Lee Sang

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Does anyone know a way to turn off the UI on Menu? It kindas block the view of Window_NameInput.
 
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Mirai Ko

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It seems using an action sequence to move an target actor ID that isn't in the party causes the game to crash. Is there any way around this?
 

Tuomo L

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How do I make the gold window bigger? If I change gold name to something else like "BigBux" then it just gets rid of the avaivable numbers that it'll display, instead of making the window take into account my currency name? My currency name allows me to only display like 4 digits only before being cut off.
 

Galkamik

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Updated to RPG MZ version 1.3.3

So excited for the new Battle Core plugin update (and all the other plugins that got updated), I went ahead and replaced it in my project.

But I encountered a problem and I'm not entirely sure if it's a bug or it's supposed to be like this and if I needed to attach the 'Attack' command with an action sequence?

Every time I use the Attack command, nothing happens, the enemies do nothing too even when they have several skills to use. None of these skills have action sequences.

Not entirely sure if I've missed something in the plugin parameters? Or everything is now done with Action Sequences?

I've also tested this with a new project and it does the same thing, executing Attack command does nothing.
 

Synchromystic

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Same problem here -- except NONE of the battle commands work at all; The battle log says that a turn has passed, but it's like the game isn't actually acknowledging any commands or progressing anything, and instead asks for new commands endlessly. The game's entire battle system is totally broken... Works fine when I revert to the previous version of the BattleCore plugin tho.
 
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NaosoX

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Hi, any can help?

I can't seem to make the window "DIM" in Status Menu and Options as it always uses window type. I already checked on all the options but can't seem to find it. The Core Engine has an option but when you used an updated layout for statuselement core, it returns to window mode. The options core doesn't have an option to dim the window as well.

PS: I'm not using any other plugin that affects these two.
I can dim the other windows, just these two I am having problems
Have you tried without using Moghunter Menu plugins?
 

ShiningPhoibe

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Updated to RPG MZ version 1.3.3

So excited for the new Battle Core plugin update (and all the other plugins that got updated), I went ahead and replaced it in my project.

But I encountered a problem and I'm not entirely sure if it's a bug or it's supposed to be like this and if I needed to attach the 'Attack' command with an action sequence?

Every time I use the Attack command, nothing happens, the enemies do nothing too even when they have several skills to use. None of these skills have action sequences.

Not entirely sure if I've missed something in the plugin parameters? Or everything is now done with Action Sequences?

I've also tested this with a new project and it does the same thing, executing Attack command does nothing.
Same problem here -- except NONE of the battle commands work at all; The battle log says that a turn has passed, but it's like the game isn't actually acknowledging any commands or progressing anything, and instead asks for new commands endlessly. The game's entire battle system is totally broken.
I have the same issue. I'll make a report about it.
 

DJK1NG_Gaming

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Yeah there an issue with the latest version of the Battle Engine. Couldn't find
what was causing it either.
So I just reverted to the last version since I still had it in one of my folders.
 

WilsonE7

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Since there are several posts saying the same thing, I probably should save the VS team some trouble and remind everyone: this thread isn't meant for bug reports. Follow the troubleshooting steps on Yanfly's website, make sure no other plugins are causing compatibility issues. Report it using Yanfly's website. They'll get to it; they're pretty good with patching out bugs. If multiple people start reporting bugs here, other people's questions can get buried. Just want to make sure everyone's heard!
 

Tuomo L

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I'm having a CTD in the latest items and equip core, is this happening to anyone else? I only have Visustella stuff but I've been working on the project for a while and just recently updated to latest Visustella stuffs.

Code:
TypeError: Cannot read property 'etypeId' of undefined
    at Game_Actor.<computed>.convertInitEquipsToItems (VisuMZ_1_ItemsEquipsCore.js:2917)
    at Game_Actor.initEquips (VisuMZ_1_ItemsEquipsCore.js:2917)
    at Game_Actor.setup (rmmz_objects.js:4068)
    at Game_Actor.<computed>.<computed> (VisuMZ_1_BattleCore.js:16294)
    at Game_Actor.setup (VisuMZ_1_ElementStatusCore.js:3336)
    at Game_Actor.<computed>.<computed> (VisuMZ_1_MainMenuCore.js:1229)
    at Game_Actor.<computed>.<computed> (VisuMZ_2_EnhancedTpSystem.js:1359)
    at Game_Actor.setup (VisuMZ_3_VictoryAftermath.js:1168)
    at Game_Actor.initialize (rmmz_objects.js:4033)
    at new Game_Actor (rmmz_objects.js:4018)
 

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Still alive! Totally did not finish in time for the Jam (boy that's late) but tl;dr of the last half a year is Work term -> Covid Lockdown -> Sick... again -> Full time Employment. Game stuff has been on hiatus but got a new graphics tablet so hopefully updates again soon. =D
Going on hiatus. Won't be back until mid October.:LZSoops:
Just read the English lyrics for Despacito. Ramen aint innocent no more! :kaodes:
Well today was blown away with nothing to show for it. I made a new character to my game who I was going to have a protection mechanic where he protects my main character randomly unless it's a critical, and no matter what, to check if an attack received will be critical, means checking the apply method. This means rewriting the entire method and I refused to do that.

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