VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 32 of 49 View original ↗
  1. I'm not sure if this is a bug or I'm doing something wrong.
    (RPG Maker MZ) Battle core using side view.
    During a battle at some point when my enemies life gets low (20% or so) it jumps to a near death animation set Perfect!
    Unfortunately after the next round it goes back to the normal standby or chanting standby animation.
    Sometimes he pops back into the correct animation but then right back to his normal healthy self.
    Thanks for any info on this issue.
  2. Another request regarding that somewhat recent change to the Core Engine for Name Entry: Since the TAB button is now the default for the button assist to switch between keyboard and manual views, can the TAB button be added in Menu Button Assist Window > Keys so we can define our own wording/icon for "TAB" instead of it using the Unlisted Format one?
  3. Anyone knows when the combo input plugin will be on sale?
    I bought a PS5 some days ago and I'm low on cash so I can't afford a plugin that cost more than 10$
  4. Your question isn't relevant to the current topic, sadly.
  5. It's Friday so it's time for a weekend update!

    We are on update batch #18.

    You can find the full changelog here and here.

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

    ---

    imnoto said:
    Where is the setting to move the autobattle cancel text?
    Right now it is right in the middle blocking all the action.

    In the Battle Core's Plugin Parameter settings for Auto Battle...

    ---

    mmiller9280 said:
    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.

    For help regarding notetags and/or JavaScript, I recommend visiting the VisuStella Notetag Help Thread. Thank you!

    ---

    As a reminder, submitting bug reports must be done through the this page and following all of the steps to produce a proper bug report file. Thank you for understanding!
  6. I just want to add a post showing my appreciation to you Yanfly and the entire Visustella Team. You are all very quick to respond to bugs, emails, etc. and the quality of everything you all are doing is superb.

    You are all greatly appreciated, and happy holidays! :)
  7. The one time I wish I could edit the code in my obfuscated plugins:

    I want to update the Item Crafting System.

    While I love it in every way, there is one thing driving me nutty:
    I am forced to use ICONS for the crafted items during the crafting animation.
    This makes for some rather very blurry images.

    I was wondering if there was a way to implement (through maybe the Parameters to use ICONS or PICTURES. Allowing the plugin to use a folder, with pictures named as the ICON Number or Name. Could get fancy with that part. This way when it is called, it can show a nice, clean, larger picture or the icon if the user so wished it or left that blank.

    The second update I am seeking is the Extra Enemy Drops:

    While it works like a charm in its current version, I would like to edit it to do the following:
    Use a loot pool or multiple choices in one section.

    Currently, I must put one line per item:

    <Item Drop 'id': x%> :: Works great for a small pool of items, but mix that with a crafting system that needs loot drops (say like mine over 200 items) and you get yourself one set of arthritis causing repeats.

    I wanted to change it to allow something like:


    <Item Drop 'id1 - id2': x%> :: So say, the items are 1 - 10 or 25-50. it gives each of those the same % chance to drop. This way I could stack them:

    <Item Drop '1 - 10': 5%>
    <Item Drop '25 - 50': 2.5%> :: This critter would have a 5% chance to drop something from the first pool and a 2.5% chance in the second, and so forth...


    I guess I just wanted to put in some quality of life updates in there.

    IF anyone in the group checks this out, let me know.... I love you guys! (at least making my life easier in this hectic time of development)
  8. It's a little early, buuuuuut...

    We are on update batch #19! Happy Holidays everybody!

    You can find the full changelog here and here. There's a lot of new features added this time around! So be sure to read up on them!

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

    ---

    Also, we have suggestion boxes open now! If you have any suggestions for the graphical assets team or the plugin team, be sure to send them to their respective suggestion boxes!

    Suggestion Box (Graphics)

    Suggestion Box (Plugins)

    ---

    Have a happy and safe holiday weekend, everybody!
  9. I'm trying to do something and I can't seem to do it. I have purchased the wave pack so have all the plugins if needed.
    Is what I'm trying to do even possible?
    I want my enemies to have custom attack sprite animations.
    Example. I have a enemy that has sprite frames for rolling into a ball, walking and attacking. I can replace any of the build in sprite animations with these.

    This is what I want to do when the enemy attacks.

    Use the rolling into a ball animation then roll across the screen to the player move to the attacking frames do attack then roll back up and back to his start position then back into idle frames.
    Maybe I'm trying to reach outside what the plugin can do?
    I just need to know either way before I keep going down this path.

    Thanks
  10. Yanfly said:
    It's a little early, buuuuuut...

    We are on update batch #19! Happy Holidays everybody!

    You can find the full changelog here and here. There's a lot of new features added this time around! So be sure to read up on them!

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

    ---

    Also, we have suggestion boxes open now! If you have any suggestions for the graphical assets team or the plugin team, be sure to send them to their respective suggestion boxes!

    Suggestion Box (Graphics)

    Suggestion Box (Plugins)

    ---

    Have a happy and safe holiday weekend, everybody!

    Oh, thank you for incorporating my idea of using pictures: these are 1000 times better looking.
    It truly was a good Christmas Present.

    Thank You All!
    For your hard work, dedication, and commitment.
  11. Am I Dumb, I might be dumb.

    I'm trying to move the side view Actor sprites back a bit(So to the right).

