Hey gang, you all did a fantastic work with the plugins! They've been fantastic and great to work around in for someone as code illiterate as me. I have come across a little bug in which when using say \i[x] and the number goes over 999 then the digit grouping kicks in, adding a "," into the numbers and engine doesn't recognize it and doesn't draw the icon. I just worked around it by turning off group digiting, but I didn't know if that was intentional or not.
Also will y'all be adding the Custom Info Window Display from Yanfly's Item plugin anytime soon? It's one of my favorite features because it allows me to do lore stuff or add extra info that wouldn't fit in the description box.
Anywho, keep up the great work and I can't wait to see what y'all do in the future!
VisuStella Sample Project & MZ Core Plugins
● ARCHIVED · READ-ONLY
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When will the script calls be ready?
I am not sure if MV script calls is the same as MZ script calls? -
I just want to say good work, and that I am really loving these plugins. Thank you for sharing these with the community and for making them available on day 1. One thing that I would personally like to see in the future for your item core would be the independent item feature. I am making good use of that feature right now with item core for MV. Anyways, keep up the good work!
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Just let you all know I am ok with obfuscation. But do give enough information to help out game creators.
Let me give you example, in your core script I saw you added levels to enemy. But you did not say how to call script call in javascript so basically I cant do "enemylevel * value" as I do not know the script call for this new enemy level.
And as you did obfuscation, I can't manually check what is the correct script call for this method of getting enemylevel value. -
I'm actually incredibly impressed at how many of Yanfly's old plugins have already been ported. It's cool they've been condensed into a much shorter list, one plugin here has the features of three or four of the old ones and my Plugin Manager looks much cleaner, although that does have the side effect of making the plugins less modular.
I second the request for the tips and tricks videos demonstrating cool ways to use the plugins. Having them all come out at once is double edged sword. I can get started on a serious project straight away, that's preferable to a drip feed, but I'm also kind of overwhelmed and not sure where to start. Lots of options and customisations to tinker with!
Two things got my excited for MZ, the return of the XP mapping system, and all of the options the VisuStella plugins open up. I'm primarily an artist, I can barely code, and these give me a lot of flexibility I wouldn't otherwise have and greatly expand the engine's potential. This is a group of skilled individuals who have had to learn their craft, they're offering me something I can't do myself, and while I'm grateful the base plugins are free I'd be happy to pay for their work.
One question I do have concerns the VS8 graphics format. I've started making graphics for my game, I have the eight directional walking and running sprites done for my main character, but I have no idea what a "carry" set is supposed to be or when it would be used. I was looking through the img/characters folder of the sample game and I also checked yanfly.moe hoping for an example character set, but came up short.
Can someone tell me what the carry frames are supposed to be please? Here's what I have so far, the carry frames are supposed to be in what would usually be character 5 and 6's slots. (Also, as a request, is there a compatible visual equipment plugin that would layer armour / weapons onto a base sprite both when exploring maps and in battle?)

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@suoma This is an English language site, so all posts need to be in English.
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Hi Visustella team!
- First : Thanks a lot for your work, it's very easy to use, you defined a lot of functions to customize our games. (sorry for my english, i'm french/spanish speaker)
- Second : The saveCore is very impressive. An inspiration from FFIX? :)
- Third : The status menu is quite impresive!
2 questions:
1. Is it possible to port the Yanfly Credit Page script? (in order to put your team name and your website in our credits ;) )
2. Do you know if Olivia Fallen Angel/Irina (from Yanfly website) will continue to work on RMMZ?Do you work all together or are you complete separated teams?
Thanks! Have a good WE. -
Hello.
I explained my issue with the Message Core in this thread.
To sum things up, I was wondering if there was any possibility of bringing the old command \n<Character Name> from MV to MZ? Because right now, rechecking every message while porting an MV project to remove and retype the character name is a hassle, given how the command has been deleted since the Character Name option has been added natively on MZ.
Thank you. -
First of all, I have to thank you for your contribution.
I have to say, YanflyEnginePlugins is so important for my RMMV game. It gives me infinite possibilities.
When RMMZ finally arrived, I was so excited to see you released the VisuStella plugins for it. But when I found out the codes were obfuscated, I have some concerns.
It may mean that I can no longer customize the window layout, and personalize the modification of some functions.
May I ask if you have any plans for a paid version? I would really like to pay you for them. And it's important that I'm not a CODE-THIEF but just a game-maker. I do not intend to steal your code, it doesn't make any sense to me.
Please forgive me if I offend you, and I'm really looking forward to your reply. Thanks a lot, and wish you the best! -
@chinx You can already pay for the core plug-ins, but it's purely voluntary. Do you want a set of unobfuscated plug-ins you have to pay for?
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@VisuStella
Any chance you can make BattleCore work with the BattleVoiceMZ?
Seems it's incompatible atm -
@chinx You can already pay for the core plug-ins, but it's purely voluntary. Do you want a set of unobfuscated plug-ins you have to pay for?
I'm sorry for causing your misunderstanding. I'm asking if there will be an paid version without obfuscation. I really like the charming features that yanfly's(VisuStella) plugins provides, and I also spent a lot of time customizing it in depth. I really hope that I can get more information for that.
Anyway, thank you very much for your suggestion.Let's be patient and look forward to their wonderful plugins. -
Hello again everyone.
As a reminder, please refer to our previous post (and the updated first post in this thread) for any bug reports, thanks!

We have updated the VisuStella MZ Sample Game Project to version 1.01! Please click this link for the full details. <3 -
@VisuStella : I'm still trying to make sure mine isn't user error by reading all the rest of the documentation first. Plus its honestly minor I can make it work if I can't turn that one off with a tweak in my planning.
And thanks for the updates! -
Anyone know how to get the BattleCore plugin to run with BattleVoiceMZ
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When will I be able to by your plugins by themselves? I've been waiting for them ever since I got RPG Maker MZ, and I was also trying out the sample.
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When will I be able to by your plugins by themselves?
They're free. Just download the sample project and grab them. You can skip the donation part entirely 'w')b -
Oh Boy...
Well, Anyways...
Hope Mz soon catches up with the plugins... ^^ -
Hello, not sure if I should be posting this here, but I wasn't sure where to ask/suggest. Firstly, I would like to say that the Debug plugin is awesome, just like all you guys' plugins usually are, and I am glad to have it. Secondly, unless I'm just missing something, I would like to request that at some point, if it's possible, for you to add the ability to view the current stats of your characters/enemies during a battle? Or at least what they are pre-buff/debuff?
I'm kind of bad at battle/progression planning from a conceptual standpoint (ADHD be damned), so I find it easier to gauge things by doing the battles, and I think that would be a nice thing to have. -
I have same issue, On expire and On erase codes just doesn't work and instead act as On Add.EDIT: Unrelated to the above, and to prevent double-posting, I just found something that doesn't work as intended, but I don't know if it's me being dumb or if it's a genuine error.
With Skills & States Core, when I try to recreate a Doom-like state (when it expires, the one suffering the state immediately dies) with the JS On Expire State snippet, the target immediately dies once the state gets applied. The same happens with On Erase State.
For clarity, I used the following:
JavaScript:<JS On Expire State> target.addState(1) </JS On Expire State>