I will take a look into this! I will let you know from here.
Hakuen Studio
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Hi there!
Many thanks for the detailed report! As you described, it seems to me that it is indeed a compatibility issue. Before I take a look into the sample project, I guess we can try the following:
Plugin order:
- EliMZ_Book
- Vs Core Engine
- EliMZ_MessageActions
- Vs Message Core
Either way, I think Message Core must be below all others so you can keep the choice size the way you want.
Other thing you can try is, see if the visustella message core has a way for you to change the Icon escape code to be another one than \i. Because maybe what is conflicting is this. Both plugins using \i to draw icons.
Let me know if any of this solves the issue.
Hi there! Let me see if I understood you correctly:
1) About the delay, you mean like the face is talking, and when he finishes talking, you want a delay for it to go to the idle. That is it?
2) For the image frame that is kinda frozen. Here I can think of two things:
2.1) Make the plugin complete the talk animation until the end and then set it to the default frame.
2.2) Make it go to the default frame right away, regardless the talk frame the image is already in.
Which one do you prefer?
Also, I notice on your gif that the problem with the mouth happens because it seems that you are opening a choice with the message. Can you try to confirm to me if that happen only when opening the choice window? Or happen regardless the choice window?
Hi there!
No, you can't. Each character need to have their own image file.
Even if you could, it's a bad practice because of the loading time the image will need to take. Bigger the image, bigger the load time bigger the space it will consume on RAM. If you do that, you will be loading resources that you would not use on every map since it's unlikely you will use all your characters in just one map.
Both font images are the same size, Width and height? All letters on both images have their own grid inside their image files?
If yes for both questions, then I will need a sample project for better debug this. But you can't send the sample project here because it's a paid plugin. Send to my discord:
hakuenstudio
The sample project need to be ready with the problem already happening, so I can take a look.
Ops, no need! I just found out the issue and manage to fix it.

The thing is on Visustella Menu Core, you need to register the custom parameter you created from my plugin. But their abbreviation names cannot be the same. So if you created "vig" on my custom parameter plugin, on visustella engine you need to set the Abbreviation with any name you want. But not "vig".
For example: VisuVig
The JS Values, can still remain the same:
// Declare Constants
const paramId = Eli.CustomParameter.findCParamId("vig")
// Calculations
return this.cparam(paramId);Then, on the Element Status core, you go to the parameter Status Menu Settings > Displayed Parameters
There you you can decide on what column you want to display the custom parameter. But you will not use vig. You will use VisuVig.
Techically speaking, if Abbreviation and Short Name are the same, Visustella will overwrite the shortName from the battler, and it will not work. But if they are different, the Abbreviation will need to be used to reference the custom parameter. Therefore, on visustella menus, you do not use the custom parameter short name, but the Abbreviation name that has the JS values for the short name/custom parameter you want
Let me know if you manage to make it work!
Hi there!
I got your sample project, but the crash is not happening at all. I did a lot of testing, including following the thread link you posted(which by the way is a different issue from yours), but I didn't manage to replicate the crash. And also did not manage to show my custom parameter on the status screen. but also, I didn't manage to change the status screen at all. Tried to remove LUK and AGI for example. Removed them from the plugin parameters, but when I opened the status menu, it was there again.
So I will ask for you to give me a sample project replicating the crash, In a way that I just open the status and the crash happens just like you said before. From there, I may have more luck finding the problem.
But as you know, Visustela is obfuscated. So that make everything harder and it also takes more time than usual. Give me the other projet when you can, and I will let you know what I have found out
Hi there! :)
Well, at the error log, it seems to me that the problem lies on the Kadajah_ZoomTools.js plugin. I believe what is happening is that the plugin is trying to access the $gameMap on the battle test, the problem is when using a battle test, I don't believe the game creates the $gameMap, because there is no need for it.
You need to contact that developer. If you perhaps, disable its plugin, set to off, and try again, it works?
No need be defensive, it was a genuine question. I didn't understand why you didn't download the EliMZ_Book 6.1.2 before sent me the the project, since I had told you about it before. But it is all good things like that can happen ^^
By the way, version 3.3.2 was 5 years outdated o.O

