VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 31 of 49 View original ↗
  1. MHood82 said:
    Not sure it's a bug, I imagine I'm just missing something, but I can't seem to figure out how to untrack
    a quest after they are complete. Is it a plug-in command or tag that is eluding me? Of the two side quests and one main I've made so far, one side quest automatically untracked itself after being finished (but not the others), but it's no longer doing that and I don't see how I did anything that could affect that. Please help. :)

    For bug reports, please follow these instructions here.

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    TrentL111 said:
    Is there any chance we'll be getting a plugin soon that has breathing and floating animations for our static battlers? That would be incredible =3

    Currently, there are no plans for breathing animations since they currently cause the sprites to tear and until we fix that problem, we won't be implementing them.

    For floating.

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    As for other feature request implementations, please keep in mind that we're reading the requests. However, we are a small staff so it will always take time for us to add them in as we are still focused on the conversion of plugins over from MV to MZ. Thank you for your understanding.

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    Also!

    Just wanted to let you know that we're changing the update batch day from Sunday to Friday. The reason behind this change is because the staff members thought that it'd be better if users can enjoy the fixes and changes to the plugins over the weekend instead of the last day of the weekend!

    We are on update batch #16.

    You can find the full changelog here and here.

    For instructions on how to update the plugins, please follow the steps found here.

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    Thank you all for your support!
  2. @Yanfly Thank you for answering my question, mate. I understand. Hopefully the tearing issue can be fixed soon.
  3. Love the Yanfly (RMMV) and the Visustella (MZ0 stuff. They're not perfect, but a heck of a lot better than what I'd be able to accomplish. I don't know if I ever will finish a game 9I keep adding stuff even when I shouldn't).

    Anyways, I do have some suggestions.

    1. Are we going to see a plugin like MV where players can get stat points each level to boost strength and other stats? We have the skill/ability points so they can choose their skills, but I love giving players more options on how to build their characters.

    2. One button clicks. I tried using this to give the player a 'jump ability' without scripts/events but unless I am missing something, this leads to chaos for me as the player will jump through/over actually events (like enemies).right off the screen, or even into areas they normally cna't go like water.

    3. In the talent tree plugin where the player can choose what skills to pick, is there an easy way to remove already chosen skills from the learning list? It seems to be crowded, and being able to remove them would be nice.

    4.In message core, we get the option to increase choice options above 6, yet I still only see 6 when filling them out. What am I missing?

    I have more things to bring up, but that's it for now. Overall, good work on the plugins.
  4. Are there any plans to make faction/relationship plugins, as well as plugins that enable survival game features (i.e hunger, thirst, etc.). Or, would any of the existing plugins be useful for this?
  5. Nevermind, I realize I use old project
  6. I realize I may be a bit cheeky here. But will the Battle Sequence Impact plugin have the projectile feature of its MV counterpart in the future? Not a request, just a question.

    Zaha said:
    Are there any plans to make faction/relationship plugins, as well as plugins that enable survival game features (i.e hunger, thirst, etc.). Or, would any of the existing plugins be useful for this?

    You can probably do this with eventing. The Events And Move Core includes advanced switches and variables as well as spawning events and such. You can probably show relationships in the Status Core if you're creative. If you need a special scene or a HUD you'll probably have to look elsewhere. SumRndDude has one called HUD Maker at least.
  7. Is there any way the visual state effects plugin's repeat animations can be made compatible with rpgmaker mv animations? Every time one plays, the game crashes.
  8. Weremole said:
    You can probably do this with eventing. The Events And Move Core includes advanced switches and variables as well as spawning events and such. You can probably show relationships in the Status Core if you're creative. If you need a special scene or a HUD you'll probably have to look elsewhere. SumRndDude has one called HUD Maker at least.

    Many thanks for the thoughts and pointers!
  9. So I'm working with the Custom Parameters... turns out there's not much space to display them in the default windows. My idea was to create an additional category, which works, and tell the window for that category to get the values of the Custom Parameters - which unfortunately requires more JS than I'm capable of.

    The standard parameter window gets its data from "this.getParameterList(1)" to "...(3)". Best would be if I could somehow define lists (4) to (6), but there seems to be no way to do this, at least none I'm aware of. Any help?
  10. I would love to see Battle Core MZ have the capability to show an enemy MP Gauge.
  11. It's Friday so it's time for a weekend update!

