How to implement every possible Yanfly Tips & Tricks effect in MZ with VisuStella plugins

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Started by Trihan 251 posts Page 12 of 13 View original ↗
  1. jimmyshmo said:
    const category = 'Negative';
    jimmyshmo said:
    if (state && state.categories.contains(category)) {
    pretty sure VS devs made it so that the category is saved fully uppercase. did you try "NEGATIVE"?
  2. Worked perfectly, sorry if that was a dumb question.
    Thank you very much. At this point Robro and RpgLord69 are going in my games credits.
  3. Just a heads-up that sorting the rest of these is still on my to-do list. I always get to everything eventually, I just take the scenic route sometimes. ^_^;;
  4. Hi,
    Anyone got the skill Undo to work?
    Whenever I use it, my HP just turns to "NaN"
  5. seikenproductions said:
    Whenever I use it, my HP just turns to "NaN"
    can you confirm that your tracker state is working and the _undoHp properties are being set? If youre getting NaN for hp, then theres its likely an issue there.
  6. Robro33 said:
    can you confirm that your tracker state is working and the _undoHp properties are being set? If youre getting NaN for hp, then theres its likely an issue there.
    Ah, you are right. I didn't set the Undo State as a global passive in the Skill/States Core plugin.
    DOH!
    Thanks for the help :)
  7. Has Critical Vulnerability been recracked? I saw Trihan mention a month ago that they were still in the midst of their reorganizationi so I'm curious about the critical vulnerability.
  8. VS Battle Core has state notetag <JS Critical Rate as Target>
  9. Is there one for the Rippler skill where you swap states with your target?
  10. Couldn't find what the "rippler skill" is, but if you wanna change states with the target, it's something like:

    <JS Post-Apply>
    const userStates = user.states();
    const userStateTurns = user._stateTurns;
    const targetStates = target.states();
    const targetStateTurns = target._stateTurns;
    user.clearStates();
    target.clearStates();
    userStates.forEach(s => {target.addState(s.id); target.setStateTurns(s.id, userStateTurns[s.id])});
    targetStates.forEach(s => {user.addState(s.id); user.setStateTurns(s.id, targetStateTurns[s.id])});
    </JS Post-Apply>
  11. I haven't posted enough messages to be able to PM, which is annoying because I just really need the initial setup for the Dramatic Entry..
    Specifically the "screen starts black and then fades in to show the scene". Any attempts I do to recreate it (such as having the screen tinted before the battle processing), the HUD showing "turn one" is always visible before the forced action for the dramatic entry kicks in, and it's really bothering me.
    Probably doesn't help that I'm using VisuStella's OTP battle system.
  12. MysteryKitten said:
    I haven't posted enough messages to be able to PM, which is annoying because I just really need the initial setup for the Dramatic Entry..
    Specifically the "screen starts black and then fades in to show the scene". Any attempts I do to recreate it (such as having the screen tinted before the battle processing), the HUD showing "turn one" is always visible before the forced action for the dramatic entry kicks in, and it's really bothering me.
    Probably doesn't help that I'm using VisuStella's OTP battle system.
    Try starting on a blank map and transferring to the screen you have your event in.
  13. MysteryKitten said:
    I haven't posted enough messages to be able to PM, which is annoying because I just really need the initial setup for the Dramatic Entry..
    Specifically the "screen starts black and then fades in to show the scene". Any attempts I do to recreate it (such as having the screen tinted before the battle processing), the HUD showing "turn one" is always visible before the forced action for the dramatic entry kicks in, and it's really bothering me.
    Probably doesn't help that I'm using VisuStella's OTP battle system.

    Make it with just action sequence commands in the turn 0 troop event (you can make it a base troop event to affect all), you don't need a forced action.

    (If you have to use forced actions for some reason, check if your plugins are updated, they've had some bugs with forced actions in some battle systems.)
  14. rpgLord69 said:
    Make it with just action sequence commands in the turn 0 troop event (you can make it a base troop event to affect all), you don't need a forced action.

    (If you have to use forced actions for some reason, check if your plugins are updated, they've had some bugs with forced actions in some battle systems.)
    That seems to have done the trick!
    Thank you very much!
    I'm not sure why I didn't think of that, considering the big warning on Battle Engine Core about forced actions for battle cinematics.. I guess I just didn't get it until now.
  15. Has anyone found a way to do Pokemon Style Paralysis? I looked throughout the thread and cant see anything...
  16. Jenova said:
    Has anyone found a way to do Pokemon Style Paralysis? I looked throughout the thread and cant see anything...
    Didn't look hard enough?
  17. Dark_Ansem said:
    Didn't look hard enough?
    omg i feel so stupid. Thank you. I guess i passed right by it. I looked through all the posts but skimmed since most of his where scattered throughout multiple posts. Ugh. Thanks again.
  18. So I was trying to edit the Jump skill a little bit and was wondering if this would be the appropriate spot to ask.

    My issue is with me trying to make a skill similar top one found in Final Fantasy 9, with the Dragoon there, gaining the ability to do extra attacks before she lands. I took the original bit in the "In the air" state, and modified it.


    JavaScript:
    <JS On Add State>
      target._jumpTurns = 5;
    </JS On Add State>
    
    <JS Pre-Damage As Target>
      target.clearResult();
    </JS Pre-Damage As Target>
    
    <JS Pre-Regenerate>
      target._jumpTurns--;
      if (target._jumpTurns > 1 && target._jumpTurns < 4) {
        const skill = 494;
        user.removeState(85);
        user.forceAction(skill, target);
        BattleManager.forceAction(user);
        user.addState(85);
    }
      if (target._jumpTurns <= 0) {
        const skill = 499;
        const target = -5;
        user.removeState(85);
        user.forceAction(skill, target);
        BattleManager.forceAction(user);
      }
    </JS Pre-Regenerate>
    What seems to happen, is that once it gets to the window of time where the 'extra' attacks happen, they happen all at once. I did have an issue where my "in the air" state wasn't letting me use the skill, so i made a state that goes with it to just be the "Cannot Act" part of it (State 85 is just the Cannot Act state).
    The extra attack skill targets a random enemy, so I don't think it needs a target defined? I've tried it with and without a target, doesn't make a difference. and I can confirm all the states are being applied with the right duration. Does anybody see what I'm doing wrong? Is it because it's in the Pre-Regeneration phase?


    Never mind, I figured out a workaround. I just didn't put a time limit on my jumper, and made it cost TP to use skills up in the air, small amount of TP regen and make the second part of jump and activated skill gives a bit more of a choice for the player. Just made the "Extra Attacks" skill not drop you back down to the ground.
  19. Someone can confirm those works, I wanted use these for advanced party members
  20. Which one(s) are you asking if it works? Most, if not all of them work as they did in MV.

    If you're asking about the Jump thing I just posted, It works for me, but I spent a good chunk of the day trying to get it to work, so it might be a bit different for you.