VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 12 of 49 View original ↗
  1. Milennin said:
    I'm trying out the BattleCore version 1.00 from the sample project into my own, all other plugins disabled
    I'm not sure about the error, but I can see two things here that might be issues.
    1) There's a later version of BattleCore, 1.01 so that may fix it?
    2) 'All other plugins disabled' - does that include the Core Engine? That might be required for it to work correctly.
    Also, does the error occur in a blank project too or just with yours?
  2. TimothyMV said:
    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

    I used Dragonbones 4.9.5 with the MV version, which worked fine. I'm assuming it'll be the same unless there's been a change to the way that the armatures are handled, which I don't think is the case since Aekashics stuff would still be compatible?
  3. Sorry if this has already been asked and answered, but what is this Window in the Status Menu, and can I remove it through Plugin settings? It never seems to contain any information for any of the available categories in the Status Menu.

    1598490793735.png
  4. Phantom Black Star said:
    I not sure if this been done or posted.

    Is there a plugin for a 5 - 6 Party for in and outside of battles? For RPG Maker MZ?

    Is it possible to add it in sometime?

    ---

    i not sure how to type it into words without thinking i typing rude , if so sorry , i typing this as a suggestion and i REALLY not good at typing in sentence at recent.

    And thanks.
    if you want more toon to your party you will have to dl visual studio code and change a 5000 something line i think there a tutorial already....
  5. @wrigty12 It's used for the 'profile' field from the database. I don't know if there's a plugin paramater to remove it though...

    @Phantom Black Star The line Luckysince97 was refering to is line 5423 of rmmz_objects.js, changing the return value of the Game_Party.prototype.maxBattleMembers function to the maximum party size. (also you can just use Notepad or any other code editor, no reason to need Visual Studio code for it)
  6. Ok let hope somebody found out somthing about that, i read and navigate the message plugin to no avail,
    and as soon as i get a text box , when message core is on i get this, anybody got an idea why!messagecore.png
  7. Ghost of Christmas Kloe said:
    @wrigty12 It's used for the 'profile' field from the database. I don't know if there's a plugin paramater to remove it though...

    Ah okay. I suggest allowing customization to remove that, especially if Bio appears an a "General" screen option. I would rather have more room for extra Elements or Parameter data.
  8. an other thing when element core is on , it look like nickname are turn off, or did i just not turn something on in element core, i know there a swicth in base core that ask to see nickname true or false but cant seem too see it in element anybody know
  9. @Luckysince97 did you update to the latest version yet?
  10. Luckysince97 said:
    Ok let hope somebody found out somthing about that, i read and navigate the message plugin to no avail,
    and as soon as i get a text box , when message core is on i get this, anybody got an idea why!View attachment 157754
    This has happened to people who deleted actors from the Actors tab instead of the Starting Party in the System tab. Did you do that?
  11. exactly what i did...so how do i repair that...

    as for @Archeia there an update for what ...tier core what @Shaz point me out or for element and nickname
  12. @Luckysince97 We updated all of them last Sunday. Did you get that version? Cuz you showed a bug that should've been fixed already a few posts before.
  13. Go and add actor names back in the Actors tab, then go to the System tab and delete the actors you don't want in the starting party from there.

    There is no update for that, because it's something you did wrong in the database, not something wrong with a plugin. That is just one of the many issues it would have caused.
  14. hi, just a couple suggestions which I'm not sure why they aren't in the game yet

    1. Fullscreen on launch: it's annoying having to have a plugin just for this, would love to having it on the Core plugin.
    2. Exit options: not sure why this isn't an option on System2 tab of MZ, but you guys can have an option for this on the Core and the Main Menu plugins.

    thanks!
  15. Ghost of Christmas Kloe said:
    2) 'All other plugins disabled' - does that include the Core Engine? That might be required for it to work correctly.
    Also, does the error occur in a blank project too or just with yours?
    Tried it in a blank project, and it works there.
  16. @wrigty12 To remove the properties window, go to ElementsStatus Core.
    In the parameters, click on 'Status Menu Categories', then delete the line that says properties.

    @Trishy According to Trihan's post here, it is possible to add a shutdown button.
  17. Milennin said:
    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.
    Quoting my own post from yesterday, since it remains unresolved, but I've had more time to test around, and it seems to occur when I set "Disable Party Command" to "true". When it's set to false, I don't get this error.
  18. Archeia said:
    @Luckysince97 We updated all of them last Sunday. Did you get that version? Cuz you showed a bug that should've been fixed already a few posts before.
    I really hope next update will fix JS On Add State and JS On Erase State tages, since they both work as
    JS On Add State tag even after 1.01 update.
  19. Hi, so this might be a bit confusing/unconventional because I'm unsure whether it's 100% an RPG Maker or VisuStella thing

    So I've been conceptualizing a multi layer audio plugin and I was testing sound and noticed that there's still a considerable delay in BGM (tested in blank new project) that are over about 4-5min, so I was confused, because I was testing around in the VisuStella sample project and BGM were playing instantly, I thought it was the core plugins at first, but it wasn't any of them, so I started checking the core files and I noticed rmmz_core in the VisuStella sample project seems to handle audio better than blank projects created from MZ (so basically RPG Maker generated core files), I don't know if this is just a by-case basis or a bug or something specific to VisuStella or RPG Maker.
  20. Whenever sideview-animated enemies attack with the default Action Sequences (where they move towards the target), their skill animations trigger a little sooner than whenever SV party members attack. It seems like the later has a small wait time inbetween movement positioning and skill animation, while the former does not.