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- May 26, 2014
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It's been mentioned several times that this thread is not a bug reporting thread. Follow the links to the wiki page (first post) and report your bug at step 2.8Not sure if this has been reported, but if you use VisuMZ 3 Weapon Animation, action sequences doing Motion: Freeze Frame with "Show Weapon" on defaults to the database rather than the plugin for weapon animation.
// Determine the variables used in this calculation.
let xparamId = arguments[0];
let base = this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId);
let plus = this.xparamPlus(xparamId);
let paramRate = this.xparamRate(xparamId);
let flatBonus = this.xparamFlatBonus(xparamId);
// Formula to determine total parameter value.
let value = (base + plus) * paramRate + flatBonus;
// Final value
return value;
Hello Visu Stella!
Just dropping in to say how much I love the plugins... This was a different gripe post before.. but I think I figured it out.
Alright, I figured out some of it... this part is still killing me:
I'm using the Battle AI:
I have a skill that debuffs the target's AGI.
Now I can't figure that out, no matter how or where I phrase the note tag - they always target the same person.
I've tried using:
<AI Target: Target Not AGI Debuff>
<AI Conditions>
Target Not AGI Debuff
</AI Conditions>
<AI Mother May I, Please Not Target The Guy With The Debuff>
Nothing seems to stop them from just stacking it on the one person.
@Yanfly Is it possible to make a script call if player has disabled monster encounters or set them to halved? I have achievements in game and I want to disable them, if player removes encounters since it makes the game easier.
Has it been mentioned anywhere on how to give the default parameters custom formulas?
In MV, you could use Yanfly's ExtraParameterControl (or something like that) plugins to give the X and S parameters (like target rate, critical rate, physical damage rate, etc) custom formulas. For example, I liked to have my PDR and MDR decrease as the actors' ATK and MDF went up.
I'm assuming you'd do this somewhere in the core engine's Parameter settings, I just have no idea where to start:
Code:// Determine the variables used in this calculation. let xparamId = arguments[0]; let base = this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId); let plus = this.xparamPlus(xparamId); let paramRate = this.xparamRate(xparamId); let flatBonus = this.xparamFlatBonus(xparamId); // Formula to determine total parameter value. let value = (base + plus) * paramRate + flatBonus; // Final value return value;
What do you mean nothing to do with it? I was asking if there's a way to do conditional script call based on what setting visustella options are.This has nothing to do with the VisuStella plugins. Please ask this question in the appropriate forum.
It's the same thing in the VisuStella MZ version. Go to Core Engine's plugin parameters > Parameter Settings and modify the JS variant there. If you are unfamiliar with JavaScript, I recommend asking in the Learning JavaScript forum: https://forums.rpgmakerweb.com/index.php?forums/learning-javascript.127/ (not sure why my toolbar disappeared while adding this message)
@oriongates I also recommend paying a visit to the Learning JavaScript forum for that.
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We are on update batch #23!
You can find the full changelog here and here. There's a lot of new features added this time around! So be sure to read up on them!
For instructions on how to update the plugins, please follow the steps found here.
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If you have any bugs to report, please follow the Troubleshooting instructions.
There is also a bug report submission form there.
WE DO NOT HANDLE BUG REPORTS ON THE FORUM THREAD!
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Also, we have suggestion boxes open now! If you have any suggestions for the graphical assets team or the plugin team, be sure to send them to their respective suggestion boxes!
Suggestion Box (Graphics)
Suggestion Box (Plugins)
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What do you mean nothing to do with it? I was asking if there's a way to do conditional script call based on what setting visustella options are.
There are no VisuStella options for disabling or halving encounters. These are default RPG Maker MZ options, not options added by VisuStella.
View attachment 176563
Go ask in the appropriate forum.
Excuse me, but doesn't your Options Core add the option to reduce encounters? I believe that was what he was asking about. Now, if that somehow makes use of the Trait you're showing here, then I understand your reasoning. If it's different, then it's a feature of your plugins, which can have many different applications without the use of external plugin libraries.There are no VisuStella options for disabling or halving encounters. These are default RPG Maker MZ options, not options added by VisuStella.
View attachment 176563
Go ask in the appropriate forum.
It applies that same trait, yes.Excuse me, but doesn't your Options Core add the option to reduce encounters? I believe that was what he was asking about. Now, if that somehow makes use of the Trait you're showing here, then I understand your reasoning. If it's different, then it's a feature of your plugins, which can have many different applications without the use of external plugin libraries.
I can see his confusion though: the original question wasn't worded the same as what you wanted to ask:What do you mean nothing to do with it? I was asking if there's a way to do conditional script call based on what setting visustella options are.
I use every VisuStella plugin.I would like to know if your "Encounter Effects VisuStella MZ" plugin does improve the engine's pathfinding for on-map chase events that trigger battles.
On MV I loved to use Shaz's one, but it probably won't be ported to MZ sadly.
Your Encouter Effects plugin looks interesting, but I would like to know if it makes pathfinding better, because the default engine has a horrible one, any obstacle will stop the event from chasing.
Thanks!
I swear I'm dumb but I don't know how. I had the same thing I thought, and now it works.
Now to try and move shadows.