MushroomCake28

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@Luckysince97 , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.

 

wkdrn33

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Are sample projects of Wave 2 or 3 provided for users who purchased Wave 2 or 3?
It looks simpler than Wave 1, but it seems necessary.
 

Nemojbatkastle

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Just discovered the damage formula feature in the Battle Core and I think that was worth the price of the maker alone.

Two hopefully innocuous questions:

-So, for the Attack at no. 1 in the database, I just leave that alone right? Leave the original formula and it'll replace it? Or do I want to put in a (in this case)
damage constant?

-Anyone have any good starting stats for making use of some of these formulas. I'm using the FFX damage formula and not quite getting the outputs I want no matter what I try. First I tried using the actual stats & constants from FFX and got nowhere, then I trying putting '400' for the stats like suggested, in both cases I can't get anything near what I want.
 

Yanfly

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I love the SkillsStatesCore, but I would like to have the option to hide some specific states. Nowadays the plugin allows you to hide some skills with a lot of options, but for passive states the icon are always showing and I would like to hide them.

Thank you for your awesome work.

For the passive states you don't want to show up, use Icon 0 (the empty one). The slot will be bypassed as a part of the icon calculation bit. If you're using a passive state that shares an effect with a state that is normally applied to a target by direction action (item or skill), I recommend creating a no-icon copy of it.

We don't have a notetag version of hiding it as a passive state because it desynchs everything else that is state icon related otherwise.

Are sample projects of Wave 2 or 3 provided for users who purchased Wave 2 or 3?
It looks simpler than Wave 1, but it seems necessary.

There are no sample projects for those waves. The only sample project is the one for wave 1, which are the free plugins.

Just discovered the damage formula feature in the Battle Core and I think that was worth the price of the maker alone.

Two hopefully innocuous questions:

-So, for the Attack at no. 1 in the database, I just leave that alone right? Leave the original formula and it'll replace it? Or do I want to put in a (in this case)
damage constant?

-Anyone have any good starting stats for making use of some of these formulas. I'm using the FFX damage formula and not quite getting the outputs I want no matter what I try. First I tried using the actual stats & constants from FFX and got nowhere, then I trying putting '400' for the stats like suggested, in both cases I can't get anything near what I want.

You have to design your battle system and stats around them if you keep the damage styles intact. Each of the damage styles are based on various games. I suggest looking towards those games to see how they handle their stats to keep their numbers balanced.

---

I also want to make mention that VisuStella MZ Wave 3 is nearly done! (Hooray!) Just a few more plugins left and the set is complete. There will be a Wave 4 coming soon(tm). We'll be giving the team's programmers a week-long break in between Wave 3 and Wave 4 so they can rest up and restore some of the sanity they've consumed.

Not everything for Wave 4 has been decided yet, but here are the ones we're absolutely sure on releasing:

  • Battle System CTB
  • Enemy Levels
  • Proximity Compass
  • Enhanced TP System
  • Item Crafting
  • Anti-Damage Barriers

We have 8 plugins planned for the release and the remaining 2 have yet to be decided at the moment.

Wave 4 will begin around October 19th.

Hope you are all looking forward to it!
 

Knightmare

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For the passive states you don't want to show up, use Icon 0 (the empty one). The slot will be bypassed as a part of the icon calculation bit. If you're using a passive state that shares an effect with a state that is normally applied to a target by direction action (item or skill), I recommend creating a no-icon copy of it.

We don't have a notetag version of hiding it as a passive state because it desynchs everything else that is state icon related otherwise.



There are no sample projects for those waves. The only sample project is the one for wave 1, which are the free plugins.



You have to design your battle system and stats around them if you keep the damage styles intact. Each of the damage styles are based on various games. I suggest looking towards those games to see how they handle their stats to keep their numbers balanced.

---

I also want to make mention that VisuStella MZ Wave 3 is nearly done! (Hooray!) Just a few more plugins left and the set is complete. There will be a Wave 4 coming soon(tm). We'll be giving the team's programmers a week-long break in between Wave 3 and Wave 4 so they can rest up and restore some of the sanity they've consumed.

Not everything for Wave 4 has been decided yet, but here are the ones we're absolutely sure on releasing:

  • Battle System CTB
  • Enemy Levels
  • Proximity Compass
  • Enhanced TP System
  • Item Crafting
  • Anti-Damage Barriers

We have 8 plugins planned for the release and the remaining 2 have yet to be decided at the moment.

Wave 4 will begin around October 19th.

Hope you are all looking forward to it!

Thanks for the info on the next wave. Wave 3 was a great baragain and I will most likely get every wave going forward if you decide to do more waves beyond wave 4.

