I've had that error code before but I can't remember what fixed it exactly but it has to be something else than moving battlers over because all the graphics for MV work with MZ and it's not likely a problem with the BattleCore itself.
Here's a few things that usually help if I have an error...
1. Start a new game when doing a playtest. I've noticed often times if there are significant changes made that trying to load an old save game will crash the gamebut when starting a new game it doesn't.
2. Turn off the potential offending plugin(s) and see if the error persists. If the error still persists then you know it's likely not the plugin and something else, if the error goes away then you'll know it was that plugin and you can troubleshoot further and try to understand why it's doing that.
3. Make absolutely sure that the names of everything are correct and match to whatever is in the database. If you are porting stuff over and the names don't match or they are not "refreshed" then you will likely get errors.
4. Make sure you are using the latest plugins in the VisuStella library. If you are not then errors are bound to happen sooner or later.
If you feel like something is a bug, send a bug report! For Reporting Bugs:
Take a look at the Troubleshooting page on the wiki, follow the steps listed and if it still doesn't work, please report your problem through the link in Step 2.8 with as much detail as possible. Please follow this as we might miss any bug reports in this topic.
This thread isn't meant to be a bug report drop off area. Thank you!
The plugins for Wave 5 are now available if you have the [Access Key] All Waves Bundle Collection. The plugin pages and the Wave 5 page themselves will become available at a later date as we finish creating the plugin pages for them on itch.io. Please be patient as we create them. We are going to be slightly slow as the plugin development team is on break until November 23rd.
Once again, you can acquire Wave 5 early from the [Access Key] All Waves Bundle Collection.
Nice work on Wave 5! Playing with the plugins now through Early Access.
Will the Full Exploit (i.e. all out attack) function of the STB be made available for the CTB? I'm a big fan of using the CTB... and I would love to be able to use that exploit feature... (will stick with CTB for now).
I'm playing with the STB right now. Suggestion: When the Action Sequence Command "BTLOG: UI Show/Hide" is used, can it also hide the Turn Count UI? Or create a new command to just hide it? All the other UI disappears so it seems to stick out.
so as i was i finally got some thing to work but, as for ap cost it still show as undefined, so i guess im aint that wrong just dont know yet where,
but if there was a script call or a plugin command would it be possible to have a check on ap so that at least if i use a conditionnal branch i could check if player has minimum ap to buy skill...
something like if $player().AP>=x; LearnSkill() else $gameMessage.add( you run out of AP);
could somebody correct this formula..
so i found a turn around where i copy the potion cost and just rename everything to make a somewhat ap counter...in an item so that ap is equal to ap from the plugin command, so if plugin command gain ap i get 1 item named ap , and if i lose a item named ap then i use plugin command lose ap and it does the job...
Draining the user aggro by 200 is what I want even if they don't have 200 aggro on them. But the problem is in the second line because it will always have the target gain 200 aggro. What I'm trying to accomplish is something like - take at most 200 aggro from user, and transfer specified amount to target. So even if the user only had 50 aggro, the target would get 50 aggro. Is there a way to store the amount of aggro an ally has into a variable so that I can try to get this to work? I couldn't find anything on the wiki page about how to find the actual numeric value for current aggro. Or even if this could be translated as a percentage and the skill would take 50% aggro and transfer it. Any help would be greatly appreciated!
With the Visual State Effects plugin, is there any way to hide the icon over the actor's head but have it still displayed in the actor's status window? The plugin has a general setting to show all overhead state icons but not to turn off individual ones.
Suggestion: For Battle System - STB, can there be the ability to allow you add State Notetags where if a player/enemy is affected by that state, their STB Turn Order Card can:
1) Become a "Hidden" option (different colored background/boarder and a specific icon/"?" mark)
2) Not appear at all, such as for a battler that can't attack.
Wave 5 is awesome.
Question: Will the STEAL plugin have functionality that applies to the EXTRA DROPS plugin?
Right now, STEAL only appears to steal from the DB entries for drops and not from extra drops.
Is this is a bug and I should report it?
Or are they not integrated?
Speaking of the Steal plugin....can there be a way to get the Steal message at the top to last longer or a future setting to set the delay? It goes ridiculously fast and most of the time don't have enough time to know what item was stolen or how much gold was received.
I thought Snatch was meant to make you select an item to steal?
It doesn't bring up that option.
I have been having a rough time trying to describe this one as a bug or mechanical issue because it doesn't cause errors it just functions strangely with a specific trait with the ATB plugin.
Upon interrupting enemies with Action + while using the ATB Battle plugin. Their meter will fill up but they won't do any kind of action, the only way to essentially force them to do one is to stun them and reset their ATB gauge.
I figured to work around it and give the enemies that I wanted to have two actions gain a portion of their ATB back upon using an action instead.
I just checked in the 5 actual waves but i can't find an option (It would be more in Core) to stop tileset animations (like water) or block some elements to reduce FPS on mobiles.
I'm really mobile-device oriented and for a normal size map, with the 5 waves plugins installed without parrallel events i can down until 28 FPS
Do you plan any script option or optimizations for this? I know a lot of makers chose RMMZ instead of other versions for there iOS/ Android support.
Welcome to the Illuminaughty store.
Yes... they are "wearing Illuminati branded everything, reclining on huge Illuminati body pillows. Occasionally they'll "teehee" at each other and have pillow fights with Illuminati branded pillows full of hundred dollar bills."
With my project, I want the player to have access to all the tools they need to get from New Game to Credits as soon as possible; I want the player's progress to only be impeded by the player not knowing how to use the tools the game provides.