Update #89 - April 28, 2022


 

Hello, RPG Makers!

We have updated our Sample Game Project with the latest versions of the various plugins included!

If you would like to view the changelog for all our scripts , you can view it here.

We plan to make updates a routine on Fridays. This way, you don't have to stay completely on top of the wiki scouring for updates. There is no set time for when the updates occur, they just will, and there will be an announcement for them.

Not every week will have an update, because if one isn't needed, one won't be made. Updates will be generally used for bug fix(es) and/or feature implementations.

Sample Project

✼ No Changes

✼Core Engine Version 1.62

✼ Documentation Update!

  • Help file updated for new features.

✼ New Features!

  • New Plugin Commands added by Arisu and sponsored by Archeia:
    • Variable: JS Eval
      • Pick a variable ID and value to alter through JS.
      • Allows one line of code for variable ID and operand.
      • Functions like RM2k3's Variable Pointers.
    • Variable: JS Block
      • Pick a variable ID and value to alter through JS.
      • Allows JS block code for variable ID and operand.
      • Functions like RM2k3's Variable Pointers.
  • Map names can now use text codes. Made by Arisu and sponsored by Archeia.



✼Elements and Status Menu Core 1.17

✼ Bug Fixes!

  • Fixed a problem with certain trait affinities ignoring zero values. Fix made by Olivia.


✼Events & Movement Core Version 1.38

✼ Documentation Update!

  • Help file updated for new features.

✼ New Features!

  • New Plugin Parameter added by Arisu and sponsored by Archeia:
    • Plugin Parameters > Movement Settings > Event Movement > Shift Y
      • How many pixels should non-tile characters be shifted by?
  • New Notetags added by Arisu and sponsored by Archeia:
    • <Picture Filename: filename>
      • applies a picture graphic from the /img/pictures/ folder of your game project.
      • This graphic will be on top of the character sprite but below the event icon sprite.
      • The picture priority will be the same as the event's priority. If it is "below characters", the player can walk on top of it. If it is "above characters", the player will behind it. If it is "same as characters", the priority will be based on the current relative Y position.
    • <Picture Max Size: x>
    • <Picture Scale: y%>
      • If the "Max Size" or "Scale" supplementary notetags are used, the picture graphic will be scaled proportionally to fit either the exact pixel size for "Max Size" or the "Scale" ratio.
    • <Picture Offset: +x, +y>
    • <Picture Offset: -x, -y>
      • Offsets the X and Y position of the event picture relative to the event sprite's own position.
    • <Picture Wait Frames: x>
      • Requires VisuMZ_4_AnimatedPictures! "Wait Frames" is used with VisuMZ's Animated Pictures plugin. This determines the delay inbetween frame changes.

Thank you for supporting VisuStella! 🌻

Files

VisuStella MZ Sample Game Project (Update #89) 95 MB
65 days ago

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