt them to your own style.
GIGA EZA – Patch 1.032 Interference Systems • Horror Behavior • Visual Polish • UI Optimization
🧠 Horror Systems & Enemy Behavior
- Improved enemy behavior and pacing during encounters
- Enemies now reposition more fairly and consistently
- Reduced frustrating “too close” moments after transitions
☠️ EXO Mode Enhancements
- EXO Mode is now more intense and clearer
- EXO joins the hunt as a more ruthless threat
- “Z to Scream” rules are now clearer: • EZA backs off briefly • EXO does NOT get scared
📺 Visual Horror FX – Interference
- Interference visuals have been refined for a smoother and cleaner feel
- Improved stability when changing areas
🌑 Lighting & Atmosphere
- Improved shadow lighting and overall darkness mood
- Enhanced Death Screen visuals for a stronger horror impact
🖼️ Art & Visual Quality
- New improved avatar for Emma
- Better visual quality when viewing Notes (sharper images + clearer readability)
✍️ Dialogue & Presentation Polish
- Improved dialogue pacing and tone for stronger tension
- Tutorial prompts refined for better clarity and immersion
🛠️ Fixes & Stability
- General fixes and stability improvements
- Reduced visual leftovers and rare scene issues
































































