If I may add another suggestion, it would be cool if the VisualStateEffects plugin allowed you to remove the state icons from the actor windows. The information is redundant if the icons are already displayed above the heads of the battlers. :)
VisuStella Sample Project & MZ Core Plugins
● ARCHIVED · READ-ONLY
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you can retreive it inside the plugin no?!
it it not overlay true/false...
as for a quick quick question, anybody know of a plugin for more item drop on mz!
it would be in common picture event but you gotta pick wave 2 for this if someone know something else you re welcome to share...Is there a way to display busts instead of faces? I've been reading through http://www.yanfly.moe/wiki/Message_Core_VisuStella_MZ and either it doesn't seem to be an option or I'm missing something?
just name it boot and change the armor type to boot...u can edit all part but more part mean more armor typeIs 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.
then from there @Skyroar
<Equip Slots>
Weapon
shield
head
body
accessory
boot
</Equip Slots>
but dont copy paste it case sensitive to equipement type
just to be sure you got to use visustella (Item equip core) -
I am very hype about the extra enemy drops, since the frame rate barely dips with a hundred items on the screen.
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Thanks for the suggestions, everyone!
I have them written down and shown to the programmers working on the library. There's no guarantee they'll be made, but at least, they'll be reviewed over!
Also, I want to announce:
WAVE 3 HAS NOW BEGUN!
This is the lineup for Wave 3:
Battle System - ATB
The RPG Maker MZ Time Progress Battle TPB system is only a few steps away from the acclaimed Active Turn Battle ATB system. This plugin will grant it the various features needed to turn it from TPB into ATB.
This plugin will grant control over how the various mechanics work, ranging from penalties to calculations, to actions that can manipulate the ATB gauge of battlers. Battlers that are in the middle of casting a spell can also be interrupted with specific notetag traits.
ATB Gauges can also be displayed on enemies and/or allies, giving the player full access to the current battle state. The ATB Gauges are also improved, showing different colors for different states and showing a new gauge for the casting state.
Aggro Control System
A common mechanic found in many RPG's nowadays is the ability to steer the way enemies target party members. This can be in the form of provocations, taunts, and aggro.
Provocations come in the form of states, where when a unit applies a provoke state on a target, the target must attack the provoker when using single target skills. This plugin provides support for multiple provocations and such provocations will be given focus based on the state's priority value.
Taunts are a third way to steer an opponent to focus on a party member. The taunt effects can be split up into global, physical, magical, or certain hit only taunts and these can be applied to almost any trait object.
Aggro is a numeric value that determines the likelihood and/or priority level of how often a target party member is to be attacked by an enemy unit. The higher the aggro value, the more likely the chances of being targeted. A option can be turned on (or through notetags) to set enemies to always target the party member with the highest aggro.
Grid-Free Doodads (2 plugins, the system and in-game editor)
In RPG Maker MZ, tilesets are used for mapping purposes. Tileset A is used for drawing land while Tilesets B through E are used to add doodads. But in RPG Maker MZ, doodads added by Tilesets B through E are locked to the grid and add a rather unnatural feel to it. This plugin will allow you to break free of the grid and add doodads unbound by the grid. Doodads can come in all forms, from large to small, static and animated, you name it!
There are two plugins for Grid-Free Doodads. One is the system, which has all of the data contained for how doodads are handled in-game. The other is the in-game editor, which allows you to add, remove, and edit doodads during Playtest mode. These are separate so that when you deploy the game and want just the doodad data to remain without the in-game editor, you can leave the editor out. Or in the event there's ever an external editor, you can use that instead.
Action Sequence Camera
This plugin adds new Action Sequences functions to the VisuStella MZ Battle Core plugin to give you, the game dev, control over the battle camera and zoom functions.
Battle A.I.
This Battle A.I. plugin changes up how enemies and any Auto Battle actors behave by implementing many new key components to their decision making process in battle. These new compotents are: A.I. Styles, A.I. Levels, Rating Variance, A.I. Conditions, and Influencing TGR Weight.
With these new key components put together, you can transform RPG Maker MZ's highly primitive A.I. into something more intelligent. Auto Battle actors can also base their A.I. patterns off an enemy's A.I. in order to behave in more desirable ways during battle as well.
Life State Effects
The Life State Effects plugin allow for trait objects and/or states to create specific, though, commonly used effects found in many traditional JRPG's, such as Auto Life, Doom, and Guts. These mechanical effects add a whole new layer of strategy when it comes to status effects.
Features include all (but not limited to) the following:
- Auto Life effect, which is a state effect that recovers a percentage of the user's HP and disappears upon triggering.
- Curse effect, which prevents HP, MP, and/or TP recovery.
- Doom effect, which is a state effect that will kill the affected battler once the state's timer wears off and expires.
- Fragile effect, which causes any time a user receives HP damage from a direct action, that user will instantly lose all HP.
- Guts, which prevents HP from dropping below 1, unless the battler's HP is at 1, itself.
- Undead, which causes normal HP healing to inflict damage instead, instant death effects to fully restore HP, and Drain effects to be inverted.
Weapon Unleash
The Weapon Unleash plugin lets you give battlers a chance to perform a skill that's different from the usual Attack or Guard action they have. Unleashes work off a success rate system, meaning they can but not always occur.
In addition to Unleashes, replacements for the default Attack and Guard actions also available through this plugin. Unlike Unleashes, replacements are always present. Though, if an Unleash manages to succeed, they will take over the replacement skill.
Each of these features can help alleviate the monotony of using the same commands over and over throughout the game, giving more life to the battle system and keeping it fresh and interesting.
