jkweath

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Thank you and the VisuStella team for all your hard work Yanfly! On two separate occasions I reported bugs and both of them were fixed super quick!

Also really happy that you all put in a suggestions box. I personally suggested an implementation of your MV Slippery Tiles plugin into the Events & Movement core :rhappy:
 

Tuomo L

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That's exactly how you do it. But keep in mind that options are global. They do not reset unless you clean out the save folder.
That's the thing, I did clear out save folder after I did that and it still starts out as true when I boot up fresh save.
 

AsuranFish

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Question: With RPG Maker MV / Yanfly - it was possible to set skill speeds outside of the range allowed in the DB editor. Is this at all possible with Visustella?
 

Yanfly

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---
That's the thing, I did clear out save folder after I did that and it still starts out as true when I boot up fresh save.

Tuomo, I've answered the question for you before. It's the same exact thing.

If you don't believe me, download the sample project, change the setting to false, remove everything in the save folder, and run the game.

If it still persists for you, then stop using VisuStella MZ's Option Core all together. It is a free plugin and nobody is forcing you to use something that clearly isn't working for you.

This is all I will say on this topic.

---

Question: With RPG Maker MV / Yanfly - it was possible to set skill speeds outside of the range allowed in the DB editor. Is this at all possible with Visustella?

Probably not. Go add it to the suggestion box if you will. Thank you!

---

We are on Weekly Update #29!

View the Changelog here: http://www.yanfly.moe/wiki/VisuStella_MZ_Changelog
Sample Project Version here: https://visustella.itch.io/visumz-sample/devlog

---

If you've encountered a bug, don't report them to this thread.

Instead, report the bug you've found to this link: http://www.yanfly.moe/wiki/Troubleshooting_Plugins_RPG_Maker_MZ

---

If you have suggestions for plugins and/or graphics for the VisuStella team, we'd like to hear them. Keep in mind this does not mean we're guaranteed to create it (as our time is very limited) but we're interested in hearing what you have to suggest:

Graphics: https://forms.gle/c9pbrqGbJCzWETC97

Plugins: https://forms.gle/73bPT3nfXZFRn6BNA

---

Have a good weekend, everybody!
 

TheTrevisan

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---


Tuomo, I've answered the question for you before. It's the same exact thing.

If you don't believe me, download the sample project, change the setting to false, remove everything in the save folder, and run the game.

If it still persists for you, then stop using VisuStella MZ's Option Core all together. It is a free plugin and nobody is forcing you to use something that clearly isn't working for you.

This is all I will say on this topic.

---



Probably not. Go add it to the suggestion box if you will. Thank you!

---

We are on Weekly Update #29!

View the Changelog here: http://www.yanfly.moe/wiki/VisuStella_MZ_Changelog
Sample Project Version here: https://visustella.itch.io/visumz-sample/devlog

---

If you've encountered a bug, don't report them to this thread.

Instead, report the bug you've found to this link: http://www.yanfly.moe/wiki/Troubleshooting_Plugins_RPG_Maker_MZ

---

If you have suggestions for plugins and/or graphics for the VisuStella team, we'd like to hear them. Keep in mind this does not mean we're guaranteed to create it (as our time is very limited) but we're interested in hearing what you have to suggest:

Graphics: https://forms.gle/c9pbrqGbJCzWETC97

Plugins: https://forms.gle/73bPT3nfXZFRn6BNA

---

Have a good weekend, everybody!
battle core and core plugin also not update to 1.28 yet in the download
 

wrigty12

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So, I'm all for optimization, but with the newest change of BattleCore's EnemyName from Window to Sprite, it breaks a lot of custom code I made to add a lot of nice information to the EnemyName Window for my game. (Yeah, I know, it's a *me* problem).

Would it be at all possible to get a small patch that overwrites the Sprite code to go back to being the old Window code (being obfuscated would be fine)? It's okay if not, I'll just have to either never update BattleCore again, or I'll have to convert all my stuff to Sprite... T_T
 

Reinarc

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Hi Yanfly.

In the future do you think it would be possible to add controller support to the Display State Tooltips plugin? Perhaps when an enemy/actor is selected, a button could be pressed on the keyboard/controller to activate the tooltip. I’m not sure how feasible this would be, just throwing it out there.

Trying to increase controller support for my project :)
 

Yanfly

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battle core and core plugin also not update to 1.28 yet in the download
Thank you. This has already been alerted to us. You should be able to download the sample project again for the newest update.

---

So, I'm all for optimization, but with the newest change of BattleCore's EnemyName from Window to Sprite, it breaks a lot of custom code I made to add a lot of nice information to the EnemyName Window for my game. (Yeah, I know, it's a *me* problem).