    To do this I'm going into
    -Battlecore
    -Actor Battler Setting
    -Offset X

    But no value seems to work out. That and even If I did move the sprites back, the shadow would still be at it's locked position.

    Ideas? Maybe just use <Tags> in the actor page instead?
  12. Using notetags for actor works for me here is mine.
    Code:
    <Sideview Home Offset: +1, +100>
  13. Thanks for your reply, Yanfly!

    I was wondering if there was any possibility of adjusting individual actor positions in battle with the BattleCore plugin. I'm seeing that there is a conflict with SVActorPositionMZ (the official plugin for this purpose) and BattleCore, where every time I attack or use an ability the game will freeze displaying this:

    Error Message
    rmmz_managers.js:2030 TypeError: Cannot read property 'bitmap' of undefined
    at Sprite_Weapon.setPosition (SVActorPositionMZ.js:353)
    at Sprite_Weapon.setup (SVActorPositionMZ.js:348)
    at Sprite_Actor.<computed>.<computed> [as forceWeaponAnimation] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.Game_Battler.<computed>.<computed> [as startWeaponAnimation] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.<computed>.<computed> [as performWeaponAnimation] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.Game_Battler.<computed>.<computed> [as requestMotion] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.performAttack (rmmz_objects.js:4642)
    at Game_Actor.Game_Battler.<computed>.<computed> [as performActionMotions] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.<computed>.<computed> [as performAction] (VisuMZ_1_BattleCore.js:14060)
    at Window_BattleLog.performAction (rmmz_windows.js:5490)

    This could be a simple fix on my part, but I've noticed others on the forum posting threads about it. I have a lot of paid VS plugins on my project, so I'd rather keep BattleCore. :D
  14. imnoto said:
    Using notetags for actor works for me here is mine.
    Code:
    <Sideview Home Offset: +1, +100>

    I swear I'm dumb but I don't know how. I had the same thing I thought, and now it works.

    Now to try and move shadows.
  15. We are on update batch #20!

    You can find the full changelog here and here. There's a lot of new features added this time around! So be sure to read up on them!

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

    ---

    Also, we have suggestion boxes open now! If you have any suggestions for the graphical assets team or the plugin team, be sure to send them to their respective suggestion boxes!

    Suggestion Box (Graphics)

    Suggestion Box (Plugins)

    ---

    mmiller9280 said:
    Thanks for your reply, Yanfly!

    I was wondering if there was any possibility of adjusting individual actor positions in battle with the BattleCore plugin. I'm seeing that there is a conflict with SVActorPositionMZ (the official plugin for this purpose) and BattleCore, where every time I attack or use an ability the game will freeze displaying this:

    Error Message
    rmmz_managers.js:2030 TypeError: Cannot read property 'bitmap' of undefined
    at Sprite_Weapon.setPosition (SVActorPositionMZ.js:353)
    at Sprite_Weapon.setup (SVActorPositionMZ.js:348)
    at Sprite_Actor.<computed>.<computed> [as forceWeaponAnimation] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.Game_Battler.<computed>.<computed> [as startWeaponAnimation] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.<computed>.<computed> [as performWeaponAnimation] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.Game_Battler.<computed>.<computed> [as requestMotion] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.performAttack (rmmz_objects.js:4642)
    at Game_Actor.Game_Battler.<computed>.<computed> [as performActionMotions] (VisuMZ_1_BattleCore.js:14060)
    at Game_Actor.<computed>.<computed> [as performAction] (VisuMZ_1_BattleCore.js:14060)
    at Window_BattleLog.performAction (rmmz_windows.js:5490)

    This could be a simple fix on my part, but I've noticed others on the forum posting threads about it. I have a lot of paid VS plugins on my project, so I'd rather keep BattleCore. :D

    Battle Core already contains that functionality. There's ways to adjust the home positions individually and as a whole.

    Also, I want to put this out there. As per the Terms of Use, VisuStella is not responsible for incompatibility problems with plugins outside of the VisuStella MZ library. Even if they are included with the default RPG Maker MZ software. This because the software-included plugins can change a lot of the code that just simply does not work with the VisuStella MZ library. This is doubly true if there are already existing alternatives inside the VisuStella MZ plugin library itself. We strongly advise you to use the VisuStella MZ versions of the features instead.
  16. Hello and best wishes to all for the new year !

    I have a dumb question : I can't manage to change the Gold icon in the menu. I assumed it should be in MainMenuCore but I can't find that option ! While it's possible to change the Time icon...

    Anyone knows :) ?

    Thanks a lot !
  17. It's in CoreEngine > Gold Settings. :)
  18. Is there a way to call the Debugger menu via a Plugin command or such? I think that it would be useful to give access to it for any playtesters, so I'd make button common event to call for it when needed.
  19. Saireau said:
    It's in CoreEngine > Gold Settings. :)
    Oh as simple as that. Well I feel stupid. Thanks you for helping :)
  20. I might be dumb again.

    When playing around in the sample project, the NPCs seem capable of talking over counters and objects. However I can't seem to mimic this effect, instead having to put a "Talk" event in front of the NPC.

    Even copying say, the Innkeeper over to another map seems to not work. Perhaps MessageCore needs to know the name of the tileset to allow this effect or something else?