VisuStella Sample Project & MZ Core Plugins

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  1. MerlinCross said:
    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?
    In the Database, go to Tilesets, then click the "Counter" button. Any tile that has a diamond on it lets you talk to an NPC over that tile, no extra events needed.
  2. WilsonE7 said:
    In the Database, go to Tilesets, then click the "Counter" button. Any tile that has a diamond on it lets you talk to an NPC over that tile, no extra events needed.

    I am a really dumb. I hadn't noticed that.
  3. Has anyone used the new projectile plugin? I can't figure out where I'm supposed to put the plugin command for it to work properly.

    I tried it as a common event that was called in the Effects window for a skill I wanted to work as a projectile but that didn't do anything.

    The help text doesn't seem to address this either and there isn't a video on the wiki yet for it.

    Thanks!
  4. I have a question about the Events/Movement Core's Self Switch plugin. It says that in the Event ID argument I can run JS code. That made me wonder: is there a way to toggle multiple events' Self Switch A's with just one Plugin Cmd? If so, that would really declutter my events. I tried doing this by typing $gameMap.event(1, 2, 3, etc); but it didn't work. I realized that was because it doesn't return the actual Event ID(s), which is needed for the Plugin Cmd to work (plus, I don't even know if that call can take multiple arguments. So, on a whim I tried typing in just "1, 2, 3, 4, 5, 6, 8". (There are 8 events on my test map, No. 8 being the ID of the event that calls this Plugin Cmd.) It only did the Self Switch for Event 8. That tells me it only takes the last number in the set. So now I'm at a bit of a loss. Is what I'm trying to do even possible? Is there a script call that returns event IDs? If not, please let me know and I'll put it in the suggestion box at Yanfly's site.
  5. Hello, I was wondering is there anyway I can change the color/window for the status window on the following images? I've changed every window plugin parameter I could find but still can't change the "status window?" on some of these pages. The "status window?" being the window that's light blue-ish in the following pages:
    Spoiler
    Status Menu
    fnD3e2l.png
    Spoiler
    Skill Menu
    SKwZUGe.png
    Spoiler
    Item Menu
    mLCbi0s.png

    To clarify, I don't want to delete these windows, only change the window displayed (dim, transparent, etc.)
    I want to keep the Window.png color image i'm using for text boxes, just not in these menus.
    Thanks!
  6. MHood82 said:
    Has anyone used the new projectile plugin? I can't figure out where I'm supposed to put the plugin command for it to work properly.

    I tried it as a common event that was called in the Effects window for a skill I wanted to work as a projectile but that didn't do anything.

    The help text doesn't seem to address this either and there isn't a video on the wiki yet for it.

    Thanks!

    Those are Action Sequence plugin commands. You can read up on them here: http://www.yanfly.moe/wiki/Battle_Core_VisuStella_MZ#Plugin_Commands

    Novam4a1 said:
    Hello, I was wondering is there anyway I can change the color/window for the status window on the following images? I've changed every window plugin parameter I could find but still can't change the "status window?" on some of these pages. The "status window?" being the window that's light blue-ish in the following pages:
    Spoiler
    Status Menu
    fnD3e2l.png
    Spoiler
    Skill Menu
    SKwZUGe.png
    Spoiler
    Item Menu
    mLCbi0s.png

    To clarify, I don't want to delete these windows, only change the window displayed (dim, transparent, etc.)
    I want to keep the Window.png color image i'm using for text boxes, just not in these menus.
    Thanks!

    That window is the Window_ShopStatus window. I do believe there's no option for changing the background of that yet. We'll have this added for a future update.

    ---

    We are on update batch #21!

    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)

    ---
  7. Thanks a lot Yanfly! I appreciate the hard work you and your team does!
  8. New update this week, broke Proximity Compass. Broke it last week too, but I was too busy to work on it, so I waited. Here's the output from the console:

    Code:
    js/rmmz_managers.js:2030 TypeError: Cannot read property 'note' of null
        at Game_Event.<computed> [as setupProximityCompassNotetags] (js/plugins/VisuMZ_4_ProximityCompass.js:584)
        at Game_Event.<computed>.setupProximityCompassEffects (js/plugins/VisuMZ_4_ProximityCompass.js:584)
        at Game_Event.refresh (js/plugins/VisuMZ_4_ProximityCompass.js:584)
        at Game_Map.<computed>.<computed> [as isSpawnHitboxCollisionOk] (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)
        at Game_Map.<computed> [as prepareSpawnedEventAtRegion] (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)
        at Game_Interpreter.<anonymous> (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)
        at Function.PluginManager.callCommand (js/rmmz_managers.js:3105)
        at Game_Interpreter.command357 (js/rmmz_objects.js:11274)
        at Game_Interpreter.<computed> (js/plugins/VisuMZ_0_CoreEngine.js:6363)
        at Game_Interpreter.<computed>.<computed> (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)

    If I turn off proximity compass, the problem goes away. I was going to submit a proper bug report, but I am using so many different Visustella plugins, that recreating the issue in a blank project could take a significant amount of work. I'll try to do that when I have a chance.

    Here are my thoughts on the matter:
    I have lots of different kinds of events.
    Some use COMMENT tags to specify compass icons and range.
    Most do not.
    Some Events are created by Events Move Core when the map loads.
    My suspicion is that it has to do with events created by events move core.
    If I startup on a map where events ARE created, I get the error above.
    If I startup on a map where events ARE NOT created, I do not get the error and things seem to work as they should.
    It looks like spawned events are not being handle properly in the notetag parsing code. Just a guess.
  9. poorrabbit said:
    New update this week, broke Proximity Compass. Broke it last week too, but I was too busy to work on it, so I waited. Here's the output from the console:

    Code:
    js/rmmz_managers.js:2030 TypeError: Cannot read property 'note' of null
        at Game_Event.<computed> [as setupProximityCompassNotetags] (js/plugins/VisuMZ_4_ProximityCompass.js:584)
        at Game_Event.<computed>.setupProximityCompassEffects (js/plugins/VisuMZ_4_ProximityCompass.js:584)
        at Game_Event.refresh (js/plugins/VisuMZ_4_ProximityCompass.js:584)
        at Game_Map.<computed>.<computed> [as isSpawnHitboxCollisionOk] (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)
        at Game_Map.<computed> [as prepareSpawnedEventAtRegion] (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)
        at Game_Interpreter.<anonymous> (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)
        at Function.PluginManager.callCommand (js/rmmz_managers.js:3105)
        at Game_Interpreter.command357 (js/rmmz_objects.js:11274)
        at Game_Interpreter.<computed> (js/plugins/VisuMZ_0_CoreEngine.js:6363)
        at Game_Interpreter.<computed>.<computed> (js/plugins/VisuMZ_1_EventsMoveCore.js:6254)

    If I turn off proximity compass, the problem goes away. I was going to submit a proper bug report, but I am using so many different Visustella plugins, that recreating the issue in a blank project could take a significant amount of work. I'll try to do that when I have a chance.

    Here are my thoughts on the matter:
    I have lots of different kinds of events.
    Some use COMMENT tags to specify compass icons and range.
    Most do not.
    Some Events are created by Events Move Core when the map loads.
    My suspicion is that it has to do with events created by events move core.
    If I startup on a map where events ARE created, I get the error above.
    If I startup on a map where events ARE NOT created, I do not get the error and things seem to work as they should.
    It looks like spawned events are not being handle properly in the notetag parsing code. Just a guess.

    Please follow the instructions here to file a bug report: http://www.yanfly.moe/wiki/Troubleshooting_Plugins_RPG_Maker_MZ
    This way, we can get it fixed.

    I understand you said it's going to require significant work to recreate, but this is to ensure that we are fixing the exact problem you're having.

    Thank you.

    In the meantime, I'll create a temporary fail safe for it.
  10. I'm unsure as to how to implement Passives skills through item usage or level ups rather than just the static "Have it at the start of the game". I'm assuming it would need to be done with JS code, but unsure how to actually word it correctly or even how to do so other than something like

    if actorlevel = X, show;
    or something along those lines.
  11. EDIT: I did find in VisuStella Skills and States Core plugin that I can create a custom skill cost type, now I just need to figure out how to tie those to the 2 different TP modes in VisuStella Enhanced TP plugin.

