Perhaps the $gameSystem.isEncounterEnabled() would be helpful?
Just trying to be helpful.
Huh - I do not like that the Playtest Menu stays on even in normal mode... it just becomes a 'Cheats' tab.
Dang, made my own problem... hahaha!
VisuStella Sample Project & MZ Core Plugins
● ARCHIVED · READ-ONLY
-
-
I would like to know if your "Encounter Effects VisuStella MZ" plugin does improve the engine's pathfinding for on-map chase events that trigger battles.
On MV I loved to use Shaz's one, but it probably won't be ported to MZ sadly.
Your Encouter Effects plugin looks interesting, but I would like to know if it makes pathfinding better, because the default engine has a horrible one, any obstacle will stop the event from chasing.
Thanks! -
I use every VisuStella plugin.I would like to know if your "Encounter Effects VisuStella MZ" plugin does improve the engine's pathfinding for on-map chase events that trigger battles.
On MV I loved to use Shaz's one, but it probably won't be ported to MZ sadly.
Your Encouter Effects plugin looks interesting, but I would like to know if it makes pathfinding better, because the default engine has a horrible one, any obstacle will stop the event from chasing.
Thanks!
The Encounter's Chase works around objects beautifully. They've chased me around objects, reversed on me and everything. The little bugger won't let me escape unless I can get out of that vision cone. -
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.
It works pretty well, until you have more than 4 party members. Or you want to switch party members in combat with the Party plugin. Then it gets a bit weird. I'm trying to see if I'm just missing something, but I'm trying to adjust the individual position of Battle Position 1 (regardless of who occupies it), Battle Position 2,3, and 4 if that makes sense.
I could also just have each of my 6 actors take a unique spot on the right side of the battlefield, but I kind of like the standard 4 man lineup. I'll keep playing with it.
EDIT: Got it. If you're just looking to spread your party out a bit, go to BattleCore plugin ---> Actor Battler Settings ---> JS: Home Position ---> Mess with the X and Y index numbers (after the * symbol).
Larger X value: party with spread out more horizontally. Larger Y value: party will spread out more vertically.
I consider myself accomplished since I know pretty much nothing about coding. Lol. -
So ... just to check before I do something like submit it as a suggestion ...
Through the options core plugin we have the ability to provide a list of alternate fonts the player can use. I currently can't seem to add any of the fonts in the fonts folder to this list unless it's the default font for my game. Is there something very obvious I'm missing or should I ubmit this as a feature request. -
@Yanfly
sometimes BATTLE SEQUENCES simply do not alter the battler's motion graph.
It is as if he followed the whole sequence in a single position, the movement happens, but the sprite does not change the movement. -
You might want to check and then submit that as a bug. Check out this page here.@Yanfly
sometimes BATTLE SEQUENCES simply do not alter the battler's motion graph.
It is as if he followed the whole sequence in a single position, the movement happens, but the sprite does not change the movement. -
Does anyone have a template of how to set up the VS8 sprite sheets or how to label them in the game folder (if that is what it needs to be). Not really sure how to set this up?
-
Is there a way to make the name input screen gamepad compatible? You can't pass this screen if you're using a gamepad, it doesn't work.
There also doesn't seem to be any support for gamepad all the button prompts don't take into account if you use gamepad. -
I have a question regarding the Visustella Demo.
I have the demo, and the all-script pack.
I had installed all of the plug-ins to the demo and activated them. But when I do so, I get a demo that lags rather noticeably. I have checked, files, and made sure MZ is up to date.
Is anyone else having this problem? -
You mean the $100 bundle? You...put all of them in the demo project...? o_O I'm no expert, but I doubt they're all meant to be used simultaneously, right? Do you really need to use...all of them?I have a question regarding the Visustella Demo.
I have the demo, and the all-script pack.
I had installed all of the plug-ins to the demo and activated them. But when I do so, I get a demo that lags rather noticeably. I have checked, files, and made sure MZ is up to date.