Would it be at all possible to get a small patch that overwrites the Sprite code to go back to being the old Window code (being obfuscated would be fine)? It's okay if not, I'll just have to either never update BattleCore again, or I'll have to convert all my stuff to Sprite... T_T

This was requested a lot. We'll be adding a legacy option for the next update for those who wish to continue using the window version instead of the sprite version. However, not all features added to the sprite version will be available to the window version.

---
Hi Yanfly.

In the future do you think it would be possible to add controller support to the Display State Tooltips plugin? Perhaps when an enemy/actor is selected, a button could be pressed on the keyboard/controller to activate the tooltip. I’m not sure how feasible this would be, just throwing it out there.

Trying to increase controller support for my project :)

I would recommend adding that suggestion to the suggestion box (I added the link in my previous post). This way, our plugin team will definitely see it as the messages in the forum get lost. Thank you!
 

Gigadragon78

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Yanfly,thanks very much for the work that you and your friends do for the community. Excuse me if im asking too much. But it is possible to add "gradient text" as a function for the VS Core in the future?
 

Crazya

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the simple solution I didn't realize, is at the end. I can delete the rest of this post if needed. Let me know.

Hey, I hope I can ask questions here as I am extremely new. I recently went ahead and bought the pack ($100) which was an awesome deal. considering how much you guys do.

So, like I said I am new and still learning. so I am exploring plugins while I do other things.

I have an issue with Battle. core maybe someone can help me? I don't want to spam the forums.

I am trying to make Enemies show their HP gauge. I honestly thought this would be a simple process but lol I guess everything I touch becomes complicated.


1615333981593.png



1615333798337.png



Alright, please forgive me if I should have made my own post about this.

EDIT: I figured it out. I feel silly. I need to stop starting my days at 3 am and I need better sleep. If you have this issue as I did. Check the options menu and make sure you have "show HP" enabled. I am sorry for being clueless gah. I feel silly lol.
 
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Jrrkein

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Some of the VS plugins isn't playing nice with each other

rmmz_managers.js:2030 TypeError: Cannot read property 'id' of null
at Object.VisuMZ.<computed>.getDatabaseItemID (VisuMZ_4_ExtraEnemyDrops.js:2561)
at Object.VisuMZ.<computed>.<computed> [as createDrops] (VisuMZ_4_ExtraEnemyDrops.js:2561)
at Object.VisuMZ.<computed> [as ParseEnemyNotetags] (VisuMZ_4_ExtraEnemyDrops.js:2561)
at Object.VisuMZ.<computed> [as ParseAllNotetags] (VisuMZ_0_CoreEngine.js:6507)
at Scene_Boot.<computed>.<computed> (VisuMZ_0_CoreEngine.js:6507)
at Scene_Boot.<computed>.<computed> (VisuMZ_1_BattleCore.js:15369)
at Scene_Boot.onDatabaseLoaded (VisuMZ_1_ElementStatusCore.js:3314)
at Scene_Boot.<computed>.onDatabaseLoaded (VisuMZ_1_ItemsEquipsCore.js:2672)
at Scene_Boot.onDatabaseLoaded (VisuMZ_1_SkillsStatesCore.js:2245)
at Scene_Boot.<computed>.<computed> (VisuMZ_2_ClassChangeSystem.js:3062)

Extra enemy enemy drops seems triggered this error.
 

TheTrevisan

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@Yanfly sorry for my ignorance, but i can't find where i can change the icons for buff and debuff, where are the parameters?
 

Yanfly

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Yanfly,thanks very much for the work that you and your friends do for the community. Excuse me if im asking too much. But it is possible to add "gradient text" as a function for the VS Core in the future?

Unfortunately, we don't have any plans for such a feature. You'll probably find a bit more luck in the JS requests forum.

---

Some of the VS plugins isn't playing nice with each other

rmmz_managers.js:2030 TypeError: Cannot read property 'id' of null
at Object.VisuMZ.<computed>.getDatabaseItemID (VisuMZ_4_ExtraEnemyDrops.js:2561)
at Object.VisuMZ.<computed>.<computed> [as createDrops] (VisuMZ_4_ExtraEnemyDrops.js:2561)
at Object.VisuMZ.<computed> [as ParseEnemyNotetags] (VisuMZ_4_ExtraEnemyDrops.js:2561)
at Object.VisuMZ.<computed> [as ParseAllNotetags] (VisuMZ_0_CoreEngine.js:6507)
at Scene_Boot.<computed>.<computed> (VisuMZ_0_CoreEngine.js:6507)
at Scene_Boot.<computed>.<computed> (VisuMZ_1_BattleCore.js:15369)
at Scene_Boot.onDatabaseLoaded (VisuMZ_1_ElementStatusCore.js:3314)
at Scene_Boot.<computed>.onDatabaseLoaded (VisuMZ_1_ItemsEquipsCore.js:2672)
at Scene_Boot.onDatabaseLoaded (VisuMZ_1_SkillsStatesCore.js:2245)
at Scene_Boot.<computed>.<computed> (VisuMZ_2_ClassChangeSystem.js:3062)

Extra enemy enemy drops seems triggered this error.

