- Nov 6, 2019
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Peformed tests on my end:
Many thanks ,Peformed tests on my end:
- Testing with a captureActor set to a valid actor in the database: valid, no bug detected.
- Removing the captureActor note tag: valid, no bug detected.
- Setting the captureActor id to a value equal to or less than zero (0): invalid, bug shows up as in your screenshots, please see monster capture setup in this instance.
- Setting the captureActor id to a value greater than the number of actors in the database: invalid, bug shows up as in your screenshots, please see monster capture setup in this instance.
Only conditions 3 and 4 were able to replicate the bug on my end and this was due to setting a capture Actor id outside of what is defined in the RPG Maker database. I will be implementing an error throw for this but are those conditions valid on your end?
If you are not comfortable discussing this here, please private message me.
Thank you, will check this outHello! I've ran into an issue.
I only have Synrec_MC_Core plugin active, and when i use the Name Input Processing event, it seems to work as normal on a database level, as using \N[x] will call the new input name correctly, in the Pause Menu however the original default name is still there.
I assume this has something to do with how the plugin allows repeat party members under the catching system. Though in that scenario, even if i go Name Input -> Add to Party, it's still the original name even though the name was changed on a level that \N[x] can recognize.
Is there a Script or Plugin Command i can use in place to rename a specific party member within how MC_Core handles the party? Or maybe another Plugin that adds a sort of "Nickname" interface for "monsters"? Even a Script or Plugin Command that can change what sprite the Non-Player Actor is would work too. Apologies if i've over looked something obvious.