Milennin

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Update 1.01 fixed the freezing issue I reported, however, now it won't turn off the actor window while activating a skill, making the party and actor window overlap while a skill is cast. I assume this is unintentional?
 

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wyhzcm

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emmmmm,Dear and cute developers, I sincerely hope that you can set more text parameters for the VisuMZ_4_Debugger, because it really only has a little content that can be translated into other languages,hopely.
 

TimothyMV

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Since with DB, exporting with armature data of 5.5 takes too long, and 5.0 is instant, and then an error saying parent null happened. Plus i'm also having issues with Node.js to help me convert my own Dragonbones assets to the version that will stop this error from happening. What am I even doing wrong here????!????
I'm asking this again here because I waited almost 24 hours for an answer in the JS support subforums and I don't want to wait until the end of the year for a solution.
 

Morganis

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The core plugins included in the sample project are free. If you want any of the others which aren't in the sample, it will tell you on the site how much they are. There's also a $25 bundle which includes several plugins (some of which aren't released yet).
Hello, I cant find where there is a bundle of plugins to purchase.
 

TimothyMV

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Honestly I'm a really tired of waiting. I hope drifty's tutorial can clear things up...
 

Jhin

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Hello there!

First off, thanks for your awesome work. I'm planning to use a lot of your plugins, they are excellent!

By the way, I found that the VisuMZ_1_MainMenuCore ->Status Graphic (svbattler and sprite) option doesn't works at VisuMZ_1_ElementStatusCore as I plan to do a game with no portraits and / or faces.

It is intended?? Can you add the sideview battler as an option?

Thank you!!
 

TimothyMV

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Excuse me, is that Comic Sans?
1598741213599.png
 

Wavelength

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@TimothyMV Stop spamming the boards with the same question and with comments about how you are "tired of waiting".

Respectfully, this forum is not a customer service hotline, it's a community. Sometimes you just have to wait for the right person to come along. Sometimes no one will know the answer, and spamming how you're tired of waiting won't make people suddenly know the answer - you'll just have to figure it out on your own.
 

Oliin

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So, these very well may be things easily doable that I'm just not seeing. Just want to check and see.

In the BattleCore plugin there's a plugin command to change an actor's battle portrait, and in the Visual State Effect plugin it looks like there will be ways to loop animations while a state is applied to a character. I'm not seeing a way to change a character's battler easily in either case though. It'd be nice to have a character maybe 'power up' during an action sequence or to have a status effect like 'toad' from the FF games.

In BattleCore there's a way to call a motion type during an action sequence. Is there a way (or if not is there a plan) to call a different weapon image than the one equipped as part of the action sequence or based on a state they're under? Making sequences where characters do things like stun someone with a club then shoot them with a gun, or buff that grants the player a special magic weapon is always nice.

As I said, I haven't seen a way to do any of this, but I'm hoping they're either things I've overlooked or are planed eventualities. Regardless everything so far is quite nice and there's certainly a few things in the wave 2 plugins I need to pick up ... as soon as a very delayed check shows up in the mail anyway.
 

labunga

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Hi everyone,

I just have a very basic question - doesn't even have to be answered by the Visustella team themselves.

I didn't want the screen to be so big, so I changed it back to the original size from the Settings.
However, I'm assuming there are some plugins that require the screen to be big and we need to change the settings in those plugins, because when I test play the game, a window full of codes appear on the back (although the game runs fine for now).

Can anyone tell me where are the places I need to be changing the resolution?

Thank you~~
 

GalacticGod

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I just have a very basic question - doesn't even have to be answered by the Visustella team themselves.
I didn't want the screen to be so big, so I changed it back to the original size from the Settings.
However, I'm assuming there are some plugins that require the screen to be big and we need to change the settings in those plugins, because when I test play the game, a window full of codes appear on the back (although the game runs fine for now).
Can anyone tell me where are the places I need to be changing the resolution?

I think what you might be talking about is the "Console Boot". It is in the Quality of Life Settings in the VisustellaMZ Core Engine Plugin. Just click on the, Quality of Life Settings, tab; then Click on the, Open Console Boot, tab; and change it to false. And that shouldn't pop up any longer.

I also include a image to help illistrate where to go in the plugin:

Core Boot Help.jpg
 

Luckysince97

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@Archeia i was wondering ,since monday, if there was a some plugin command for trait, i would find it interesting to actually make my toon learn their trait by an event, and not inherit them from start..
let me know if there is something in motion...ty!:rheh: my toon is better looking lol!
 

labunga

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I think what you might be talking about is the "Console Boot". It is in the Quality of Life Settings in the VisustellaMZ Core Engine Plugin. Just click on the, Quality of Life Settings, tab; then Click on the, Open Console Boot, tab; and change it to false. And that shouldn't pop up any longer.

I also include a image to help illistrate where to go in the plugin:

View attachment 158521
I love you.
 

Jhin

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@Archeia i was wondering ,since monday, if there was a some plugin command for trait, i would find it interesting to actually make my toon learn their trait by an event, and not inherit them from start..
let me know if there is something in motion...ty!:rheh: my toon is better looking lol!

Maybe I missunderstood your question, but as stated in help documentation from Skills & States Core (http://www.yanfly.moe/wiki/Elements_and_Status_Menu_Core_VisuStella_MZ#Plugin_Commands) you can use the plguin commands via event to change all traits.

Hope it help you...
 

Milennin

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Is it an intended feature to have characters performing an action appear over characters that are closer to the foreground?
Sprite Overlay.png
 

winkr7

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Z ordering of battle sprites--seems to differ from the previous MV even without the plugins. I am not sure where it happens or if it is consistent, but I noticed sprite overlap too.
 

AsuranFish

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I've noticed setting a skill's Invocation Speed to -2000 will label it as "Slowest", and setting it to 500 will label it "Fast".

A few of questions that I couldn't figure out from the help file...

1: Is it possible to set a skill speed outside of the DB limits of -2000 to 2000?

2: Is it possible to change what's considered Fast/Slow etc?

3: Is it possible to flat out rename the speed tiers, or change Fast/Slow to a number representing how long it will actually take to charge the skill?

In short, I'd like to have the ability to create skills that charge up nearly instantly (such as Attack, Defend, Stun, Provoke) and on the other end of the spectrum, have skills that take a very long time to charge up (maybe up to 15 seconds or so). My goal is to use the "Active" version of the Time Progress system to create battles where players have the opportunity to identify extremely powerful attacks and mitigate them by using abilities to interrupt the enemy. Maybe some special circumstances where players have to do something like 10,000 damage to interrupt the enemy before it finishes using the skill, etc...
 

shaylina

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I got a question concerning the plugin command of EventMoveCore. Its the Event location Create.
I am trying to make on map enemies and wanted to use this command in a parallel process event to make spawn points for enemies in my maps, but I can't seem to make it work. The even of my enemy never re-spawns even after I teleport to another map and come back. These are the setting in the command.
Map ID: 0 (For the map its on)
Event ID: 1 (The event id number I wanna respawn)
X: 10
Y: 4
Direction: 2
If somebody can help me, it would be really appreciated.

Found a way easier way. I was so stupid just needed to erase event after the fight if won. ^^;
 
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wrigty12

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Will we be able to customize the Skill information window provided by the SkillsStatesCore in the near future? I'd like to remove lines that won't be necessary for my game.

1598833672732.png
 

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I THINK I have a slightly better grasp on drawing my maps now... sorta. I still need to figure out how to draw a city of sorts. I've only got the abstract going so far.
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