Animated Map Destination
When the player clicks on the map, the player sets a destination for the player character to move to. This destination is, by default, marked with a white square sprite that flashes over and over. This aesthetic does not necessarily fit every type of game project so this plugin will allow you to customize it.
You can change the way the square sprite looks, change it into a circle, use an image file, or even use an animation file. There are various properties for each of these settings, too.
Extra Enemy Drops
By default, RPG Maker MZ limits enemies to only drop up to 3 items max and at very limited drop rates. This plugin allows you to add more than 3 items at drop and at custom rates that aren't limited to a demoninator value.
This plugin also gives the functionality to force specific drops or give any additional bonus drops to make some battles give different rewards despite having the same types of enemies encountered before.
And if you have the VisuStella Battle Core, drops can be visible on the battlefield and spring out of the enemies as they collapse! -
Can you tell me how to track multiple missions?
Or can you track only one task at most? -
Awesome, these plugins sound great, I'm looking forward to them :)
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Wow, there's some really cool stuff coming! :)
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Thank you for making the Life State Effects! I really need something like that. The other upcoming plugins are going to be useful too.
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Hey, I have question: It is possible to add multiple items types to be seen in one category with the "Items and Equip Core"?? And if it is so, how should I write it in the plugin config?? Thanks.
This is not a bug report, I just wanna know because I simply haven't gotten it to work like that. -
This IS a bug report.....
There was a spider crawling on the floor....that is all.
On topic...
I purchased the Wave 3 in bulk, great deal $25 vs $65 if you bought them all separate AND all the plugins are usable which makes this even better so buy up everyone and you can use all the Wave 3 Plugins TODAY! -
Hey, I have question: It is possible to add multiple items types to be seen in one category with the "Items and Equip Core"?? And if it is so, how should I write it in the plugin config?? Thanks.
This is not a bug report, I just wanna know because I simplie haven't gotten it to work like that.
well yes and yes
let say you want to have like 9 type of equipement
but you want to categorise each one you need 2 plugin but one
is for your item actor layout, so what he wear the other one is what you see under your menu
<Equip Slots> ===that my layout that you gotta put under class, and fix in etype
R-Hand
L-Hand
Head
Body
Arms
Legs
Foots
Jewels
Accessory
</Equip Slots>
then you gotta go inside item category rename asyou like format line 1 or 2 and after is just inside your data item category, not equipement type ( that the layout) you can change the icon, even
what there by default -
anyone know if you can make the shops be able to BUY things by item category like it does when you try to sell? Not finding any options for that in the ItemsEquips core and feel like if it's there for selling items it should be there for buying items too.
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Wave 3 was an instant-buy for me. Doodads was amazing in MV. I'm also excited to play with the Battle AI!
Will we get a default folder of premade RTP Doodads in the future, or are we left to just start our own? Just wondering if I should start splicing the tilesets on my own so I can use them for maps w/o them specifically set. -
well yes and yes
let say you want to have like 9 type of equipement
but you want to categorise each one you need 2 plugin but one
is for your item actor layout, so what he wear the other one is what you see under your menu
<Equip Slots> ===that my layout that you gotta put under class, and fix in etype
R-Hand
L-Hand
Head
Body
Arms
Legs
Foots
Jewels
Accessory
</Equip Slots>
then you gotta go inside item category rename asyou like format line 1 or 2 and after is just inside your data item category, not equipement type ( that the layout) you can change the icon, even
what there by defaultView attachment 161171
Thank you for the quick answer, but I'm sorry, I simply don't understand what you are trying to say :hsad:... -
I feel bad bombarding you guys with suggestions, but it would also be strange to pace them out artificially, right? :) So here we go:
It would be great if you could change the icons (and/or have a text-only style) in the Debugger main menu. -
In Events & Movement Core they allow you to:
* Change the hitbox sizes of events to larger in any direction.
<Hitbox Up: x>
<Hitbox Down: x>
<Hitbox Right: x>
<Hitbox Left: x>
To add space for larger style events. Larger NPC sprites, including character walking sprites and cars ect.
Usually when you make taller sprites or bigger cars for example. If they are facing down & not moving you have to add space on top of the sprite (which would be the back of the car) You would have to use <Hitbox Up: 1> so you cannot walk through the back of the car if it is facing down.
But if these cars are driving around the extra space added up will not be added to the behind of the car when it's facing upwards. Since the hit box doesn't follow the event behind if it's moving it'll always be facing up not following.
Looks messy when u have multiple cars driving & over lapping on each other. -
There should be an option to have the actual HP text and value on the enemy gauge during battle like on the player battle status window. Helps to make it more convenient when fighting enemies and you want to see what their HP value is. Still hopeful for Allow Actor Turn Skip where you won't have to input an action for every actor, it was useful to have in MV.
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I think you have to start your own - but unlike in MV, by default the plugin allows you to use your tileset and your iconset as doodads so most of the RTP stuff will already be there.Will we get a default folder of premade RTP Doodads in the future, or are we left to just start our own? Just wondering if I should start splicing the tilesets on my own so I can use them for maps w/o them specifically set.
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Hello @VisuStella ! I have a question regarding the ATB Battle System plugin: https://visustellamz.itch.io/battle-system-atb
Amazing job on it by the way! How do I set the parameters so that each critical hit (whether attack or skill) is going to be a guarantee interrupt on the target? Thanks so much! (If it is already set to interrupt battlers with critical damage, then I'm sorry for my stupidity for not checking it. >.<) Just making sure. xD :D -
Ever since BattleCore has been updated to version 1.04 and now 1.05, I can no longer turn off enemy shadows. When I reload version 1.03 the shadows are gone. Does anyone else have this problem? How can it be fixed?