VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 23 of 49 View original ↗
  1. stevenblanc said:
    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.

    View attachment 162060
    Is there a way to fix this other than using a higher resolution?

    Go into VisuStella_BattleCore then the section titled 'Actor Battler Settings' then 'Offset: X' and 'Offset: Y' will deal with positioning. I've always hated how the battlers are not lined up perfectly vertical so if you want to fine tune it further then visit the 'JS: Home Position' and mess with the 'x += index *' and the 'y += index *' sections to further fine tune it.
  2. Is there anyway to get a count of how many of a State Category a battler has?

    I tried the old Javascript code from Yanfly's State Categories, but it doesn't seem to work.
  3. @Mirai Ko Do you mean the "user.isStateCategoryAffected(x)"? I tried this one early on and it didn't work at all.

    They don't seem to have it in their SkillStates plugin. I've been wondering if that had something to do with how they now check passive states in VisuMZ's SkillStatesCore.
  4. RK DracoRoy said:
    @Mirai Ko Do you mean the "user.isStateCategoryAffected(x)"? I tried this one early on and it didn't work at all.

    They don't seem to have it in their SkillStates plugin. I've been wondering if that had something to do with how they now check passive states in VisuMZ's SkillStatesCore.


    Yes, that's the one. I tried both it and the following one for counting the number of states in a category the battler is affected by, but to no avail.

    So I'm thinking if there is a way, it must be an updated method.
  5. Knightmare said:
    Go into VisuStella_BattleCore then the section titled 'Actor Battler Settings' then 'Offset: X' and 'Offset: Y' will deal with positioning. I've always hated how the battlers are not lined up perfectly vertical so if you want to fine tune it further then visit the 'JS: Home Position' and mess with the 'x += index *' and the 'y += index *' sections to further fine tune it.
    You are my hero. Thanks Knightmare!
  6. Another quick question to throw out there; I'm looking at visual state effects, but can't quite figure it out. I have a fire enemy that I want to constantly have a burning animation. So I figured I could use a state with a repeat animation from visual states. So:

    State 50 Setup:
    Name: Flaming
    Notetag: <Repeat Animation: 66> "Animation 66 being the fire 1 animation by default"

    I then try to apply this by default to the fire enemy by creating a turn 0 add state effect to the troop event.

    No such luck. Has anyone had any luck with something similar?
  7. stevenblanc said:
    Another quick question to throw out there; I'm looking at visual state effects, but can't quite figure it out. I have a fire enemy that I want to constantly have a burning animation. So I figured I could use a state with a repeat animation from visual states. So:

    State 50 Setup:
    Name: Flaming
    Notetag: <Repeat Animation: 66> "Animation 66 being the fire 1 animation by default"

    I then try to apply this by default to the fire enemy by creating a turn 0 add state effect to the troop event.

    No such luck. Has anyone had any luck with something similar?

    You have to set the enemy up with a Passive State if you have VisuStella SkillsStates Core. Put <Passive State: 66> in the enemy notebox and you should be good to go. You can get rid of the turn 0 thing.
  8. Hey VisuStella,

    thanks for your work. I know these requests are probably annyoing but would it be possible to translate Yanflys Change_Battle_Equip to MZ? There is a plugin shipping with MZ but you cannot set a cooldown to it or define which equipment can be changed and which is fix.

    Would be great to see this as a plugin for MZ!

    Also I love your thumbnails :)
  9. Can there be a way to manually change an Actor's faceset and index when it comes to Level Up / Skill quotes through Victory Aftermath? You'd want some actors to smile or something depending on what kind of quotes you're going for with some emotion, it'd make them a bit better.

    I'm unable to use some of the message codes like \ActorFace[x] or anything regarding facesets for quote settings. Also, would there come settings to change the pitch, tempo, and pan of the victory music and level up sfx that's playing?
  10. @Knightmare worked like a charm, though now I'm going to have to go and create a semi transparent fire animation thats half the size so I can both see the enemy sprite through the flame and prevent crazy lag.

    On a final battle related note. Is there anyway to have weapons always appear? Meaning, visible during idle animations?
  11. I would absolutely love to see Yanfly Tips & Tricks, but translated into VisuStella MZ.
  12. I love the SkillsStatesCore, but I would like to have the option to hide some specific states. Nowadays the plugin allows you to hide some skills with a lot of options, but for passive states the icon are always showing and I would like to hide them.

    Thank you for your awesome work.
  13. I'd like an option to hide certain skill types in map only just like one can currently hide skill types in battle only.
  14. stevenblanc said:
    @Knightmare worked like a charm, though now I'm going to have to go and create a semi transparent fire animation thats half the size so I can both see the enemy sprite through the flame and prevent crazy lag.

    On a final battle related note. Is there anyway to have weapons always appear? Meaning, visible during idle animations?

    I think there is with the Action Sequences but I have next to no experience with those so I can't help there but it should be totally doable.

    RK DracoRoy said:
    I'd like an option to hide certain skill types in map only just like one can currently hide skill types in battle only.

    There is, in SkillsStatesCore there is a <Hide outside Battle> option
    that you can put in skill note tags.
  15. Using that notetag, it would just hide the Skill ID itself outside of battle while the Skill Type itself remains seen.
  16. Wanted to say thank you for the plugins!
    I'm only using the Core and Message Core, but those already solved so many small issues I had and gave me a ton of control over how I wanted my messages to look.
  17. Hi @VisuStella i was wondering if somebody could help me out with the main menu core

    i created a custom menu where i get a 3custom option which i name profession
    commonevnt_2.png

    commonevnt_2.png
    my problem is when i want to run common event im aint sure how or what run what, like here on this example at symbol line it says commonEvent 3 is that the common even id that is call
    or
    commonevent_3.png

    should i put 13 here ( i try scene.commandEvent(13); )and nothing seem to call commonevent id 13...

    ty...!
  18. Honestly, I would really love it, with the Item & Equip Core, you have the option to toggle categories to not be seen in the menu or not.
  19. ok so i found the solution, dont touch the scene manager line and just change commonEvent to 3
    since it the id, so you can have as much button you want, as long as the first line (symbol is pertaining to your common event id number)
  20. sry , but i try to report myself and it was saying i could not because of the thread so...but ill try to do my best ty