Is anyone else having this problem? -
Well, I am not sure I would use them all in the final project. But while playing around and learning, yeah, I wanted to access all of them.You mean the $100 bundle? You...put all of them in the demo project...? o_O I'm no expert, but I doubt they're all meant to be used simultaneously, right? Do you really need to use...all of them?
So that may be why it is lagging then? Hmm. Well, Guess I will have to remove some. Bummer. -
Well, I am not sure I would use them all in the final project. But while playing around and learning, yeah, I wanted to access all of them.
So that may be why it is lagging then? Hmm. Well, Guess I will have to remove some. Bummer.
Many players have noticed considerable lag with the Compass plugin so that might be the biggest culprit. The order they are in could also play a factor. But yes ultimately it is often more wise to use as few plugins as possible. There is a such thing as having too much of a good thing in RPG making. -
About class change system, I have questions.
How do I make it so that players can't change their primary class?
How do I restrict some classes, so that only certain characters can use them? -
I know breathing enemies was omitted b/c of a tearing issue. Over the past 2 months has a solution for this been found yet?
-
@Yanfly Can I purchase a Yanfly sprite from you to use for a cameo in my project? I would, of course, credit you, and if you would like, I'm also willing to show you the finished scene for your approval before sharing it. I totally understand if you're not okay with this, but I thought it wouldn't hurt to ask. :smile:
-
I think this is explained on the wiki page.About class change system, I have questions.
How do I make it so that players can't change their primary class?
How do I restrict some classes, so that only certain characters can use them?
Disallowing primary class change<Restrict Class Change Tier: x> <Restrict Class Change Tiers: x, x, x> - Used for: Actor Notetags - This makes an actor unable to change the class found in any of the listed tier slots unless this effect is cancelled by Plugin Commands. - Replace 'x' with a number representing the tier slot(s) to restrict.
...where x would be 1 for primary class (at least I think).
Restricting classes for certain actors<Unlocked Classes: id> <Unlocked Classes: id, id, id> <Unlocked Classes: name> <Unlocked Classes: name, name, name> - Used for: Actor Notetags - Allows this actor to start with certain classes unlocked. These classes are unlocked in addition to the ones found in the Plugin Parameters. - For 'id' variant, replace 'id' with a number representing class's ID. - For 'name' variant, replace 'name' with the class's name. - Insert multiple data entries to unlock more classes.
And now for a few questions of my own...
Concerning multicolor item namesIs there any way to use message codes (more specifically, color codes and variables) in database names? I'd like to set up a few colors for my equipment names (and maybe use a \V[x] for the name). I tried that in my project and did not get the expected results, but instead the ingame window shows the equipment as '\C[4]Fire Sword \C[0]+2'. I am using quite a bit of VisuStella plugins, as well as MZ3D and Aerosys' Random Dungeon Generator.
The codes work in descriptions, but not in names. Is there a plugin or another way to 'fix' that?
I know I can use <Color: 4> to set up the naming color, but it seems impossible to use multiple colors in the name, even with database inheritance. But if there is no way to use multiple color codes in a single item, I'll just make do with whatever I have. I'd just really like to make parts of equipment names 'pop out' really...
Concerning Items and Equips Core and Database Inheritance pluginsLet's say that I'm using <JS Parameters> to create random stats for my gear. I have a basic sword and something called Sword Inheritance. Basic Sword has the base stats set up (ATK 10, MHP 10 in this case). Sword Inheritance uses the following:
<JS Parameters> MaxHP = RandomBetween(0, 10); MaxMP = RandomBetween(0, 3); ATK = RandomBetween(3, 5); </JS Parameters>
Suppose I'm making Basic Sword +1 that inherits both Basic Sword and Sword Inheritance. Are the random numbers generated again when the item is created, or are the values same as they were for the Basic Sword itself. If they are randomly generated each time DBI is invoked, I could create Basic Sword +1, +2, ...+n just by supplying the following notetags
<Inherit Previous Everything> <Inherit Notetags From: Sword Inheritance>
However, it seems like something isn't playing nice as I get a SyntaxError: Unexpected token '<' right after starting test play.