    We are on update batch #17.

    You can find the full changelog here and here.

    For instructions on how to update the plugins, please follow the steps found here.

    ---

    As for other feature request implementations, please keep in mind that we're reading the requests. However, we are a small staff so it will always take time for us to add them in as we are still focused on the conversion of plugins over from MV to MZ. As we are focused on plugin conversions, there won't be as many new features updated and added to the the existing plugins currently. Perhaps once we're done with the waves, we can focus on those.

    In the meantime, if the said requests are absolutely necessary for you, I do recommend visiting this forum's Plugin Request section and the Classifieds.

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    TrentL111 said:
    Is there any way the visual state effects plugin's repeat animations can be made compatible with rpgmaker mv animations? Every time one plays, the game crashes.

    If this is happening, please send a bug report through our troubleshooting form found here.

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    Weremole said:
    I realize I may be a bit cheeky here. But will the Battle Sequence Impact plugin have the projectile feature of its MV counterpart in the future? Not a request, just a question.

    Yes, but in a different plugin. It had to be separated from the Impact plugin due to how Effekseer changed the structure of how animations worked so it wasn't as easy to import over and had to be done separately apparently.
  12. Yanfly said:
    If this is happening, please send a bug report through our troubleshooting form found here.
    Thank you for your reply, Yanfly. I have sent my issue through the form, with a screenshot and a blank project uploaded as well. Hope you guys can get this sorted out. All the best, and thank you for everything that you do for us!
  13. TrentL111 said:
    Thank you for your reply, Yanfly. I have sent my issue through the form, with a screenshot and a blank project uploaded as well. Hope you guys can get this sorted out. All the best, and thank you for everything that you do for us!

    Thank you! I got the report and have it fixed. It should be ready by next Friday's update batch!
  14. I was wondering, perhaps I overlooked it somehow:

    I'm trying to make it so the player can't "skill up, etc" without being at the right trainer - but it seems the Skills Learn System only functions as a way to lock it into the Menu System. I was wondering if we could design a way to allow the Skills System to work like a store (bad example maybe) where I can control which skills are shown and the "currency" is the SP/AP/Etc.

    On a different note: has anyone found a way to get Equip Armor/Weapon changeable on the fly..

    For example, The main can't use Swords - but goes to a trainer and now can use swords. It seems to be hardcoded into the Database only... very static.


    Love your work! (I went full throttle on them, All Waves) - has been a godsend for a single-person studio like myself.
  15. I use states to do that for what I'm working on. It works as longa s you make that the state itself can't be removed.

    I add these to the state to make it permenant.


    <Passive State>



    <No Death Clear>



    <No Recover All Clear>



    <Hide in Battle>



    <Hide outside Battle>
  16. Yanfly said:
    Yes, but in a different plugin. It had to be separated from the Impact plugin due to how Effekseer changed the structure of how animations worked so it wasn't as easy to import over and had to be done separately apparently.

    Thanks for replying! I'm looking forward to buying it again. =) Probably gonna' aim for the all waves bundle now that I know what I need.
  17. Where is the setting to move the autobattle cancel text?
    Right now it is right in the middle blocking all the action.
  18. Hi there awesome Javascripters.

    Using Yanfly's Skill and State Core (RPG Maker MZ), I want to make a skill (super move) only able to be used if the entire battle party has 10 TP (my game's maximum). What could I use for the code? Here's the tag for the skill notetag.


    <JS Skill Enable>
    code
    code
    enabled = code;
    </JS Skill Enable>

    I would want it to check for 4 battlers at 10 TP, even if they're dead. Thanks for any help or insight.
  19. Yanfly said:
    Thank you! I got the report and have it fixed. It should be ready by next Friday's update batch!
    I am so grateful! Having MV animations repeat will make my game so much better. I appreciate you and your team so much.
  20. wrigty12 said:
    I think I saw this asked once before but I didn't see a response: will the ability to edit how Accuracy works be added to the Battle Core (or be a separate plugin)? I'd really like to set Magical attacks to also use the users Hit Rate.

    The YEP_HitAccuracy plugin from MV works in MZ with no trouble.

    Be sure to set the Accuracy to 1 (or 1.00) where they'll never miss but before evade is calculated.
    For Evade: 1 - (skillHitRate * (userHitRate - targetEvadeRate)).