VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 46 of 49 View original ↗
  1. NaosoX said:
    There may be a bit of confusion regarding the terminology.
    View attachment 238533
    I'm assuming you are referring to "turn" phase, which processes like this:
    View attachment 238534

    Now that we have established the terms used, please tell us what type of battle system you are using. Turn-based and TPB act differently.
    Turn-Based

    A turn consists of 1 action per available actor and enemy.

    TPB

    A turn only changes when available enemies have taken their actions.


    Now that we have identified the battle style, please tell us what you wish to achieve.

    Turn Based, yes. Do I understand correctly, that its turn start > actions by every combatant > turn end? Then I need skills that apply state to the user of the skill at the turn start, before the action is initiated.
  2. Ys42 said:
    Turn Based, yes. Do I understand correctly, that its turn start > actions by every combatant > turn end? Then I need skills that apply state to the user of the skill at the turn start, before the action is initiated.
    You want a skill(which has to be chosen?) which adds a state, correct?
    Can the skill be used by anyone, or just the one actor? How long does this state last?
  3. NaosoX said:
    You want a skill(which has to be chosen?) which adds a state, correct?
    Can the skill be used by anyone, or just the one actor? How long does this state last?
    Basically I want to have a skills(all of them, mostly) that can "interrupt" other skills, by type. So, if its a "quick" skill, it would interrupt "slow" skill. States should exist for one turn, during which the skill is used, as a dummy, for a skill to read from (if enemy isstateaffected, then addstate(stun)). If theres a better way to make skill that would interrupt other skill based on opposing skill type, im all ears.
  4. Ok, the wording is making me confused about the logic... but I think I get what you are saying:

    Actor > casts skill which adds a state(quick).
    Enemy cast a skill which checks if Actor has state(quick) applied.
    if the actor does have the state applied, the enemy gets stunned.
    if the actor doesnt have state(quick), state(slow) is applied to the actor.

    is this the jist of it?
  5. NaosoX said:
    Ok, the wording is making me confused about the logic... but I think I get what you are saying:

    Actor > casts skill which adds a state(quick).
    Enemy cast a skill which checks if Actor has state(quick) applied.
    if the actor does have the state applied, the enemy gets stunned.
    if the actor doesnt have state(quick), state(slow) is applied to the actor.

    is this the jist of it?
    No no, ill reword it in your terms :)
    Enemy cast a skill which checks if Actor has state(Slow) applied.
    if the Actor does have the state applied, the Actor gets stunned and takes increased damage from said skill.
    if the Actor doesnt have state(Slow), skill just deal small damage .
  6. Ys42 said:
    No no, ill reword it in your terms :)
    Enemy cast a skill which checks if Actor has state(Slow) applied.
    if the Actor does have the state applied, the Actor gets stunned and takes increased damage from said skill.
    if the Actor doesnt have state(Slow), skill just deal small damage .
    Seems pretty straight forward. That brings us back around to why you need something to happen during "turn" phase.
  7. NaosoX said:
    Seems pretty straight forward. That brings us back around to why you need something to happen during "turn" phase.
    it is straightforward. Because I want stun to apply only in the case that the skill, that apply stun, goes off before the enemy.
    So, if it Battler attack (fast)>Actor attack (slow), Actor wont get to actually do his slow attack. But how would battler (fast) skill would know, that actor is gonna use (slow) skill in advance? It need some sort of an anchor, and I though that the skills could add dummy state to the user before actually being used, so that skill, when actually firing off, can read that data to know, that it should actually interrupt.
    It a lil difficult to explain myself, since english is basically my 3rd language, so sry for any misunderstanding.
  8. I'm trying, but I really don't understand.
    Are you saying you want a skill to be used without being selected?
    If you want something like that to happen during "turn" phase, it must be selected prior to that.
    It kind of seems like you want some sort of simultaneous(both actor and enemy) actions, which isn't possible as everything happens in order(no matter how slow or fast that order executes).
    You may be better off trying some alternative, such as having the state last 2 turns?
  9. NaosoX said:
    I'm trying, but I really don't understand.
    Are you saying you want a skill to be used without being selected?
    If you want something like that to happen during "turn" phase, it must be selected prior to that.
    It kind of seems like you want some sort of simultaneous(both actor and enemy) actions, which isn't possible as everything happens in order(no matter how slow or fast that order executes).
    You may be better off trying some alternative, such as having the state last 2 turns?
    ye, state should be applied simultainously, you got the idea. Im thinking, maybe its possible to do it in two turns? like, add states one turn, and "force" actions the second turn, but for the player it would seems like one continous turn. Something like a "jump" skill from ff4, but without actual visual stuff for first part.
  10. I was going to ask what combat system he was running as well.
    Since the normal vanilla combat system in RPG Maker doesn't perform turns as described either.
    It almost sounds like he needs the one that makes all the actors choose at once and then the action happens...
  11. MasterTenchi said:
    I was going to ask what combat system he was running as well.
    Since the normal vanilla combat system in RPG Maker doesn't perform turns as described either.
    It almost sounds like he needs the one that makes all the actors choose at once and then the action happens...
    I might be wrong, but afaik enemy choses actions "at the same time" as the player do, not when their turn comes
  12. I'm using battlecore's XP layout style, but I don't know how to resize party members portraits, party command window etc. Is it even possible? I'd like for all of it to be less wide and to have less empty space between party member's windows.

    Screen Shot 2022-11-08 at 21.31.08.png
  13. What is the maximum number of members that can be displayed in the recently added 'Frontview Battle UI'?
  14. without touching any of the settings.. looks like 7
    1668179298918.png
  15. @VisuStella: is the credits plugin included in the "all waves bundle"? Thank you guys for all your hard work!
  16. Hi all,

    I use VisualBattleEnv to add a Front Environment at the start of battles, triggering a common event throughout to make it fade out and in as required throughout the battle and it works well.

    The only problem is, the image stays on screen at the end of the battle and I want it to be gone when the victory/defeat screen begins. I use VictoryAftermath but irrespective of whether VicAftermath is on or off, I can't find a way of removing or fading out the image.

    I've tried inserting a script trigger through note tags for pre-victory, tried eventing Troops to trigger on enemy HP 0 etc etc, but no matter what I do, the image remains.

    Any help greatly appreciated :)
  17. First question; is this the only place to ask about the VisuStella plugins? I've completely failed to find any sort of contact/discussion stuff beyond basic troubleshooting and bug reports

    Actual question; the v1.32 changelog in the VisuStella Message Core's help file (I think) claims that you can use Self-Switches to show/hide/disable/enable Show Choice selections. I can't for the life of me figure out how to do that, though; I figured using single or double quotes around the letter of the switch would work, but it doesn't.
  18. OwenQ said:
    Self-Switches to show/hide/disable/enable Show Choice selections. I
    I don't see this anywhere in the help file, please provide more context.

    OwenQ said:
    First question; is this the only place to ask about the VisuStella plugins? I've completely failed to find any sort of contact/discussion stuff beyond basic troubleshooting and bug reports
    VS devs do not provide any sort of official support unfortunately. Here as in the forums, or this particular thread? There is also a discord.