Hi, this page mentions ED5_Npc a few times but I can't seem to find such a plugin on your page. Is it not released yet?
stahl-tier
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Thank you for your reply! It makes sense that RPG Maker's performance for 3D content is limited by its engine, thank you for looking into optimizations nevertheless. I gave the new version of the Card Studio a try and it does run a lot more smoothly and doesn't have the long loading times anymore. The update appears to be a big improvement in that aspect. Looking forward to future updates to the plugin and app!
Hi, I've been trying out this for a couple hours and overall it works really nicely. The Studio makes managing the content much more convenient than plugin parameters would.
I have a few questions and some feedback about the asset. All of my testing was done on a fresh project with no other plugins installed. I have a Windows 11 PC with hardware that can run modern games smoothly.
The Card Studio works well and quickly at first, but the more cards I add, the longer it takes each time to save the project or to create a new card. This delay also applies to creating any other sort of data, like creating a new deck or a new duelist profile, for example. On a fresh file it's almost instant. At around 10 cards it took a second or two, and at only around 20 cards, it takes around 4 to 6 seconds each time where it displays the loading screen before I can start editing the card. Restarting the Studio doesn't change this, only creating a new project. I'm wondering if it's related to the loading of the resources in the background, could it be the more card artworks are added, the longer it takes for the app to add new data entries? That's just speculation on my part, though, as the Studio app is kind of a black box to me.
The graphical editor for card designs can be very fiddly. Even if I lock a component and try to select and move/scale a different component that is only somewhat close, the app will only let me select the wrong component instead if there's even a tiny bit of overlap between the two. Even when fully zoomed in, this means certain components are almost impossible to select. It wouldn't be as troublesome as it is if the editor had an undo/redo functionality, which it doesn't seem to have from what I can tell.
When playtesting and doing duels, the game lags during certain actions, usually when an animation is about to be displayed. It's not severe lag, more of a bit of a brief stutter. It would be nice to have this addressed as it makes the visuals feel pretty choppy a lot of the time.
A small visual issue happens if you activate a trap card, depending on where the camera is pointed, the trap card will appear horizontally mirrored.
Also in the Studio app, if you try to preview an existing card in a custom design template, it will always show the first created card instead of the one you chose as the preview card. This works for the default designs that come with the app, but it doesn't work for any design I edited.
Lastly I have a couple questions about current and future functionality.
Firstly, will there be a way to customize or at least properly rename the Star Guide system's terms? I know that it can be customized a little via UI-related plugin parameters, but for a future version of the asset it would be awesome if it was possible to customize it more. Similar to the types of Monsters, it would be neat if I was able to actually rename and add more Star Guides. Being able to rename ATK and DEF stats would also be nice.
Second question: Is it planned to have Monster abilities/effects? In Yu-Gi-Oh a Monster can have an effect, and it would be nice to be able to add effects to Monsters like you can choose effects for Spell and Trap cards.
Also, I noticed that there's placeholder text tokens for the UI params, would it be possible to have similar tokens available for card text? For example, having a placeholder for the value of a game variable or at least being able to define custom (static) replacement values in the Studio app. Come to think of it, I guess I could try doing something like this via the card design templates, but it would of course still be nice to have a text replacement functionality in the card texts themself.
And finally, I noticed that it's possible to define a portrait for a duelist, but is there any way to display this portrait in game?
Cheers, looking forward to your reply!
Hi, I've tried the current version of the editor but it seems to completely destroy the event data. All switches and variables and conditional branches get erased or replaced with "?", and Show Image commands also get scrambled. I made a backup before trying out the editor so my project is fine, but I'm not sure what I'm doing wrong when editing the events inside the plugin's editor.
Hi! I gave this plugin a try last night and it's exactly what I needed. There was an incompatibility with VisuMZ's EventsMoveCore plugin when trying to plant a new crop but your plugin's code is clean and clear so I was able to make it compatible with just a few lines added to the sprite update function.
Unfortunately I couldn't get manual watering to work in the demo project or my own, not sure what the problem is there. Update: I didn't realize the watering can item isn't given to the player in the demo. Works now after I did that!
