You are welcome!
Have fun!
Plugin is working just fine on your project, with only EliMZ_Book and Class Curves ON:

Now, you have like a LOT of plugins.

When I enabled them, we got errors and the plugin parameters of my plugins are not even being processed. Which is crazy.

The compatibility issue is with Fossil. So I'm sorry but that plugin is too big and too messy for me to find a fix.
Now, when I disabled it, the parameters seems to be working, getting their values from the Class Curve:

I removed all the equipments from the actor, and that was the results above. Something else is changing their values. Every parameter should be 10, which is the Initial value on Level 1, but we can see "FP" as 11, M.Attack as 12, M.Defense as 9 and Luck as 11.
Propably something configurated on your plugins, and that you will need to figure it out.
What are you expect to happen when the plugin is enabled? Perhaps you misunderstood something about the plugin?
Well, I think I will need a sample project from you, replicating the issue. Because I tested here on a new project, only Eli Book 6.1.2 and Class Curve 3.0.0, and it is working just fine.
Plugin parameters

Class note field

Actor in game

Your RPG Maker core files are updated to 1.10.0?
Upload to me a sample project somewhere and send me the link here so I can download and take a look
Hi there!
The latest version is 3.1.0, not 3.0.0. Please download the latest one. Just make sure you have the latest EliMZ_Book version too:
Hakuen Studio Eli Book RPG Maker MZ by Hakuen Studio
Now please, show me screenshots of the class curve names on the plugin parameters and the template names you put on the class note field, like these two below:


After I see everything is ok, we need to make sure that is not a compatibility issue with the Visustella plugins. So you will need to disable them to check. Then you can make some simple tests, like put the max Hp of a class curve to an X value and then check on the main menu of the game if the actor with that class will have this value. If not, then something is really wrong and I will try to replicate the issue. If I'm unable to, will request you a sample project replicating the issue so I can take a look.
Also is worth mentioning that if you install this plugin and tried to continue a save file that previously you did not have this plugin, you will need to start a new game.
Let me know the results!
Hi there!
Set a default window on the plugin parameters. The one you want for the whole game to have.
After that, setup a unique windowskin for the message only by creating a new settings on the Settings List plugin parameter:

If that does not work, make sure you have no other plugins messing with the window skin or maybe put my plugin on the bottom of your plugin list.
Hi there!
That error can mean one of those things:
1 - You don't have EliMZ_Book, which is my core plugin. If you do not have my core plugin, RPG Maker MZ Plugin manager will warn you with a message on the bottom of the plugin manager window.
2 - You have EliMZ_Book. But it is outdated.
3 - You have EliMZ_Book, but it is below Pixel Perfect plugin. The EliMZ_Book need to be somewhere above all other Eli plugins.
4 - Some plugin parameter from EliMZ_Book is not properly configured and is triggering an error making RPG Maker kind of not recognizing the EliMZ_Book. Make sure there is no plugin parameter empty, unless the description says that it can be empty
So make sure you fix those three steps above. If the issue still happens:
5 - Send me ascreenshot of your plugin manager, with your plugin list.
6 - When the error happens, press F12 or F8. A browser window will open. Go to the CONSOLE tab, and send me a screenshot of what is in there.
Link to EliMZ_Book → Hakuen Studio Eli Book RPG Maker MZ by Hakuen Studio
Hi there!
I don't know what are you doing. I need to see what are you doing in order to help you.
1) First go to the main page of the plugin and download it from there.
2) Check if you are using EliMZ_Book somewhere above all other Eli Plugins
3) Are you using RPG Maker MZ right?
4) Show to me a screenshot of your plugin parameters, the character image that you are using for diagonal and the filename of that character image.
5) Are you using any other plugins that messes with diagonal or movement at all? If yes, send to me a screenshot of your plugin manager
6) When the game opens, press F8 or F12. A browser window will open. Go to the CONSOLE tab. Send me a screenshot of what is in there.
Understood. Take your time.
You can also try to leave only my plugins ON in your project to really check if it is a compatibility issue.
I do think it is, because using my Diagonal character Plugin and this Jump System Plugin, when the diagonal parameter is off, the diagonal jump is really prevented. All three work together just fine.
I could suggest you to disable the diagonal feature from visustella and try using my Diagonal Character plugin, which is free. Just install it somewhere below the visustella one.
Hakuen Studio Diagonal Characters for RPG Maker MZ by Hakuen Studio
If that still not works, then we can return to the first alternative to fix the compatibility problem. But for that I will need a sample project.
That is probably a compatibility issue with the Visustella Plugins. Can you try put my plugin below them? Or better, send me a sample project replicating the issue? This will help me a lot to find the problem. I know that works for sure with my diagonal and character frames plugin, but I also want to make it compatible with the most plugins possible. So a link to download a sample project replicating the issue will be nice.
Hi!
If Diagonal Jump is set to false on my plugin parameters, and it still is able to jump, probably is because of the Visustella plugins. I disabled it here and it works properly. Now, Visu plugins abre obfuscated, so I can't just take a look at their code to see what is going on.
What I will do is try to find a better way on my plugin to prevent the diagonal jumping when the diagonal parameter is false. I will also add a new parameter to, in case diagonal jump is allowed, to let the plugin reduce in -1 tile the distance when jumping diagonally, so the character does not jump too far when using diagonal. I will let you know when I have fixed it
I manage to solve this issue on the last update of the Dynamic Parameters plugin. Now you can use a parameter as a base value for another parameter. You also don't need to use the whole template anymore(you still can if you want), you have a simple way to do things now with a note tag:
<DynParam atk> return this.rawCParam(1) + 5 </DynParam>
On this example, the Atk value will equal to the value of the Custom Parameter ID 1 + 5. For that to work, you need to use some different script calls, to get the other parameter value, without the dynamic values added to it:
Custom Parameter raw methods
When EliMZ_CustomParameters is installed, Custom Parameters also have raw methods:
rawCParamBase(nameOrId) → returns only the regular custom parameter base value.
rawCParamPlus(nameOrId) → returns the regular custom parameter plus value without Dynamic Parameters additions.
rawCParam(nameOrId) → returns the final regular custom parameter value without Dynamic Parameters additions.
- this.rawCParamBase("crm")
- this.rawCParamBase(1)
- this.rawCParamPlus("crm")
- this.rawCParamPlus(1)
- this.rawCParam("crm")
- this.rawCParam(1)
There are equivalent methods for all type of parameters. You still need to be aware of the maximum call stack size error on cases like this, even sing the raw methods:
Circular Dependencies
This is a crash that can happen if for example you do that for ATK:
return this.rawParam("def") + this.rawParam("mhp")
And do that for DEF:
return this.rawParam("atk") + this.rawParam("mhp")
This will likely cause a maximum stack size error. You can make a parameter value be based on another one(ATK based on DEF). But then, you cannot also make DEF based on ATK. They will reference each other and end up in a loop.
Try to also avoid using the default maker formulas for that. Stick with the raw script call formulas if you want a parameter based on another.
But for now, you could do what you wanted to do before and didn't manage. Just make sure to check the new help file from the Dynamic Parameter plugin explaining everything.
For Jump System and the Character Frames, I don't see why a plugin that changes battlers would cause any compatibility issue. Because map characters and battler characters are different things. So I don't think there is a problem here about that.
Now, battlers works different than map characters. Battlers don't jump and do not walk. If you want some customization of battler movements, I suggest you find those "Action sequence" battle plugins. I'm aware that Visustella, Akea and a japanese plugin maker have one of them, that let you customize the battler movements.
Ok! Using the plugin command, you need to do this:
Initial Settings:
Choice List
- Make sure you have the same amount of entries here that you have on choices. 2 rows and two columns, are 6 choices.
- Make sure conditions switches either has a value or is just "[]"(Click on them then close, the default value will be applied)
Picture Settings
After the plugin command, setup with the event command, 6 choices. Since you put visibility false on the initial settings, the choices will not be shown, but it will show the pictures.