RandomBetween(a, b); is a quick JS function defined in Core engine by default. Even when I replace it with a normal JavaScript code, I get the same error.
The game works normally when I take out the JS Parameters from the Sword Inheritance item. -
How do I make it so that auto dash isn't enabled by default? I tried to put default value ConfigManager[symbol] = false; but it still starts with enabled on default.
-
I was looking through the Core Engine's parameters and I'm curious about the "Document Title Format" in the Title Screen parameters. Where would that be seen in-game?
-
Is the forum working again? (why is my text blue in the input box?)
Looks like it is.
Anyway, I'll answer some questions:
---
Does anyone have a template of how to set up the VS8 sprite sheets or how to label them in the game folder (if that is what it needs to be). Not really sure how to set this up?
You set them up like normal sprites sheets but they will be used as such for the specific sets: (click here)
Also explained in the link, just add [VS8] to their filename.
---
I have a question regarding the Visustella Demo.
I have the demo, and the all-script pack.
I had installed all of the plug-ins to the demo and activated them. But when I do so, I get a demo that lags rather noticeably. I have checked, files, and made sure MZ is up to date.
Is anyone else having this problem?
I'm running the master project with all the plugins installed and don't get any kind of lag. It remains at a consistent 60 FPS for me.
---
@Yanfly Can I purchase a Yanfly sprite from you to use for a cameo in my project? I would, of course, credit you, and if you would like, I'm also willing to show you the finished scene for your approval before sharing it. I totally understand if you're not okay with this, but I thought it wouldn't hurt to ask. :smile:
I'm flattered you're so considerate of it, but currently, I don't have a sprite that I own. The one I've used before in videos was made by another artist and she doesn't want it to be shared around. If anything, just any kind of bunny will do.
---
Is there any way to use message codes (more specifically, color codes and variables) in database names? I'd like to set up a few colors for my equipment names (and maybe use a \V[x] for the name). I tried that in my project and did not get the expected results, but instead the ingame window shows the equipment as '\C[4]Fire Sword \C[0]+2'. I am using quite a bit of VisuStella plugins, as well as MZ3D and Aerosys' Random Dungeon Generator.
The codes work in descriptions, but not in names. Is there a plugin or another way to 'fix' that?
I know I can use <Color: 4> to set up the naming color, but it seems impossible to use multiple colors in the name, even with database inheritance. But if there is no way to use multiple color codes in a single item, I'll just make do with whatever I have. I'd just really like to make parts of equipment names 'pop out' really...
By default, database names do not allow for text codes. We don't have any plugins that conform to this though we do have some plugins that allow for custom colors. That said, we don't have plans on providing support for text codes for names, too, because that's likely to open up a whole lot of other compatibility problems.
---
How do I make it so that auto dash isn't enabled by default? I tried to put default value ConfigManager[symbol] = false; but it still starts with enabled on default.
That's exactly how you do it. But keep in mind that options are global. They do not reset unless you clean out the save folder.
---
I was looking through the Core Engine's parameters and I'm curious about the "Document Title Format" in the Title Screen parameters. Where would that be seen in-game?
View attachment 180984
It would be in the title bar assuming that you changed the values away from their defaults.
---
Anyway, since it seems like the forum is stable again (aside from the weird blue text), I'll start posting updates here again:
We are on Weekly Update #28!
View the Changelog here: http://www.yanfly.moe/wiki/VisuStella_MZ_Changelog
Sample Project Version here: https://visustella.itch.io/visumz-sample/devlog
---
If you've encountered a bug, don't report them to this thread.
Instead, report the bug you've found to this link: http://www.yanfly.moe/wiki/Troubleshooting_Plugins_RPG_Maker_MZ
---
If you have suggestions for plugins and/or graphics for the VisuStella team, we'd like to hear them. Keep in mind this does not mean we're guaranteed to create it (as our time is very limited) but we're interested in hearing what you have to suggest:
Graphics: https://forms.gle/c9pbrqGbJCzWETC97
Plugins: https://forms.gle/73bPT3nfXZFRn6BNA
---
Have a good weekend, everybody!