VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 22 of 49 View original ↗
  1. masterkof said:
    Sorry yanfly, I did check the plugin, in fact I checked and tested the plugin parameters for an hour before giving up. Could you show me a SS of your settings?

    Did you mess with the 'general gauge' and 'field gauge' settings in the ATB plugin? I think if you use the image you have to set 'show gauge' to false in the 'field gauge settings.'

    If not that he might mean check the parameters in the core engine, since the last update there is a 'battle system' plugin parameter setting now.
  2. I have a suggestion for the Aggro Control System. Correct me if I'm wrong, but I think you can't really have a 'Stealth' state. While you can give an actor a Target Rate of 0%, there's no way of making a single enemy untargetable, is there?

    This can't be replicated with the plugin either:

    1601009042034.png

    It would be cool to have <Stealth/Untargetable> and <Untargetable By id/Stype/Htype> notetags. :)
  3. Knightmare said:
    Did you mess with the 'general gauge' and 'field gauge' settings in the ATB plugin? I think if you use the image you have to set 'show gauge' to false in the 'field gauge settings.'

    If not that he might mean check the parameters in the core engine, since the last update there is a 'battle system' plugin parameter setting now.

    Ok I think i missed the battle system in the core plugin. I will try once I get back from work. Thank you
  4. Yanfly said:
    From the reports I've been hearing, you can use the Weapon Animation plugin straight from MV inside MZ without problems.



    This is coming in 1.06 for Battle Core



    Please check the plugin parameters.



    We've made it mandatory to upload an empty project because in the past, people have reported to me several small bug reports that just simply don't exist. If they did exist, sometimes I'd fix one thing that would be causing a bug, but only to find out it's something else. By uploading an empty project that can recreate it successfully, we cut down on the wild goose chase and ensure that we are fixing the right bug.

    There's another thing.

    Pardon me for being blunt, but if users can't be bothered to follow the guidelines to fill out a bug report, then I'm taking it that they don't simply care about the bug being fixed. If a user doesn't have the patience to help us out with what we need to get it fixed, then I'd rather not waste the support staff's time to have the hunt down a problem that might not even exist.

    Hello everybody!
    I just wanted to note here that myself and another person couldn't get the Yanfly weapon animation plug-in to work in MZ. I had used it in MV fine. The animation just doesn't play. So I suggest an MZ version as previously stated as well!
  5. estriole said:
    it's only suggestion btw... it's okay if you still need blank project... i also agree on to point the bug correctly.

    although pardon me to be blunt too...
    sometimes there's a minor bug that can be recreated easily 100% of the time like the one i reported... what i mean earlier is for that kind of case...
    and uploading 50mb+ files not good with bad connection (took me 15+minutes to upload. my country internet upload speed suck)... not to mention it has to stay at my google drive until the staff download it... (i already sent it... will there be notification when the staff already download it? so i can delete the files).

    it's my personal opinion though... i respect any of your decision anyway...

    i also report the minor bug only because of goodwill... like you said i actually don't care if you fix it or not... because i don't even use that plugin. i only found that bug in your plugin when writing my own plugins for my game and checking the compatibility with yours (to clarify after i found the bug i try only using yours in new blank 99mb project and the bug is indeed on your plugin)...

    hope this post did not offend you in any way... thank you.

    Once again, even if a bug can be recreated 100% easily, it's still better to report it because there can be multiple cases of the bug appearing under different situations. I'm not sure if you've ever came across the same volume of "bug reports" from users as I have for YEP, but in the past, many of the times, these "bug reports" are user error or due to plugin conflicts. Having users follow the steps needed also teach them basic troubleshooting techniques.

    Even in countries where internet speeds suck, 50mb of upload is still miniscule compared to whenever you decide to upload an actual game project. As game devs, users need to be prepared for this kind of work and need to have this kind of patience.

    I'm happy you decided to report it even if you don't care about it, but at the end of the day, we're still going to require users to follow procedure to ensure we get the right bugs fixed and not stray ones we find elsewhere while reducing the likelihood of non-existing bugs that are due to user error.

    Celestrium said:
    Hello everybody!
    I just wanted to note here that myself and another person couldn't get the Yanfly weapon animation plug-in to work in MZ. I had used it in MV fine. The animation just doesn't play. So I suggest an MZ version as previously stated as well!

