- Sep 10, 2019
- Reaction score
- First Language
- Primarily Uses
- 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!
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.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.
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.
Thank you!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. 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 AFand 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!
And good luck with the current batch!
Possibly!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
In the future!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!
You can make a custom Skip skill and add it via the Battle Core's battle commands.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.
If you deploy it, console errors don't appear. You user should not be seeing anything like that.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.
no... what i mean the User earlier = plugin user = Dev... the one making the game... not the one playing the game after it deployed.If you deploy it, console errors don't appear. You user should not be seeing anything like that.
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...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.
Action Times are supported.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.
Part of the reason why I have it as forced is because in the past, when I've received error reports during the YEP library, they were just screenshots of the unhelpful black screen with a one liner error.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.. 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 ...
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... .
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...
this information is enough... i can do the rest easily...However, I won't give you no direction on how to remove it. Just overwrite the Graphics.printError function. Not alias/monkey patch it. Straight up overwrite it and place your plugin underneath the VisuStella Core Engine.