Oh thats a real shame but at least its confirmed incompatible .
If it wasnt for visual state effects in the main menu i'd100% choose your message styles over message core as it adds so much flavour to a scene (im still undecided on if Visustella is worth keeping over this one)
JUst wanted to let you know that i love your work and your a boon to the community
this plugin is so great but I'm having a little troubles getting the text box to pop up above the head of spawned events after using event spawner.
Basically with a 'phone call' I spawn an event (which will become actor 2). he approaches you asks to follow you & you can either accept or reject his offer.
the trouble is if you use \pop[a2] when he asks to join your party it doesn't show up about his head because he's not yet in your party. And if you use the event number from the spawn map they are from, eg \pop. it will not work because it is not from this original map. it would default to event 6 on the map you're already on.
so only the text boxes will show above events that have originally come from the map you are already on.
…I think I might need to switch from standard ATK/DEF up/down buffs to parameter altering states. I just had an actor whose usual attack against an enemy does ~25 do a buffed attack against a debuffed enemy for ~600…
Zombie status is now complete. I didn't have to do much in the way of changing how healing is applied to undead targets, was just a simple 3 line code. I thought I had to overhaul Game_Action lol. Everything else was doable by events. So.. Zombie: You turn undead. Your element changes to darkness. You're weak to light, you're strong to physical attacks and healing hurts you and revival items will kill you.
My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...