I grabbed the new file and did some testing. After selecting to use Pixelated as the type (not 5) then it worked.
- Nice you manage to make it work! Have fun :)
Sorry for the trouble. Lesson learned. when using any of your plugins, go get the new ones, not the ones already downloaded.
- No need to be sorry, I'm also here for that kind of stuff ^^. By the way, you may not need to manually look for the updates version of my plugins anymore, because EliMZ_Book 6.1.2 now has a feature that will let you know when a plugin update is released(as long as you have internet connection when playtesting your project)
If you need anything else, let me know :D
It's a common issue with the RPG Maker itself, not specifically to my plugin. It happens since MV. When you install a new plugin, that stores changes on the save file, you need to start a new game, otherwise you get a lot of errors. Some example of other people talking about it:
- Dealing with Conflicts (can't read x of undefined) | RPG Maker Forums
- Question about RPG MV Save files and new plugins affecting them. : r/RPGMaker
- Summon Actor | Page 2 | RPG Maker Forums
- MV - TypeError Cannot set property '0' of undefined | RPG Maker Forums
- MV and Save Files | RPG Maker Forums
The save file does not understand when you do that, when you load it with a new plugin(that creates some data to be saved) that previous it did not have. Unfortunatelly you will need to start a new game to make it work.
BUT, I will see if somehow nowdays I can try to make a workaround for that. This is a common issues for years, since MV. Maybe there is a way to solve that... But I can promise you when I will do that.
If you do not use the EliMZ_Book, the rpg maker plugin manager will warn you about that, on the footer of the plugin manager window(where you install your plugins)
Your note tag seems right. Since you also tried with only EliMZ_Book and Item sounds ON, I guess I will need a sample project from you replicating the issue so I can take a look. Because I'm not being able to replicate the error on my side.
Just create a project, configure the plugin the way you are doing. And upload it somewhere and send me the link so i can download.
Hi there!
Yes, EliMZ_Book is my core plugin and all other EliMZ plugins need it. Make sure you have it somewhere above all other EliMZ plugins on your plugin manager.
Now, `superPictures` is the name of the object that holds all the EliMZ_PictureManager saved data. If you have installed both EliMZ_Book and EliMZ_PictureManager and you are getting this error, I guess maybe you installed the plugin and is trying to load a previous save file that did not have that plugin at the time. If that is true, you need to start a new game after install the Picture Manager.
Now you also need to give me more information:
1 - Are you suing RPG Maker MZ or MV?
2 - Are you using the latest RPG Maker MZ core files(version 1.10.0)?
3 - When the error happens, as soon as you hit playtest? When start a new game? When loading a save file?
4 - When the error happens, press F8 or F12. A browser window will open. Go to the CONSOLE tab, and send me a screenshoit of what is in there.
Hi there!
It's hard for me to debug this without further information, but I will try my best:
1 - Are you using the latest version of EliMZ_Book (6.1.2)? If yes, it needs to be somewhere above all other EliMZ plugins.
2 - Are you using the latest version of this plugin(1.1.2)?
3 - Are you using RPG Maker MZ or MV?
4 - Are you using the latest RPG Maker core files version(1.10.0)?
5 - If you turned all other plugins off, and still got no results, I will assume this is not a compatibility issue. So is either a bad configuration or somehow my plugin codes does not work. So let's try some trial and error to find out the problem. Just keep in mind that this plugin changes the sound of items inside the menu. not outside.
it just keeps using the default selected sound from the system settings
- What keeps using the default selected sound from system? An item on the menu? The regular items need to have a note tag on their note fields:
- <Se: Name, pan, pitch, volume>
If you used that, can you show to me a screenshot?
But, if you are talking about the equipment, you can either use a note tag on their note fields or creates a plugin parameter to assign a sound for a piece of equipment. Note tags have priority over the plugin parameter list.
Let me know your answers to those questions so we can try to find the problem.
Hmm! I guess I can try to add this. The thing is, it may be impossible for it to be like one frame. The other map needs to be loaded, needs to drawn the tilemap etc. From one map to another, it always have some loading. Sometimes is too fast that we can notice, but depending on the map, it could take a while. That is why usually it has a fade transition.
You can try use the "None" transition type to see if it works the way you want.

You can also try to use "Fade" with a duration of 1 frame.
Another attempt would be to try the Zoom. Set the Zoom Target Value to 1, Zoom Duration to 1, Fade duration to 1.
Let me know if any of that works.
Hi there!
I'm not sure if I understand, sorry I'm tired and english is not my native language.
1) Are you saying that the bitmap font works everywhere, but not on the title screen window when using the Casper Gaming plugin?
2) And, when you say does not work, you mean the window just not show any letter?
3) Did you are using the latest versions from bitmap font(2.4.2) and from the casper plugin?
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:
- docile = 50% of ATK base = 100
- cool = 70% of ATK base = 140
- brave = 125% of ATK base = 250
- personality not found = 100% no changes = 200
Conclusion
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.




























































































