Hopefully the other 2 are a couple of either the Class System, Skill Learning System with JP, Stat Allocation System, Steal System, or Multiple Currencies. Those are the ones I'm waiting on the most but I know you guys have a system and will likely get to them in due time so carry on.
 

TimothyMV

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Not everything for Wave 4 has been decided yet, but here are the ones we're absolutely sure on releasing:

  • Battle System CTB
  • Enemy Levels
  • Proximity Compass
  • Enhanced TP System
  • Item Crafting
  • Anti-Damage Barriers
Oh my yes!! I'll be happily be waiting!
 

Riazey

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:kaojoy: I saw the thread so just popping in to say you guys are doing an absolutely incredible job!

Thanks to anyone helping to bring these plugins to the community I know it must be an incredible amount of blood, sweat, tears, effort, and time; special thanks to yanfly who graciously continues to dedicate free time to this project despite retirement but know the rest of you are equally appreciated. Also lawdy the art I spied in those instructional videos is A++, damn arteests, much respect. Whoever is writing those mile-long instructional guides and whoever is doing the videos also respect those jobs are underappreciated but the love and attention is oozing out of them. :kaoluv: ALSO I'M CRYING THE TRAILER I CAN'T BREATHE.

Seeing these plugins come to life realtime is such a nostalgic feeling back to my younger rpgmaker days and inspires me to further my game toward completion.

I didn't see anywhere on this page it said we can't leave some feedback of the positive variety if it's there just know im blind AF and despite not planning on moving my project to MZ you guys seriously deserve the love, so there you go! Your hard work past, present, and future is appreciated heavily by many people, they just don't say it and anger is louder than love but not weaker- remember that! :kaothx:

And good luck with the current batch!
 
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TrentL111

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So excited for Item Crafting!! Really want to have it in my next game.

Any chance you guys could do Instant Use/Cast skills? ;3
 

TheTrevisan

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  • Battle System CTB
  • Enemy Levels
  • Proximity Compass
  • Enhanced TP System
  • Item Crafting
  • Anti-Damage Barriers

We have 8 plugins planned for the release and the remaining 2 have yet to be decided at the moment.

Wave 4 will begin around October 19th.

Hope you are all looking forward to it!


thanks for the incredible work, i make a point of supporting your team by purchasing the WAVES.

Is there a chance to launch a SNATCH / STEAL plugin? Anxious!
 

Nemojbatkastle

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You have to design your battle system and stats around them if you keep the damage styles intact. Each of the damage styles are based on various games. I suggest looking towards those games to see how they handle their stats to keep their numbers balanced.

Thank you, oh wise puffball. You are the hardest-working person in retirement I can think of. I've had relative success using original game stats with the DQ and FF7 damage style (once I figured out the FF7 Damage style requires enemy levels...I think), little to no luck with the FFX damage style.
 

slimmmeiske2

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Nemojbatkastle, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.

 

RK DracoRoy

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The Anti-Damage Barrier though. I enjoyed the Absorption Barrier back in MV and looking forward to these.

Seeing that the Charge Turn Battle is coming, I wonder if Allow Actor Turn Skip will be implemented in Battle Core since in the YEP_BattleStatusWindow, it was made for tick-based battles like the CTB system though it worked perfectly in Default Turn Battle. It made things more convenient having to freely skip turns.
 

estriole

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can i request a plugin parameter for your core script..

i can disable the console at start of game in the current parameter... but when some error happen... the console window will appear and focus shift to console window...
can i ask parameter to disable that feature if i choose to disable the console...

yes i know that giving the user info that there's error might be good... but can it made "optional". thx for your time.
 

Yanfly

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:kaojoy: I saw the thread so just popping in to say you guys are doing an absolutely incredible job!

Thanks to anyone helping to bring these plugins to the community I know it must be an incredible amount of blood, sweat, tears, effort, and time; special thanks to yanfly who graciously continues to dedicate free time to this project despite retirement but know the rest of you are equally appreciated. Also lawdy the art I spied in those instructional videos is A++, damn arteests, much respect. Whoever is writing those mile-long instructional guides and whoever is doing the videos also respect those jobs are underappreciated but the love and attention is oozing out of them. :kaoluv: ALSO I'M CRYING THE TRAILER I CAN'T BREATHE.

Seeing these plugins come to life realtime is such a nostalgic feeling back to my younger rpgmaker days and inspires me to further my game toward completion.

