This is now fixed in the latest update. It was because I had added new plugin parameters in a previous update but forgot to add them to the default settings. Please download the latest version 1.03 to get the update. Thanks for reporting this.
Great! Now that's fixed, but I found another issue, that the plugin breaks the fight menu. I press cancel to go back to the fight menu but it automatically closes and goes back to the actor command, regardless if skip fight menu is true or false.
The plugin parameter only skips the fight menu, it doesn't disable it. I've tested this in a brand new project with Skip Fight Menu enabled and disabled, and it appears to be functioning as intended. You can skip the fight menu with it enabled and disable it to set it back to default. When you press cancel, the menu should always return to the fight menu, regardless of the parameter setting. I've confirmed this works as intended in my tests. If you're experiencing different behavior, it's possible there might be a conflict with another plugin or a specific setup in your project that's causing the issue.
For future bug reports, please consider the following steps to help me troubleshoot more efficiently:
Test the issue in a new, clean project using the latest version of RPG Maker MZ (currently 1.9.0).
Ensure the plugin is the only one active in the project.
If the issue persists, feel free to report it to me. I'll conduct my own testing in a fresh project. Since I've already verified that the issue doesn't occur on my end, if you're still experiencing problems, please zip your project (as a .zip file, not .rar) and email it to support@dmplugins.com. I'll be happy to investigate further.
Hi @RETRONALD, thanks for reaching out. Unfortunately, the default battle log functionality doesn't support pausing or slowing down the display. I don't have plans to add this feature at the moment, but I appreciate your suggestion. Sorry again for the delayed response - I've been swamped with commissions.
Hi @SHROOMYCHRIST, thanks for asking! I'll keep an MV port in mind if I see more interest from other users. Let me know if you'd be interested in purchasing an MV version, and I can gauge the demand.
← Return to tool
Comments
Log in with itch.io to leave a comment.
completely default settings, no other plugins, and this happens for some reason. What's going on here?
Hi @SHROOMYCHRIST,
This is now fixed in the latest update. It was because I had added new plugin parameters in a previous update but forgot to add them to the default settings. Please download the latest version 1.03 to get the update. Thanks for reporting this.
Great! Now that's fixed, but I found another issue, that the plugin breaks the fight menu. I press cancel to go back to the fight menu but it automatically closes and goes back to the actor command, regardless if skip fight menu is true or false.
Hi @SHROOMCHRIST
The plugin parameter only skips the fight menu, it doesn't disable it. I've tested this in a brand new project with Skip Fight Menu enabled and disabled, and it appears to be functioning as intended. You can skip the fight menu with it enabled and disable it to set it back to default. When you press cancel, the menu should always return to the fight menu, regardless of the parameter setting. I've confirmed this works as intended in my tests. If you're experiencing different behavior, it's possible there might be a conflict with another plugin or a specific setup in your project that's causing the issue.
For future bug reports, please consider the following steps to help me troubleshoot more efficiently:
I think it's the new Aerosys Battle UI Customizer. That changes the battle UI a lot and I've been using that.
Is it possible to set the battlelog to "pause" until a button is pressed? Or at least slow down the speed at which the battelog updates?
Hi @RETRONALD, thanks for reaching out. Unfortunately, the default battle log functionality doesn't support pausing or slowing down the display. I don't have plans to add this feature at the moment, but I appreciate your suggestion. Sorry again for the delayed response - I've been swamped with commissions.
Would you consider porting this to MV too?
Hi @SHROOMYCHRIST, thanks for asking! I'll keep an MV port in mind if I see more interest from other users. Let me know if you'd be interested in purchasing an MV version, and I can gauge the demand.