    I'll consider that then.
  6. Knightmare said:
    Don't use TP in your game :p

    A more helpful response...Go to ItemsEquips Core and in the plugin parameters you can play with the setting in the 'Equip Menu Settings' and play with the options there, more specifically the 'JS: Parameter Lower' section you can play with the numbers in there to learn what does what, it might be some trial and error. You could also use a larger resolution I think.
    Ha. :p But really, thanks for the response. I took a look at "JS: Parameter Lower," but I don't understand what's going on in there and what to change, so I don't want to mess with anything in there. I changed the resolution to match the VisuStella Sample Project (1280x720) and that took care of the crammed-in text. Thing is, one would assume the plugin should be designed to work with MZ's default settings (816x624). Now I have to change a bunch of stuff like pictures so they appear in the right place with the new window size. Do what you have to, of course, but it just seems like something I shouldn't have to do.
  7. I have a suggestion, is there a way that the elements status core plugin could have the feature to scroll down the element and traits list instead of just the one static screen? I would even take it as an additional feature of an added plugin!
    I am having an issue due to a lot of elements being in my game and it not displaying properly. Also the ability to not display all elements would be nice (Hopefully I didn't miss that somewhere, but I really looked!) I appreciate you taking the time to read this.
  8. Celestrium said:
    I have a suggestion, is there a way that the elements status core plugin could have the feature to scroll down the element and traits list instead of just the one static screen? I would even take it as an additional feature of an added plugin!
    I am having an issue due to a lot of elements being in my game and it not displaying properly. Also the ability to not display all elements would be nice (Hopefully I didn't miss that somewhere, but I really looked!) I appreciate you taking the time to read this.

    Go to the Element Status Core and look in 'Status Menu Settings' then 'Excluded Elements' and put in the numbers of the ones you DON'T want to be displayed.
  9. Knightmare said:
    Go to the Element Status Core and look in 'Status Menu Settings' then 'Excluded Elements' and put in the numbers of the ones you DON'T want to be displayed.
    Thank you for pointing that out. I kept clicking on the settings under Status Menu Settings, and not ON status menu settings. That helps a lot! Played with resolution a bit too, so my suggestion is now moot.
  10. Hi guys, just a quick question on move core. I'm seeing where I can set up a region tile to be passable/not passable/ passable for events only etc. but is it possible to use regions for directional movement?

    In this particular use case, I have an escalator event, but I would like to have it in accessible from both sides but accessible from top and bottom. Is this functionality possible?
  11. The Class Change was mentioned a few times here. An option whether or not to set a one-time weapon / armor / item requirement (unless you want to reset it for an actor and class through a command) for each class by requiring an item in your inventory or a weapon / armor equipped or not and choose whether it'd be consumed would go well.

    Some like to change class not only through levels but also through a weapon / armor (whether equipped or not) or item in their inventory, especially giving Key Items even more important use in a game.
  12. Does the Battle AI plugin support Action Times+? I know MV's didn't since Action Times+ was very buggy, and I'd like to know if the same's true for MZ before I buy the plugin.
  13. In the damage formulas, how would one go about using a different formula when the attack targets multiple enemies? For example, a magic attack that targets all enemies and distributes the damage among them evenly.
  14. Nohmaan said:
    In the damage formulas, how would one go about using a different formula when the attack targets multiple enemies? For example, a magic attack that targets all enemies and distributes the damage among them evenly.

    If you want an attack to split damage evenly you can use "x / $gameTroop.aliveMembers().length" with x being your damage formula. So you actually don't need a plugin for that.
  15. Hi all. I have been looking around the forums-but haven't seen anything like what I have in mind-for a suggestion about a custom battle system that uses plugins. In other words, are any of the VisuStella Plugins capable of assisting me in making a custom battle system--that's not turn-based? If this is a stupid question, please remove it. Forgive my ignorance, for I am new to RPG Maker MZ.
  16. Another question regarding resolutions. In order to limit the field of view in my game, I dropped the resolution down to 960*540. However, this causes some issues with battles where the PC's are almost off the screen which doesnt work with most battlebacks (See picture below). I've dug around in the core engine and battle core but can't see anything for this.

    1601241182578.png
    Is there a way to fix this other than using a higher resolution?
  17. Alistair said:
    If you want an attack to split damage evenly you can use "x / $gameTroop.aliveMembers().length" with x being your damage formula. So you actually don't need a plugin for that.
    Oh, sure I can make that work. Is there documentation somewhere with the game object variables? I looked at the MZ API but it doesn't include game objects like this.
  18. This is probably a dumb question, but what is the procedure for transferring the plugins to projects besides the sample project? I tried just copy/pasting them from the Plugin Manager, but the new project says the plugins can't be loaded. Is that part of the obfuscation thing, or am I making a mistake?
  19. TMS said:
    This is probably a dumb question, but what is the procedure for transferring the plugins to projects besides the sample project? I tried just copy/pasting them from the Plugin Manager, but the new project says the plugins can't be loaded. Is that part of the obfuscation thing, or am I making a mistake?

    You have to actually transfer the hard file over that is in your 'js' folder and then 'plugins folder in the game folder itself. You CAN do what you did also but you MUST have the hard file in your folders as well.
  20. Oh, I see. Thank you.