    Hello,
    I am wondering if there is a way to change the units text and color that shows up on the skill menu with VisuStella Enhanced TP? Ex. One of my TP modes is Fury (bar colored red), another one of my TP modes is Power (bar colored turquoise) but this doesn't translate to the skill cost text or color (still displays the text "TP" and is taking the text color from VisuStella Core Engine).
    TLDR: I want to change the picture below where it says 10 TP (change the color and text for Multiple different modes, not just TP in general) I'm basically using TP as a way to make classes play differently with their resources.
    Spoiler
    ZGh0RPZ.png
    Thanks!
  12. @Yanfly it would be beautiful if the items had thumbnail images as in the MV plugin. <3
  13. Using the ItemEquipCore's <Disable Switch: x> notetag, the item still shows up when using the Select Item command. Should this be the case?
  14. I have a plugin that plays voice clips when the character attacks. It doesn't work for action sequences. Is this the right place to ask for help?
  15. Mr. Detective said:
    I have a plugin that plays voice clips when the character attacks. It doesn't work for action sequences. Is this the right place to ask for help?
    I've been dealing with someone who was using a similar plugin who told me it doesn't work correctly when they use the auto-melee sequences, or the ACSET commands, but it does work if they manually make an action sequence. Have you tried that?
  16. @ramza I actually don't quite understand what you mean.
  17. @Mr. Detective I don't use the plugin (or similar) myself, so I only know what that other guy told me.

    He was having issues with action sequences and one of my plugins, and the issue stems from the fact that he is using <custom action sequence> and making his own sequence via the plugin commands, rather than use the 'auto melee' sequence (from the plugin parameters) or any of the built in ACSET plugin commands. He told me the reason he's using a custom sequence instead of those default ones is because his voice clips don't play unless he does that.
  18. Well, in that case, I don't know how he managed to do action sequences without those ACSET commands. Not that I even understand what he's talking about with the "auto-melee" thing. Hope someone can explain or reply if they can help me.
  19. The auto melee single target and auto melee multi target plugin parameters make it so that, unless you tag it with <custom action sequence> certain skills, like your attack command, that meet the definition of a melee attack, automatically use a default sequence, which basically amounts to using all of the ACSET plugin command in order, with something in between setup and target commands to move the attacker to the target before attacking.

    The ACSET commands themselves are just convenient blocks of the most commonly used sequence commands. If you are using a custom sequence that consist only of ACSET commands, you're basically using a default sequence.

    A custom sequence uses the other (like 200) plugin commands. It allows finer control over how the sequence looks and works, and gives you the ability to inject plugin commands, or script calls in the middle of the sequence steps, like, say, to call a battle voice via a script call.

    For example, the ACSET: Setup action could be replaced with the individual commands it contains, and you could put stuff in between those lines, or remove them. Don't like that the actor does his cast animation before using the skill? Delete that line from the sequence.

    The user I'm talking about had to use a custom sequence without the ACSET commands to get his voices to work. I don't know why it doesn't work with the ACSET ones, I'm not sure if maybe he just had to inject some sort of call in between lines to have them come in a specific time, but like I said, all he told me we that he wasn't using the ACSET commands.
  20. What the hell is it with this Message Core plugin? It has completely broken my spirit!

    First, I thought the sample project was about teaching you how plugins work! Now I am wandering around looking for that one character that finally teaches me how to offset my message box! Because I cannot do it! I am trying commands like
    \WindowMoveBy<targetx5, targety5>
    \WindowMoveTo<targetx200>
    \WindowMoveTotarget<x200>
    \WindowMoveTotargetx<200>

    and nothing, NOTHING is working. These commands all seem to swallow the message boxes. I...I am begging for help, I am sure it is well documented and I am just too stupid to read it correctly, but for the love of god, please help me.

    In RPG Maker MV the message code was simple:
    \msgposx[1197]\msgposy[390]

    Simple, easy to understand with proper explanation. And by that I mean even easy to understand for my tiny brain!


    And the other problem is that I have unchecked wordwrap and all that has to do with it but still the program keeps reading the messages away without waiting for a mouse click. How do I turn that off? I want it to function how it has always been. See message - click (or Enter) - See next message.



    help, please have mercy and help me. I have been porting my game for the last 3 days and everything is running ok except these Visustella plugins which for some reason couldn't keep the old commands :(



    Edit: A gentle soul in discord helped me, it is \WindowMoveTo<5, 5>

    I personally think this could have been documented better than it is in the wiki!