VisuStella Sample Project & MZ Core Plugins

RK DracoRoy

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I had earlier mentioned showing the enemy HP text on their visual gauges, showing the same exact text ("HP", HP amount) like on the battle status window but optional for those who want to see it as they fight or hidden from the gauge. I know a skill can be used to display the current amount if one is curious, but that can use up a turn considering an Instant Cast feature isn't here yet.
 

Alice0

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Can Quest Journal track multiple tasks?
If not, will you add it in the future? I hope to receive your reply.
Thank you.
 

Galahad

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I posted this in the notetag thread (which might have been a mistake) so I'm reposting here. Sorry for the inconvenience.

I'm using the MessageCore plugin in conjunction with Galv's Message backgrounds and I was wondering if there was an existing way to change the Y offset of the text? I can see that the x and y offsets for the name box are modifiable, but I'm wondering if I can do the same for the normal text in the message window. I'm trying to modify the placement of the text so that it better fits the custom message background that I'm using.
 

Mister_Flats

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Would you consider bringing back the state counter feature from MV's Buffs & States core? The functionality was great for creating states that could act as resources. I used the Tips and Tricks for Combo Attack to create ammo states that weren't tied to items and resource states not unlike combo points.

I appreciate all that your team is doing and look forward to future releases.
 

SolonWise

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Hello people, I have another simple question: How do I change the battle text while using this plugin? When I miss an attack in battle, the word "miss" pops up, but I want to change it to my own language...
 

jkweath

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For the Enemy Levels plugin, are there any plans to add the ability to base enemies off of class stats like the "Enemy Base Parameters" Yanfly plugin? The current Visu plugin doesn't have this functionality as far as I can tell.
 

RK DracoRoy

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I would like to know if there will come the feature similar to YEP_ClassBaseParams. I'd like to keep a static 100 EXP requirement for each level.
 

Knightmare

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I would like to know if there will come the feature similar to YEP_ClassBaseParams. I'd like to keep a static 100 EXP requirement for each level.
It should be out eventually but if you want to do it now you can use this...


Yes, it says MV but it also works for MZ, I know this because I use it for my game.

Hello people, I have another simple question: How do I change the battle text while using this plugin? When I miss an attack in battle, the word "miss" pops up, but I want to change it to my own language...
You might have to mess with Game_Battler to do that.

Also your games look pretty cool, I downloaded them all and will start to play them tonight.
 

Alice0

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I hope Quest Journal can achieve this effect, as shown in the picture, please.

Thank you very much!
任务插件.jpg
 

BloodletterQ

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@SolonWise I did what you asked for:
  1. Go RMMZ_Sprites.js
  2. Search for "Sprite_Damage.prototype.createMiss = function() {"
  3. Edit the "Miss" in "sprite.bitmap.drawText("Miss!", 0, 0, w, h, "center");"
As an aside, you may want to copy that entire segment of code into a separate plugin in case of future updates to the core plugins removing that code. You may get an error stating that it's not compatible when you add it in the software itself, but that doesn't mean anything.

With that said, why do I keep getting Level NaN for my enemies with the Enemy Levels? They won't even have turns...
 

SolonWise

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@BloodletterQ Thanks a lot, my friend! I'm not in my home right now, but once I get there I'll try to make this work.
 

Pasteleptic

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Hello everyone, hope you're having a wonderful week so far! I'm curious about something, is it possible to make your title screen like this using VisuMZ plugins?

Mainly just looking for a way to overlay a looping particle effect video with indented commands that aren't in the center (as shown in the video).
 

Cyberhawk

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So I'm using the TP Mode plugin. I have a suggestion:
There should be a way to make specific skills (Like actual limit breaks for example) to gain no TP from regardless of the conditions met from the skill.
 

Platsch

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I have a suggestion for Proximity Compass.
That you can turn the number of steps to the target on and off.
 

BloodletterQ

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Wonder if anybody knows the basis to setting up a custom parameter.

In my case I don’t need them to grow as much as I need them tied to just equipment.
 

RK DracoRoy

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Wonder if anybody knows the basis to setting up a custom parameter.

In my case I don’t need them to grow as much as I need them tied to just equipment.
It seems just going by the JS parameter setting, you can only reference an existing stat and call it in a formula as far as I can tell by typing it down. I wish there was more you can do with that like notetag support as with the usual parameters.

I just use this for new params: https://forums.rpgmakerweb.com/index.php?threads/icf-soft-params-core.127201/
 

Saireau

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I'm thinking about using the Enhanced TP System instead of trying to raise MP via JS notetags when certain conditions are met. Is there a way to hide the MP gauge, though? I can't find it.
 

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