NaosoX

Veteran
Veteran
Joined
Feb 28, 2013
Messages
636
Reaction score
364
First Language
English
Primarily Uses
RMMZ
How do I remove the A, B and such letters from my battlers when I have multiple enemies? I have a monster made from several parts and don't want the other body parts to be labeled.
How many parts do you have? Would it be simple enough to make each part a separate enemy unit?
 

jedite1000

Veteran
Veteran
Joined
Nov 16, 2021
Messages
134
Reaction score
36
First Language
english
Primarily Uses
RMMZ
Does anyone have a list of premade action sequence attacks from visustella plugin?
I have a lot of skills i need animated but they never turn out right
 

NaosoX

Veteran
Veteran
Joined
Feb 28, 2013
Messages
636
Reaction score
364
First Language
English
Primarily Uses
RMMZ
Last edited:

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
6,019
Reaction score
6,005
First Language
English
Primarily Uses
RMMZ
Does anyone have a list of premade action sequence attacks from visustella plugin?
I have a lot of skills i need animated but they never turn out right
 

jedite1000

Veteran
Veteran
Joined
Nov 16, 2021
Messages
134
Reaction score
36
First Language
english
Primarily Uses
RMMZ
There's a few in the visustella sample. Check your common events.
As a tip, please make one post and continue that post.
Ive been trying to help you solve your issue, but you have been creating multiple posts.
One thread had a suggestion which gave you a link to an action sequence sample pack as well.
https://forums.rpgmakerweb.com/inde...tion-sequence-visustella.142249/#post-1229902
they are different questions, not all the same

cant find any text files in the sample folder that has pre made action sequence
 
Last edited:

WilsonE7

Veteran
Veteran
Joined
Oct 12, 2019
Messages
139
Reaction score
68
First Language
English
Primarily Uses
RMMZ
they are different questions, not all the same

cant find any text files in the sample folder that has pre made action sequence
Why are you looking for text files? For both VS's sample project and the project Trihan linked, the action sequences are in the Common Events in the project itself. You can just copy the plugin commands into your own Common Events.
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,490
Reaction score
1,411
First Language
Finnish
Primarily Uses
RMMV
How many parts do you have? Would it be simple enough to make each part a separate enemy unit?
I did, but then it automatically puts A, B and such on them.
 

LovelyFlower

Veteran
Veteran
Joined
Sep 6, 2020
Messages
43
Reaction score
13
First Language
English
Primarily Uses
RMMZ
Is there a way to restore targeting for aoe spells? I want the targeting scope back, just like single target spells do. Except now visustella plays the spell automatically.
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,490
Reaction score
1,411
First Language
Finnish
Primarily Uses
RMMV
How do I make Gold Window wider? I have longer name for my currency than Gold, so having more than just 1000 gets cut off.
 
Last edited:

NaosoX

Veteran
Veteran
Joined
Feb 28, 2013
Messages
636
Reaction score
364
First Language
English
Primarily Uses
RMMZ
Core Engine > Menu Layout Settings > Scene_Menu > Gold Window >
Code:
const width = this.mainCommandWidth();
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,490
Reaction score
1,411
First Language
Finnish
Primarily Uses
RMMV
Core Engine > Menu Layout Settings > Scene_Menu > Gold Window >
Code:
const width = this.mainCommandWidth();

It doesn't seem to change anything, I tried to put it to 1000 or that width + 500 but it stays same.
 

NaosoX

Veteran
Veteran
Joined
Feb 28, 2013
Messages
636
Reaction score
364
First Language
English
Primarily Uses
RMMZ
Put after ()... so... this.mainCommandWidth() + 500)
 

AcoBaco

Veteran
Veteran
Joined
Jan 16, 2016
Messages
45
Reaction score
83
First Language
German
Primarily Uses
N/A
Hello,

I'm using Visustellas DoodadsSystem (1.00) and DoodadsEditor (1.02) of course. Everything works fine, but I have one huge problem:

Typical User-End problem xD I solved it myself. Had nothing to do with the plugin... I was the problem xD
 
Last edited:

DK

Veteran
Veteran
Joined
Mar 30, 2016
Messages
396
Reaction score
375
First Language
Russian
Primarily Uses
RMMZ
Plugin Elements and Status Menu Core.
Can you add plugin parameters to override the name of character parameters (general, x and s parameters) ?
This is required for localization plugins.
Thank you.
 

