Ever since BattleCore has been updated to version 1.04 and now 1.05, I can no longer turn off enemy shadows. When I reload version 1.03 the shadows are gone. Does anyone else have this problem? How can it be fixed?
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Wave 3 was an instant-buy for me. Doodads was amazing in MV. I'm also excited to play with the Battle AI!
Will we get a default folder of premade RTP Doodads in the future, or are we left to just start our own? Just wondering if I should start splicing the tilesets on my own so I can use them for maps w/o them specifically set.
I left them out since the doodads from the tilesets can be acquired directly from the tileset now.
Seen here
In Events & Movement Core they allow you to:
* Change the hitbox sizes of events to larger in any direction.
<Hitbox Up: x>
<Hitbox Down: x>
<Hitbox Right: x>
<Hitbox Left: x>
To add space for larger style events. Larger NPC sprites, including character walking sprites and cars ect.
Usually when you make taller sprites or bigger cars for example. If they are facing down & not moving you have to add space on top of the sprite (which would be the back of the car) You would have to use <Hitbox Up: 1> so you cannot walk through the back of the car if it is facing down.
But if these cars are driving around the extra space added up will not be added to the behind of the car when it's facing upwards. Since the hit box doesn't follow the event behind if it's moving it'll always be facing up not following.
Looks messy when u have multiple cars driving & over lapping on each other.
You'd have to work with the way it's set. When they're facing down, use a different event page and use comment tags so that the hitboxes adjust to the page rather than the whole event.
Hello
@VisuStella ! I have a question regarding the ATB Battle System plugin:
https://visustellamz.itch.io/battle-system-atb
Amazing job on it by the way! How do I set the parameters so that each critical hit (whether attack or skill) is going to be a guarantee interrupt on the target? Thanks so much! (If it is already set to interrupt battlers with critical damage, then I'm sorry for my stupidity for not checking it. >.<) Just making sure. xD
Thanks! For the critical effect, I would recommend visiting the
https://forums.rpgmakerweb.com/index.php?threads/the-official-visustella-notetag-help-thread.125717/ thread for those effects or just ask in the VisuStella Discord's dev chat.
For the ATB system, is there somewhere I can find the sample ATB field gauge shown in the screenshots/videos? I can't seem to locate it
That was something we forgot to upload.
You can grab here in the downloads. Just remember to hide the "Show Gauge?" option under the Field Gauge Skin option in the Plugin Parameters so that the rendered gauge doesn't hide the skin.
I have a quick question, since I just noticed this today. Not long ago I posted this thread:
https://forums.rpgmakerweb.com/index.php?threads/vx-style-battles.127136/
I was wondering if what I'm talking about there is possible using the plugins included here. I have a vague idea that I had planned on using some Yanfly battle plugins for VX Ace or MV that would allow me to make front-view battles a little more interesting, so I thought I'd ask about it to see if I should download this.