I didn't see anywhere on this page it said we can't leave some feedback of the positive variety if it's there just know im blind AF and despite not planning on moving my project to MZ you guys seriously deserve the love, so there you go! Your hard work past, present, and future is appreciated heavily by many people, they just don't say it and anger is louder than love but not weaker- remember that! :kaothx:

And good luck with the current batch!

Thank you!

So excited for Item Crafting!! Really want to have it in my next game.

Any chance you guys could do Instant Use/Cast skills? ;3

Possibly!

thanks for the incredible work, i make a point of supporting your team by purchasing the WAVES.

Is there a chance to launch a SNATCH / STEAL plugin? Anxious!

In the future!

The Anti-Damage Barrier though. I enjoyed the Absorption Barrier back in MV and looking forward to these.

Seeing that the Charge Turn Battle is coming, I wonder if Allow Actor Turn Skip will be implemented in Battle Core since in the YEP_BattleStatusWindow, it was made for tick-based battles like the CTB system though it worked perfectly in Default Turn Battle. It made things more convenient having to freely skip turns.

You can make a custom Skip skill and add it via the Battle Core's battle commands.

can i request a plugin parameter for your core script..

i can disable the console at start of game in the current parameter... but when some error happen... the console window will appear and focus shift to console window...
can i ask parameter to disable that feature if i choose to disable the console...

yes i know that giving the user info that there's error might be good... but can it made "optional". thx for your time.

If you deploy it, console errors don't appear. You user should not be seeing anything like that.
 

estriole

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If you deploy it, console errors don't appear. You user should not be seeing anything like that.
no... what i mean the User earlier = plugin user = Dev... the one making the game... not the one playing the game after it deployed.

and like i said before of course it's good to notify the dev for the error...
but at least make it 'optional' not 'forced'...

for example in default engine the error is also there in console... we only need to press F12 to open the console to see it... it's Optional... but your core plugin make it Forced...

so i think plugin parameter to enable/disable that would be nice... especially when the dev already choose to disable the console on boot on your core... thanks.
 
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Yanfly

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I'm not seeing any advantage of doing something like that. The moment the game errors, it freezes up. There's nothing else you can do at that point with the client. The client itself doesn't even give a concise explanation of what's wrong. The console error popup is to prompt the developer what's going on in more detail.
 

TimothyMV

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Ok, now here's to hoping that this crafting allows me to have multiple recipes for a single item.
 

RisenAngel

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Asked this question a couple pages back; still wondering about it:
Does the Battle AI plugin support Action Times+? I know MV's didn't since Action Times+ was very buggy, and I'd like to know if the same's true for MZ.

Personally I'd like to see Skill Learning System and Equip Skills, but if those aren't high priority then no problem. The plugins I have been using have been pretty useful (the Debugger in particular has been really useful), so I'm sure whatever comes next will be just as good.
 

Weremole

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I'm still in the process of deciding what I need for my project to avoid feature creep but I still want to say I really, really appreciate you guys hard work. The scene layout settings alone in the Core Engine adds a lot of customization even to vanilla scenes.
 

estriole

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I'm not seeing any advantage of doing something like that. The moment the game errors, it freezes up. There's nothing else you can do at that point with the client. The client itself doesn't even give a concise explanation of what's wrong. The console error popup is to prompt the developer what's going on in more detail.
believe me or not... the advantage is always there... and since it's optional... we can still use the console anyway... thus we're not losing anything either with the 'option' we have...

to be clear let me tell you my case... in my case... i wrote a plugin which have ability to rescue images... (menu engine with heavily image based). so if when certain image is not made yet (example image for "Item command" still not yet made)... the plugin will use rescue image instead of crashing the game like you said... (finding the method to do that is quite hard because of how the image works in MV/MZ... but i already manage to do that in my plugin)...

but of course to do that... the image should goes to proper error channel first before the images get rescued and the game can continue... and i print console.log() to warn what file missing... and because of the VisuStellaCore the console windows keep popping up... what make thing worse... you set the console to auto focus to the console... thus each image rescued... i need to switch back to game window... to unfortunately get the console focus AGAIN (next image rescued)... switch to game window again... get the console focus AGAIN.. :D :D until all the missing image finish 'rescued'...

that's why ability to make it 'optional' will be really helpful... instead of 'forced'...
anyway adding that should not be huge problem either.... it will be only one plugin parameter with few conditional check... please :D...

if you're not willing... can you at least make to not auto focus on the console and still keep the focus on the game window... at least i can still proceed the game like usual that way... :D.

or if you're busy... can at least you tell me the name of the function you put the console popping code when error...(if possible with the name of the alias of the original function)... so i can code patch to remove it myself... thanks in advance... sorry if this request bothering your time...
 
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