This is NOT a bug report thread.

Please follow the steps in the troubleshooting page.

---

@Yanfly sorry for my ignorance, but i can't find where i can change the icons for buff and debuff, where are the parameters?

We don't have any settings for that. You change it directly in the iconsheet found in your project's img/system/ folder with an image editor. Their locations are hard coded based on their stack levels and we have no plans on changing that.

---

---

We are on Weekly Update #30!

View the Changelog here: http://www.yanfly.moe/wiki/VisuStella_MZ_Changelog
Sample Project Version here: https://visustella.itch.io/visumz-sample/devlog

---

If you've encountered a bug, don't report them to this thread.

Instead, report the bug you've found to this link: http://www.yanfly.moe/wiki/Troubleshooting_Plugins_RPG_Maker_MZ

---

If you have suggestions for plugins and/or graphics for the VisuStella team, we'd like to hear them. Keep in mind this does not mean we're guaranteed to create it (as our time is very limited) but we're interested in hearing what you have to suggest:

Graphics: https://forms.gle/c9pbrqGbJCzWETC97

Plugins: https://forms.gle/73bPT3nfXZFRn6BNA

---

And today marks the day where Wave 7 is done! Once again, thank you all for your patience to wait for us to be finished with it. The VisuStella MZ plugin conversion team will be taking a 6-week break this time (resuming around late April). This is a bit longer than the usual break we have due to some extra work needed to make sure the plugins from Wave 8 are compatible with as many plugins from the past waves as possible.

---

Have a good weekend, everybody!
 

TheTrevisan

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@Yanfly you already helped me! Thanks! Curious about the next plugins to be released, do you have a spoiler?
 

Reinarc

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I know this isn't a bug reporting thread, I'm trying to see if any other devs are having this problem so I can tell whether I did something or if the new MZ core update and Message Core aren't playing nice.


When using <Auto Event> for NPCs, the dialogue box is getting cut off. I have Word Wrap completely disabled.

Example: https://forums.rpgmakerweb.com/index.php?attachments/1615764140561-png.182911/

The only way I can fix this is adding spaces after, but it seems to revert back to being cutoff afterwards.

If no one else is having a similar issue, I'll see what the next steps are.

This did not happen before the latest MZ update.
 

antega34

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Hi there, not a bug repot, I'm just posting to ask if there was a way to change the battle status size as shown in the attached screenshot. I can't seem to figure out how in the settings, and it's an issue as it overshadows some of my character portraits. It can be a change to any portion of the status (whether gauges, fonts or the whole thing).

For reference: I am using the VisuStella Battlecore with ATB, and the Portrait battle setting with it.

Please let me know if any further information needs to be provided, or this is even possible. Thanks in advance! :)

1616007874307.png
 
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TrentL111

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Hi there, not a bug repot, I'm just posting to ask if there was a way to change the battle status size as shown in the attached screenshot. I can't seem to figure out how in the settings, and it's an issue as it overshadows some of my character portraits. It can be a change to any portion of the status (whether gauges, fonts or the whole thing).

For reference: I am using the VisuStella Battlecore with ATB, and the Portrait battle setting with it.

Please let me know if any further information needs to be provided, or this is even possible. Thanks in advance! :)

View attachment 183229
I'm sorry I'm unable to help you, but I wanted you to know I absolutely love the rat sprite you're using. It looks deadly while remaining cute
 

Cyberhawk

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You can try changing the portrait offset for that specific actor.

<Battle Portrait Offset: +x, +y>
Though you just might want to move that up a bit.
which this might help you more than X and Y axis.

<Battle Portrait Offset Y: +y>
 

CosmicMagician

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For the Visual Text Window plugin, is it possible to have the text appear character by character as opposed to being displayed all at once?
 

antega34

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@Cyberhawk Okay thank you! I will try that until I can figure out how to change the gauges sizes.

And @TrentL111 thanks it's from the first DS resource pack (which I highly recommend).
 
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