Hi, I'm using this plugin but there's a problem in the code. When the HUD mode "always visible" is chosen, the game crashes with an error because the function $gameSystem.isHunterHudVisible() is checked against, but this function isn't defined anywhere in the code. Would appreciate if you could fix this! Thanks!
Edit: I came up with my own very simple fix, for anyone who might be reading this after running into the same issue just add this somewhere where all the other Game_System functions are defined in the plugin code:
Game_System.prototype.isHunterHudVisible = function() {
if (this._hunterData) {
return this._hunterHudVisible;
} else {
return false;
}
};Before reporting another player, please make sure to be familiar with the Server Rules. If they did something that you didn't like but that isn't against the rules, you may still report it as "antagonistic behavior", but we don't have a dedicated moderation team so we will generally prioritize dealing with rulebreakers.
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- Status: need more info
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As mentioned above, you don't need to fill out anything that isn't relevant to the bug you're reporting.
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Hello!
We've changed the previous comment section to be a discussion board instead. This will make it easier for us to track bug reports, for example.
General feedback and discussion is of course still welcome - please feel free to make a thread and type to your heart's content, but stay respectful to other users and don't say anything that could get our page in trouble, otherwise we will have to remove your messages/content.
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Hmm, I think Level arrangement might be good, but also take it with a grain of salt because I'm not a native english speaker! I think my main confusion came from the way exits are used both as "real" exits from the dungeon and at the same time exits between the grid elements. (Plus the plugin parameters have "main exits" in the Region Id settings but those aren't explained anywhere on the blog as far as I can find.) The role of the different types of snippets and snippet maps is not super well explained on the blog, so in combination with the exits setup, that's where a lot of the guessing comes from I think.
I figured out how it works now, but I'm also not really sure how I would go about explaining it to someone else in a way that's easier to understand...
Oh I see! That makes sense, thanks for clearing up my confusion. I understood the 5x5 maps grid thing, but I think I got confused about the way exits work exactly. Having "internal" exits always be available for grids wider than 1 map totally makes sense though now that you put it this way. The asset is very complicated to tackle at first, but the more I find out by reading through the different blog sections and by experimenting, the more impressed I am about all the possibilities.
Hey, sorry it's me again! I've been messing with the plugin some more and tried to follow the blog's steps for setting up a "dungeon with large areas". I followed the steps closely but maybe I'm doing something wrong.
I set the exits to north & south, but when trying to enter the dungeon via the plugin command, I get the following two popup warnings: "Unable to find spots for left Exit. Try to make it easier for the Plugin to find spots. The plugin tries to resume map generation." and "Wanted to spawn from direction top, but the plugin cannot find a good position. The plugin tries to resume generation." Sometimes, instead of left Exit it says right Exit, but the second message is the same everytime.
Afterwards I get teleported to the dungeon map, but nothing from the Assets map gets spawned, just the empty rooms and (sometimes) one northern exit.
Only when I add regions to the Snippets map and the Assets map for the left and right exits (despite deactivating those), the generation properly finishes. Could it be an oversight in the code? I use Cave (with snippets) for the template and "5x5 Grid" for the room layout. To make sure it wasn't an incompatibility, I recreated the setup on a new blank project (no other plugins).
If needed for testing, I could try to send over this minimal setup project somehow.
Hey, I run into an error when I try to use the Special Assets with Switches. When I turn "Switch?" to true and set a Switch ID like in the picture, the game shows a plugin error the moment I enter the first room of the dungeon: "Uncaught ReferenceError: switchId is not defined". When I set "Switch?" to false, special assets work normally. I use version 3.2.0 of the Core and snippets plugins.

I'm so glad to hear that this worked for you! I'm able to somewhat consistently reproduce the issue now on my laptop (it only seems to happen extremely rarely on my main PC that I use for developing the game mostly but on my laptop I can get the bug to trigger about half of the time), and it's actually really strange behavior as even in my debug/playtesting mode, there are no errors or logs when it happens. It seems the game doesn't even properly start loading when it happens.
I've been looking around and asking around with other RPG Maker devs, and the reasons why it happened to them seem to vary (and not all of them were able to fix it) but I have some ideas of things I can try to find the reason. Since I'm focusing heavily on technical issues and behind-the-scenes optimizations for the next update, this is something I'm definitely going to try to get to the bottom of again.