Galkamik

Veteran
Veteran
Joined
Oct 12, 2019
Messages
35
Reaction score
8
First Language
English
Primarily Uses
RMMZ
Hello all, I wanted to confirm this before reporting it as a bug (if it is one).
The following steps I've done:

MZ version is 1.4.0
Core Engine: 1.50
Battle Engine: 1.50
Set up a brand new and clean project.
Set up the battle screen to: Side-View

I wanted to add animated enemies by using the sprite sheets so I went ahead and added the following note tag.

Enemy note tag
<Sideview Battler: Actor1_1>

This changes the enemy sprite to use the sprite sheet however, I did notice something interesting.

If the enemy has a magic skill that has a 'Hit Type' of 'Magical Attack' the enemies will go into a casting animation frame even before the battle has started or before the enemy has made a choice to attack.
If the 'Hit Type' is set to 'Physical Attack' the casting animation no longer exists but will instead use the attack animation.

(Unfortunately, this doesn't solve the problem as I'll be using Magic Evasion as part of the battle mechanics and Magic Evasion only works with Hit Type of Magical Attack)

I don't know if this was intended but I was hoping for the enemy to be in an idle animation at all times when the battle starts.
But applying a magic skill to any enemy with 'Magical Attack' as the 'Hit Type' will randomly cause them to go into a pre-casting mode animation frame.

I've tried the following note tag but it does nothing to set the enemy to idle/walk animation.

<Sideview Idle Motion: walk>

If anyone else is having this problem, or know a way to fix this any help would be greatly appreciated.

SV pre casting animation.png
 
Last edited:

Kilitar

Veteran
Veteran
Joined
Jul 28, 2015
Messages
145
Reaction score
44
First Language
czech
Primarily Uses
RMMV
In MZ, we can set bigger resolution, but it is capped at 2000, so no 4k (or 3440x1440) is possible. (if you ask, why I need such bit extreme resolution - it is for minigame to my wife for Christmass and I like if it fits her screen in proper resolution.
---

I hoped for solution to be in this VisuStella core plugin (as I was used with MV and Yanfly core plugin to solve default RPG maker limitations).

In help section of plugin is a part called: "Larger Resolutions" - but with no explanation - how to set it.
I upgraded from MV to MZ yesterday so I am still in a "confused" mode how new plugin system works :).

EDIT: If it is not possible by this plugin then it is not a big deal. I can finish my game in MV this year, I got tempted by Christmass sale and thought new(old-recycled) layer system is a huge time saver for me I wanna to try :p.
 
Last edited:

Galkamik

Veteran
Veteran
Joined
Oct 12, 2019
Messages
35
Reaction score
8
First Language
English
Primarily Uses
RMMZ
In MZ, we can set bigger resolution, but it is capped at 2000, so no 4k (or 3440x1440) is possible. (if you ask, why I need such bit extreme resolution - it is for minigame to my wife for Christmass and I like if it fits her screen in proper resolution.
---

I hoped for solution to be in this VisuStella core plugin (as I was used with MV and Yanfly core plugin to solve default RPG maker limitations).

In help section of plugin is a part called: "Larger Resolutions" - but with no explanation - how to set it.
I upgraded from MV to MZ yesterday so I am still in a "confused" mode how new plugin system works :).

EDIT: If it is not possible by this plugin then it is not a big deal. I can finish my game in MV this year, I got tempted by Christmass sale and thought new(old-recycled) layer system is a huge time saver for me I wanna to try :p.
Not sure if you tried this yet but you can set the resolution in the 'System 2' tab in the settings.
 

Kilitar

Veteran
Veteran
Joined
Jul 28, 2015
Messages
145
Reaction score
44
First Language
czech
Primarily Uses
RMMV
Not sure if you tried this yet but you can set the resolution in the 'System 2' tab in the settings.
Tried. Everything above 2000 is reverted to 2000, that is what I meant by "capped at 2000".
 

Latest Threads

Latest Posts

Latest Profile Posts

I've got good news and bad news. The good news is, there aren't any bad news to report. The bad news is, there aren't any good news to report.

Or as others say, yesterday was uneventful.


I am curious that can you "understand/get the point" about what does this place do generally?
(ARPG game)
If anyone knows any C# programmers, please send them my way.
Chilling at night in a tavern.
ChillingAtTavern.png

After 'multiple breakdowns', it's finally over. 10/10 will do this again.
Ever notice that villains can reform and become better people, but heroes can only ever die... or live long enough to see themselves become villains?

Isn't that interesting?

Forum statistics

Threads
129,844
Messages
1,205,659
Members
171,001
Latest member
OliguS
Top