VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 19 of 49 View original ↗
  1. @SirDhyne Alistair released a Battle AI plugin that works magnificently.
  2. Hey, it seems the Battle Core deactivates the casting sprite animation when in ATB. Is this bug or there is just something that I missed while config??
  3. Just logged in to say thank you. Not sure I get the "obfuscation" part really well, but thanks!
  4. Georg said:
    Hey, it seems the Battle Core deactivates the casting sprite animation when in ATB. Is this bug or there is just something that I missed while config??

    It's in the config. 'Enemy Battler Settings' and 'Action Sequence Settings' will have options for Animations for Certain Hit, Physical, Magical, etc. There's also a notetag that can be used to change animations as well, the plugin settings are just for general use while the notetags for more specific ones.
  5. Oh... really? Wanted to change the information window position of skill window etc (not the help window, but the one that shows all the information), the position of command window and width etc because on a 607x1080 resolution looks really compact and lacks of room, but when I was going to edit the code to redistribute the layout I found that the code is encrypted? Why, Yanfly plugins weren't like that. Well I guess that it's due many bad guys out there stealing code and "lazingly" modifying then redistribuite it commercially :(

    I don't find any plugin parameter to modify that, or maybe I overlooked it.
    @VisuStella can you please add plugin parameters to fully customize the windows of each scene? In 16:9 looks wonderfully good but 9:16 doesn't, keep in mind that on mobiles fonts must be bigger and the space for touch input too.

    Allow us to change the size, width, height and position of each window will really help a lot!

    This can be easily solved if we move the windows to something like this:
    Left: Untouched layout
    Right: Distribution example scheme

    1600032369044.png
  6. Knightmare said:
    It's in the config. 'Enemy Battler Settings' and 'Action Sequence Settings' will have options for Animations for Certain Hit, Physical, Magical, etc. There's also a notetag that can be used to change animations as well, the plugin settings are just for general use while the notetags for more specific ones.

    I'm not talking about the animations that appear when using skills, but the animated stance the sprites (that are in the character-battlersheet) use when casting.

    My previous post comes from the fact that when using the turn bassed system, the casting sprite animation worked alright, but when I activated the ATB and used a magic skill, the sprite just remained in it's idle pose.
  7. Hi

    The Dragonbones Union VisuStella MZ 1.0.4 are set up as actors and characters.
    When you open and close the menu on the map, all motions are displayed for a moment to see if the character is updated.
  8. I'm here to remind you all that

    THIS IS NOT A BUG REPORT THREAD!

    For Reporting Bugs:


    Take a look at the Troubleshooting page on the wiki, follow the steps listed and if it still doesn't work, please report your problem through the link in Step 2.8 with as much detail as possible. Please follow this as we might miss any bug reports in this topic.

    We have dedicated staff members that will fix bugs that are sent via reports. These staff members will be notified once a bug report is filed. If you feel something is a bug, then follow the steps in the link to report it, no matter how big or small.

    Thank you for understanding.
  9. Killuki Zaoldyeck said:
    My post is about doubts and an issue rather than a bug.
    VisuStella Sample Project & MZ Core Plugins Where must I post for doubts about something?
    Thank you!

    For your issue:

    Items & Equips Core > Plugin Parameters > Item Menu Settings > Use Updated Layout > false
    Items & Equips Core > Plugin Parameters > Equip Menu Settings > Use Updated Layout > false
    Items & Equips Core > Plugin Parameters > Shop Menu Settings > Use Updated Layout > false

    Turn all of those off. Those are made for Desktop resolutions

    Then:

    Core Engine > Plugin Parameters > Menu Layout Settings > Scene_Item > JS: X, Y, W, H
    Core Engine > Plugin Parameters > Menu Layout Settings > Scene_Equip > JS: X, Y, W, H
    Core Engine > Plugin Parameters > Menu Layout Settings > Scene_Shop > JS: X, Y, W, H

    For each window.

