VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 11 of 49 View original ↗
  1. Jrrkein said:
    Did you change the plugin setting or use the hide HP bar notetag?
    No, I just straight copy and pasted them over from the sample project. It don't see why it wouldn't show up in battle???
  2. Hello @VisuStella team! It seems like I found some bugs with regards to SV actor batter position on the core plugins! :o

    What I wanted was for the SV battlers to be adjusted well on the screen after the resolution was changed, and the core plugin's UI settings actually offer to automatically reposition actors when resolutions are changed.

    upSt8vv.png

    Sadly, this doesn't seem to work, as I have changed the resolution of my game (increased it to 1280x720), and have that option enabled... It still shows up like this:
    pvpEs2w.png

    And another bug I found was at the battle core plugin... The battle core plugin has settings that will allow you to change actor SV battler positions with X and Y coordinates:
    bEKhxno.png

    As you can see, I changed the X coordinates from 0.5 to -3.5 to adjust the actor more to the right... And while it does the job and re-adjusts the character, the engine still treats as if the actor was still at pos X 0.5, as you can see here:
    8AHylQe.png

    The actor's shadow is left at where it originally was, and when the enemies come in to attack, they will attack the shadow sprite instead, and the attack animation plays on the shadow's position, not on the actor. :( X(

    Just thought you guys should know about this bug! ^_^ <3 Hope it helps! And thanks so much for your hard work!! :D
  3. Hi @Starmage can you please go through the troubleshooting steps and report this via the requested channel? Take a look at the bottom of the first post in this thread for the correct link.

    If you've found 2 bugs, then please report them separately so they can be worked on by different people.
  4. Of course, @Shaz ! ^_^ Thanks so much for pointing me there! I will report both bugs at the Visutella bug report system ASAP! :D
  5. Does anyone know how i can fix this portrait within the menu core plugin? I can't seem to find out how.
  6. Okey, I was about to post a simple suggestion about messagge core and saw a huge controversy over here, I'm a new guy on this so I don't have much to say. But as a Freshman I can say a few things:

    First of all, the work on this guys is incredible, I mean, expanding the RM toolset for free, making it wasy and aprochable for everyone, making tutorials, commands. Do you have the idea of how many times it takes to make something like this?, I personally don't.

    Anyway, as someone who knows how freelancing works, you can't just dedicate to something in your life and expect to do it for free. You can't just learn how to properly JS, dedicate hours and hours helping others making their own projects, making your own, and then go to work, school, etc.
    There's a taboo about paying for stuff, I kinda get it. But no one can expect having everything for free.

    RPG Maker It's an actual plataform that made a loooooot of effort on coding and providing assets to the regular non coder game developer that may like rpgs, etc. And I personally apreciate this fact a lot.

    I don't know how was the community back then, all I want to say is, guys, this work team is giving us their work for free. Even when they can in fact make us pay for it the'ye deciding not to do it. If there's something you can't afford there are many options you can do, like... saving, or looking for similar free content and in the best case, you can make it your self and maybe gain something from it. This kind of free content is made with love, and returning hate when getting love it's unfair to me.


    Thanks a lot for all the effort, @VisuStella.

    btw I was about to suggest that it maybe great if you can change face image position whenever you alter the max lines in text boxes.

    Goodnight to all.
  7. J-G said:
    Does anyone know how i can fix this within the menu core plugin?
    Fix what exactly? There could be several things in that screenshot that you want to appear differently, so don't assume others will get it just from a screenshot and no explanation.

    For example, I can see that the portrait is quite low, but I also see that the HP/MP/TP bars are very short, the stats text is very small, the text on the menu buttons is centered rather than left aligned, and there is no word or icon next to (what I assume is) the gold amount. You could be meaning any one of those things, or maybe something completely different.
  8. I was going for the most obvious that you mentioned first which was portrait. The rest are intended to be that way. So I'll edit and add that.
  9. Sorry.
    I've solved the problem, so you can turn it off.
  10. I'm not sure where to even ask this as it's not an error that relates to the tileset itself rather than the plugins but I noticed this error when importing old tilesets and I'm not sure what the issue is. This is how the maps load in both MV and MZ when using the VS tileset in place of the old one. They are absolutely gorgeous and wold love to use them with some of my old MV maps/some of the samples but unfortunately this is preventing me. Any help is much appreciated!
    1598434149500.png
  11. Does tier 3 cost money?
  12. Go to the itch page and check, it will tell you as there is already a Tier 2 and Tier 3 plug-in out.
  13. Still question they never states tier 2 -3 cost money
  14. Jrrkein said:
    Still question they never states tier 2 -3 cost money

    We've said in several places that only the Core plugins are free and the rest can be monetised depending on the kind of plugin and complexity of it. At no point has anyone from VS ever said anything will be free but the 10 cores.
  15. They stated a LONG time ago that only some would be free. I heard of it as far back as when the MZ source code was made available.
  16. We do not read. Tell us the correct answer. Read burning our eyes.
  17. antega34 said:
    I'm not sure where to even ask this as it's not an error that relates to the tileset itself rather than the plugins but I noticed this error when importing old tilesets and I'm not sure what the issue is. This is how the maps load in both MV and MZ when using the VS tileset in place of the old one. They are absolutely gorgeous and wold love to use them with some of my old MV maps/some of the samples but unfortunately this is preventing me. Any help is much appreciated!

    Change the layer and add ground tiles. Then put the upper cliffs to a new layer above those.
  18. Awesome that worked thanks! Loving the new plugins especially the victory aftermath and looking forward to the release of the party system.
  19. For Dragonbones Union, does it exactly have to be version 5.7.002b for Dragonbones? Because I'll be out of luck if it does. And also I can't access the DB site because it's way too slow.
    ifeellikemypatinceisbeingtestedtotheabsoluteextreme
  20. I'm trying out the BattleCore version 1.00 from the sample project into my own, all other plugins disabled and no edits to the main .js files, and I'm getting a "RangeError, Maximum call stack size exceeded" when I attack or use a skill with my character in combat.
    Code:
    rmmz_managers.js:2030 RangeError: Maximum call stack size exceeded
        at Game_Party.battleMembers (rmmz_objects.js:5416)
        at Window_BattleActor.Window_BattleStatus.actor (rmmz_windows.js:6069)
        at Window_BattleActor.select (rmmz_windows.js:6190)
        at Window_BattleActor.Window_Selectable.reselect (rmmz_windows.js:938)
        at Window_BattleActor.Window_Selectable.deactivate (rmmz_windows.js:914)
        at Scene_Battle.hideSubInputWindows (rmmz_scenes.js:3321)
        at Scene_Battle.changeInputWindow (rmmz_scenes.js:3000)
        at Scene_Battle.selectNextCommand (rmmz_scenes.js:3393)
        at Scene_Battle.<computed>.<computed> [as selectNextCommand] (VisuMZ_1_BattleCore.js:9278)
        at Scene_Battle.<computed> [as startPartyCommandSelection] (VisuMZ_1_BattleCore.js:9278)

    Also, I'd like to suggest the option to display the enemy MP gauge as well.