VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 47 of 49 View original ↗
  1. @OwenQ version 1.32 is well over a year old. We are now up to version 1.42 Was that the one you intended to reference?

    The only place I can find any reference to self switches in the changelog is, however, for 1.32 But it doesn't say anything about show/hide/etc etc. What it says is:
    Self Switches are now made compatible with work with Show Choices.
  2. 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

    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.
    I think you misunderstood the instructions...
    [embedded media]
    1679064369854.png

    Further to 'Self Switches' requires the switch to be named with a <Self> tag. which converts(uses) a normal switch as an instance of the self which is calling. This does not refer to an event's self switch A, B, C, D

    Hope this helps
  3. Hey all,

    I'm running into a really weird bug in battle. Intermittently, if an Actors ATB Gauge fills during ATB (Active) while a different Actor is choosing their command, no further actions from the Party can be taken anymore, despite the "next" Actor having stepped up to Ready:

    1683125723058.png

    I disabled the one other plugin I use that affects battle turns but the bug is still occurring.
  4. Have you submitted it as an official bug, even if the systen to do so is excessively convoluted?
  5. Dark_Ansem said:
    Have you submitted it as an official bug, even if the systen to do so is excessively convoluted?
    No for that Exact. reason xD.


    EDIT: It may have been caused my MultiTweaks. Since it was "optimizing" the game it was skipping battle frames. Haven't seemed to have the issue since


    Either that setting or "Auto select targets"

    1683129184480.png

    Disabled both juuuuuust to be sure
  6. Is there a way to turn off the MP gauge in the battle menus. I found how to do it in the main menu but still have not found a way to turn off the gauge in the battle menus?
  7. @GalacticGod What I did was to put a note tag in the class slot in the database not the actor slot.

    Code:
    <Replace MP Gauge: none>

    EDIT
    And in case you ever need it - if you have someone who doesn't use TP, then same process with (logically enough) this note tag
    Code:
    <Replace TP Gauge: none>
  8. Kes said:
    <Replace MP Gauge: none>
    That worked perfectly, thank you!
  9. I am using the custom skill cost plugin, my character has a different resource called mana instead of MP but the resource is at 0, how do i have it filled up like the MP bar? Also, the skill can still be used even though it requires mana to be used
  10. In the Skill Mastery plugin, can I put the skill level of a skill different from the current skill into the damage calculation formula?
  11. Good afternoon. I'm getting a SyntaxError on starting my game after a long break. Could someone please give me an idea what the attached error could mean? I know this isn't a bug report thread; I think it might be an error on my part, but I'm not sure where to look since I'm pretty out of practice. It seems to be having trouble parsing notetags. All plugins are up to date and in the correct order.
    EDIT: It was a problem with one of my state notetags. I was trying to make a passive state. I'm still investigating what caused it. I might post it in a more appropriate thread.
    1686436979421.png
  12. WilsonE7 said:
    EDIT: It was a problem with one of my state notetags. I was trying to make a passive state. I'm still investigating what caused it. I might post it in a more appropriate thread.
    Seems like an extra or missing bracket or ; maybe?
  13. Knowing me, I'll bet that's what it was. Those smaller things tend to get me. I just stepped away from the computer, but I'll definitely look at that later. Thanks for the suggestion!
  14. Does anyone knows if is there a function or some way to access the parameters icons set up in the plugin config?
    I'm trying to make my own plugin and I would like to draw the parameter icon beside the parameter name in a new scene I'm programming.

    Just wondering so I don't need to hardcode the icons I want in the code, instead reference the icons already defined in the Core Engine plugin parameters inside my code.
    1689729977032.png
  15. SirMortanius said:
    Does anyone knows if is there a function or some way to access the parameters icons set up in the plugin config?
    I'm trying to make my own plugin and I would like to draw the parameter icon beside the parameter name in a new scene I'm programming.
    Shameless plug,

    I built this out already in my plugin

    Puppet Knight - Draw Actor Extras v1.2 by Puppet Knight

    You'd use the this.drawActorStats function. It only draws the Icon and Number

    1689732821789.png

    but you can edit the plugins script to include the name of the parameter as well if you need.
  16. There is a problem with the Visustella battlecore and equip battle skill plugin, they are not compatible with each other. What i want is able to have a custom skill type command for each different class, for example, my Elementalist uses magic and my ninja uses spirit, and the battle commands show that what i want is to only use 4 skills in battle, that is where the equip battle skill plugin comes, by default it works, when entering battle it shows the command name "skills" and selecting it will show 4 skills to use. When using this note tag in the class notes

    <Battle Commands>
    Attack
    SType: 1
    Guard
    Item
    </Battle Commands>
    Will overwrite the equip skill plugin and when selecting the Stype: 1 command which is named "Magic", then all skills for that class are available to use
  17. jedite1000 said:
    There is a problem with the Visustella battlecore and equip battle skill plugin, they are not compatible with each other. What i want is able to have a custom skill type command for each different class, for example, my Elementalist uses magic and my ninja uses spirit, and the battle commands show that what i want is to only use 4 skills in battle, that is where the equip battle skill plugin comes, by default it works, when entering battle it shows the command name "skills" and selecting it will show 4 skills to use. When using this note tag in the class notes

    <Battle Commands>
    Attack
    SType: 1
    Guard
    Item
    </Battle Commands>
    Will overwrite the equip skill plugin and when selecting the Stype: 1 command which is named "Magic", then all skills for that class are available to use

    If that is true then you need to submit a bug report, unless I'm missing something and there is an error in the setup?
  18. and how long will it take for them to know about it and fix it, i kinda need the fix asap
  19. jedite1000 said:
    and how long will it take for them to know about it and fix it, i kinda need the fix asap
    Depending on how serious it is, a hotfix can be pushed out ASAP. It's only the main updates which only come once a month. That could also change eh as it's obviously not working.
  20. sent a bug report to their discord hopefully they reply since i cant continue my project until this is fixed