    We haven't had much time to experiment with mobile designs so please forgive us on that part. Our primary attention is on desktop because that's where our game development focus lies.
  10. Yanfly said:
    For your issue:

    Items & Equips Core > Plugin Parameters > Item Menu Settings > Use Updated Layout > false
    Items & Equips Core > Plugin Parameters > Equip Menu Settings > Use Updated Layout > false
    Items & Equips Core > Plugin Parameters > Shop Menu Settings > Use Updated Layout > false

    Turn all of those off. Those are made for Desktop resolutions

    Then:

    Core Engine > Plugin Parameters > Menu Layout Settings > Scene_Item > JS: X, Y, W, H
    Core Engine > Plugin Parameters > Menu Layout Settings > Scene_Equip > JS: X, Y, W, H
    Core Engine > Plugin Parameters > Menu Layout Settings > Scene_Shop > JS: X, Y, W, H

    For each window.

    We haven't had much time to experiment with mobile designs so please forgive us on that part. Our primary attention is on desktop because that's where our game development focus lies.

    Thank you very much for your help Yanfly :) I'll try that, maybe it'll be kinda confusing but at least I can now experiment it. Mmmm I'm not sure if there was any kind of third-party tool for experiment with width, heights, etc, I'll look for it.

    (Long post below to Yanfly)
    So long!!
    Also, it's okay, I understand that most features are developed for desktop, but I think that when your team have time for test things on mobiles, better, since MZ and MV have more than enough capabilities to port the games for mobiles and is where "indies" have much more potential, I raise my hand as volunteer for it, I have a vertical monitor (BenQ Zowie XL2540) which right now I'm using it vertically for test my game, I've found on Google that the most common resolution in smartphones is 720x1280, but considering certain messes, unless someone makes a plugin to redistribuite the UI depending of the chosen resolution (16:9 or 9:16), I think it's better for now to just keep UI size to 602x1080 so the game resolution can then be changed to 1920x1080 without much more play-arounds so a player may also play at landscape when he's syncing a saved file from a mobile to a computer for example, need to test directly on my S10+ and the other two low-quality tablets I have around to see how the game react at smaller resolutions, having issues with "Send to mobile"-chrome feature.

    If you need someday testers, feel free to contact with me! :D I don't have script knowledge (well, a little), but I'm very observative, it's one of the things that I do on my real job afterall, test features and send accurate feedbacks to improve the quality of the software for the end-user and distributors, I would be really happy to do the same thing but as volunteer for a team that shares so awesome things for a big community! :D
  11. I have a suggestion. :) It may either be something for CoreEngine, BattleCore or VictoryAftermath, I guess.

    It's about battle events after the last enemy is killed.

    I have played around with the QuestSystem plugin a bit and tried to add a kill-x-gnomes quest for testing purposes. It turns out that RPG Maker MZ still doesn't run any battle events after the last enemy is killed, so you would need some kind of workaround in order to have that kill counted for your quest.

    Would it be possible to add the option to run battle events after the last enemy is killed, but before the victory scene?
  12. Is it possible to prevent the player from equipping two accessories that share the same "type"/ name/ whatever? For example, if I equip boots in one accessory slot, I wouldn't want the player to be able to equip a second pair of boots in the second accessory slot.
  13. Just gonna ask if there was a Patron page to support and also get the plugins from there?
  14. I can make suggestions here i think.
    A nice change would be the ability to change battler Busts in portrait and Border style for Battle Core with a note tag or something.
  15. kaboth said:
    Just gonna ask if there was a Patron page to support and also get the plugins from there?
    Visustella does have a page, though it isn't listed on their itch or website. It looks like the benefits are based more on their sprite assets than plugins, but there's only three updates on the page I can see so I'm not 100% sure.

    Edit: The link doesn't work because this forum censors the word "Patr/eon", but you can google it and find it easily.
  16. Skyroar said:
    Is it possible to prevent the player from equipping two accessories that share the same "type"/ name/ whatever? For example, if I equip boots in one accessory slot, I wouldn't want the player to be able to equip a second pair of boots in the second accessory slot.

    I think there was a tips and tricks video they did for MV that had a workaround for that issue. If you go to the yanfly.moe site and look for the tips and tricks category and work through there you might find something in there. It may or may not be compatible with MZ but I've found that some MV plugins and methods and syntax work flawlessly with MZ.
  17. One suggestion I have is to save and fadeout the currently playing BGM and others playing when Core Engine is set to require focus, to go along with pausing the game when the window is inactive.
  18. Would you kind enough to tell me which is the function name that draws the item icon inside the Skills, Items, Equip and Shop scenes?

    I'm using this plugin and none of the icon background are showing.

    MZ - Composite Icons
    Can you give me a little hint, please? Would be very kind of you.

    Thanks and regards.