Ah! I fixed it myself! Excuse me!
Viewing post in [CGMZ][Alpha] Quest System for RPG Maker MZ comments
Hi, the error seems to be with another plugin when it tries to parse text codes, since the code is obfuscated we can't really know more than that, but most likely that other plugin does not handle drawing "blank" strings of text ("").
It seems like you already fixed the issue this time, but if you get this error again, you would want to check to make sure everything set to display via the Quest Info Order parameter is filled out, both in the Text Options at the bottom of the parameters or from within each of your quest parameters themselves.
Thank you very much for your answer! Sure enough, there was an issue with the mission parameters not being filled out completely! Sorry for bothering you again.
By the way, how do you think about dialog plugins for gal games? I would be happy to buy the plugin if you made it. Your plugin is very compatible and stable! Simply perfect!
I have no intention of adding to your work though, so please don't mind me saying this if it's too offensive!
I just think this plugin would be more perfect if it was made by you.
Sorry for the possible burden on you. Please let me indulge in a nice dream.
You are the best!
Hi, thanks for your suggestion, actually I love when people suggest things as it is how I get a lot of the ideas to make certain plugins or add certain features to plugins. However, could you explain a bit better what you mean, how each option would function, etc? The more detailed you can be, the better.
Thank you so much for getting back to me! I truly didn't expect you would. What a wonderful surprise!
I'm not sure if you are familiar with GALGAME, a type of visual novel game that relies heavily on text.
Due to the limitations of RPG Maker, the dialog project lacks a built-in save/load function, making it a bit inconvenient for players who can't save or load their progress within the options menu. Additionally, there is another limitation: players are unable to review previous dialog. For a text-heavy game, the ability to revisit previous text is often necessary.
Here are the features we aim to include:
Save/Load: Allows players to save and load files during the dialog.
Log: Keeps a record of past dialogs, enabling players to review the plot.
Skip: Lets players fast-forward through the dialog.
Options: Accesses the options menu.
Auto: Automatically progresses through the dialog.
Thank you so much for listening to my boring advice! I'm really so excited! Have a wonderful day as well!