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

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Started by Trihan 251 posts Page 8 of 13 View original ↗
  1. I'm back with another question about the Dualcast code. I've tried using it with the ATB system recently, and run into an interesting... bug? Feature? I don't know.

    For starters, there are some times where it just doesn't seem to activate. A battler casts a spell and it only triggers once instead of twice. Not a hundred percent sure why, but it seems like this happens if the last skill used wouldn't have triggered Dualcast (use a Physical skill then a Magical skill). I've also had it happen for seemingly no reason, but it seems to happen if the spell is used on the character's first turn of combat.

    When it does trigger properly is when the problem really starts. After doing the standard dualcasting, it places the actor at 100% charge, meaning they can immediately select another skill. If you pick a different skill, no issue. They go back to the beginning of the charge state and things go back to normal. But if they pick the skill that was just dualcast, it'll be dualcast again, putting them back at 100% charge. This lets them chain dualcasts and deal damage at a faster rate than normal as long as they just spam the same spell.

    Normally the duration of the state would be a minor fix to the problem, along with maybe a cooldown on the skill, but I'm trying to make a passive state version of dualcast that's always active. I can't be having this problem for a version of dualcast that's always active.

    Any ideas why Dualcast is acting this way in ATB? If all else fails I can swap to a different battle system, since the problem seems exclusive to ATB.

    Edit: I found a solution for the chaining Dualcasts. Putting the ATB After Guage notetag at 0% on the skill solves that problem. Still no idea what's causing the effect to sometimes not trigger, though.
  2. My friend, thanks for the posts they are really good.
    But please help me with "Actor transformations (state)" how can I change the actor's class and not just the images?
  3. Thorion said:
    But please help me with "Actor transformations (state)" how can I change the actor's class and not just the images?
    Just to confirm - are you in the correct thread? This is for using VisuStella plugins, which are for MZ. Your profile says you use MV.

    If you're using RPG Maker MV, you should be looking at the original Tips & Tricks by Yanfly, on his Web site.

    To change the actor to a different class at the same level, you'd use
    Code:
    user.changeClass(ID, true);
    where ID is the ID of the class, no leading zeros.

    Then you'd also imitate the other parts of the transformation code to store the original class ID in a variable.

    The above code is correct for both engines.
  4. I'm going to change my profile, I use both MV and MZ, plus how I insert in the script "Actor transformations (state)". Thanks.

    ATT_Turan said:
    Só para confirmar - você está no tópico correto? Isto é para usar plugins VisuStella, que são para MZ. Seu perfil diz que você usa MV.

    Se você estiver usando o RPG Maker MV, você deve consultar as dicas e truques originais de Yanfly, em seu site.

    Para mudar o ator para uma classe diferente no mesmo nível, você usaria
    Code:
    user.changeClass(ID, true);
    onde ID é o ID da classe, sem zeros à esquerda.

    Em seguida, você também imitaria as outras partes do código de transformação para armazenar o ID de classe original em uma variável.

    O código acima está correto para ambos os meca
  5. Thorion said:
    I'm going to change my profile, I use both MV and MZ
    That's fine, if you use both there's nothing wrong with that. I just wanted to double check.
  6. Sorry and that I'm kind of slow kkkk,
    where do I attach the code you taught me in this script?

    <JS On Add State>

    if (user.isActor()) {

    user._prevCharName ??= user._characterName;

    user._prevCharIndex ??= user._characterIndex;

    user._prevFaceName ??= user._faceName;

    user._prevFaceIndex ??= user._faceIndex;

    user._prevBattlerName ??= user._battlerName;

    const charName = "SF_Actor1";

    const charIndex = 0;

    const faceName = "SF_Actor1";

    const faceIndex = 0;

    const battlerName = "SF_Actor1_1";

    user.setCharacterImage(charName, charIndex);

    user.setFaceImage(faceName, faceIndex);

    user.setBattlerImage(battlerName);

    user.refresh();

    }

    </JS On Add State>



    <JS On Erase State>

    const charName = user._prevCharName;

    const charIndex = user._prevCharIndex;

    const faceName = user._prevFaceName;

    const faceIndex = user._prevFaceIndex;

    const battlerName = user._prevBattlerName;

    user.setCharacterImage(charName, charIndex);

    user.setFaceImage(faceName, faceIndex);

    user.setBattlerImage(battlerName);

    delete user._prevCharacterName;

    delete user._prevCharacterIndex;

    delete user._prevFaceName;

    delete user._prevFaceIndex;

    delete user._prevBattlerName;

    user.refresh();

    </JS On Erase State>
    ATT_Turan said:
    That's fine, if you use both there's nothing wrong with that. I just wanted to double check.
  7. How do i add the thief script to a skill note?
  8. Would this work as a new notetag set for Toxic?


    JavaScript:
    <JS On Add State>
      this._toxicCounter = 1;
    </JS On Add State>
    
    <JS HP Slip Damage>
      const n = this._toxicCounter / 16;
      damage = Math.floor(n * target.mhp);
      this._toxicCounter++;
    </JS HP Slip Damage>
    
    <JS Slip Refresh>
  9. Has Critical Vulnerability been cracked?
  10. Also, isn't the spell shield notetag wrong? the one currently set is only for skills, and that is meant to be a state?
  11. I'm going to be reviewing these soon.
  12. Good news everyone! I've started reviewing the T&T and improving the code where possible; that's the first batch done.
  13. Trihan said:
    soon
    yay
    Trihan said:
    Good news everyone! I've started reviewing the T&T and improving the code where possible; that's the first batch done.
    double yay! Did you update them in the front page?
  14. Dark_Ansem said:
    yay

    double yay! Did you update them in the front page?
    They're updated in the post they're in, yeah.
  15. Were the changes extensive or minimal, right now I can't tell.
  16. Dark_Ansem said:
    Were the changes extensive or minimal, right now I can't tell.
    Mostly just minor code efficiency improvements; nothing on the first page was broken.
  17. Second batch is done; some minor efficiency improvements, fixed a bug in Tsunami, and Undead has been added.
  18. Hello there!
    Is it possible to add "buff breaker"? I didn't found it on the list nor the comments. Also, could it be possible to make a "debuff breaker" too?

    Thanks in advance and keep up the good work!