I had hoped changing the preloading of assets would have fixed it, but that doesn't seem to have been the problem. I'll have to really comb through the game's assets and custom code thoroughly to see if anything failing to load silently is holding up the process so extremely. I'm also looking into upgrading/downgrading to a different version of NW.js and pixi.js, since those came up as possible causes a couple times in other devs' cases.
For now I really appreciate your reporting, maybe one more thing that could help me pinpoint why different PCs are affected so differently: Could you share your hardware specs? Specifically this info, which you can access from the system settings (my system is in German, but we have the same Windows version so your menu entries should be about the same regardless of language)
Quick note: In the near future I will swap the comment section of this page over to be a discussion board, to make the reporting of bugs and asking questions or giving suggestions more organized.
That's unfortunate! I was trying to find the cause of the issue but it's really hard to pin down, and I only found some info about it possibly being a bug with RPG Maker itself. It happens sometimes on my end too now, though it seems that resizing the window to fullscreen and back to normal window makes it not-stuck most of the time. Can you try that?
I tested the plugin and it seems to work fine! But I'm wondering if there is some way to make events be able to travel between the sub-maps with this plugin active that doesn't require manually transfering them?
If I set up a large map to have submaps and an event would cross the "border" between two of those maps via move route for example, it instead bumps into the edge and can't move any further. If it was possible for events to move between the submaps freely that would make this plugin perfect, but I understand if it's not possible. It's a useful plugin either way.
Hey, I just started using the Event Spawner but it seems when spawning an event, it won't run its Autorun/Parallel triggers. Instead it just sits there, doing nothing. Is that intended or a bug?
Edit: It seems this only happens when using it together with VisuMZ's Events and Movement Core plugin. When both plugins are enabled, the events spawned through your plugin break completely.
Hey, I can only see the map scene and an action combat being shown in the screenshots and videos, but I'm wondering how difficult it would be to replace the standard HP bar in menus and the default battle scenes as well. Or if the plugin has any easily accessible functions that could be used in those other scenes to draw the hearts if I hide the default HP bar.
Das Tool sieht echt genial aus, hab schon oft und gerne euren Plugin Builder verwendet, weil es beim Pluginschreiben eine Menge Kopierarbeit erspart. Erst vor ein paar Tagen hab ich mir gedacht es wäre echt toll, wenn ich die Datenbank auch außerhalb von RPG Maker MZ's Interface bearbeiten könnte, um mir das ständige hin-und-her Klicken im Editor zu ersparen. Ich hab zwar schon einige Tools gesehen die dies oder das machen, aber dann hat man erst recht wieder fünf Fenster offen... Das Feature-Set hier wirkt so als ob es genau für meine Projekte passen würde.
Ist gekauft, danke!
Eine Frage hätte ich noch, wäre es möglich oder geplant, in einem zukünftigen Update eine durchsuchbare Referenz-Ansicht für die Help-Sektionen von Plugins hinzuzufügen? Derzeit verwende ich dafür MVDoc (https://starlit.itch.io/mvdoc) aber es wäre toll, so etwas in der Art auch im AssetStudio integriert zu haben.
Hi! Thanks for reporting the issue, I've run into this occasionally while playtesting the currently available version on my laptop. While I couldn't reproduce it on my desktop PC, it seems to be related to the asset pre-loading process crashing. Usually, trying again to run the game would fix it (but sometimes it took another try).
In the new version that we're currently working on (which should have been labeled 0.3.0 in the devlog as I've just noticed, not 0.2.0 since that's the currently available version, oops) the issue doesn't seem to happen anymore, or at least much less frequently, after I made some changes to the pre-loading process.
I've noticed an issue when enemies use the same (charged) skills as player actors - the way the "canPaySkillCost" function is overwritten by this plugin will always return false for enemies. So they will only be able to sit around and do nothing. This can work for some games (where the enemies use different skills from actors) but for others, where enemies and actors use the same database skills, an easy bandaid solution is to change the line inside the function from "if (!this.isActor()) return false;" to "if (!this.isActor()) return true;". It means that enemies will have infinite charges on their skills, but for a future update of this plugin I think it would be awesome if there was some way to use the charges for enemies too in the same way that actors do.










