RPG Maker MV / MZ Script Call List

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Started by Archeia 569 posts Page 27 of 29 View original ↗
  1. Is it possible to add/remove traits with this
  2. DecastarDaDumy said:
    Is it possible to add/remove traits with this
    no, that requires a full plugin for dynamic traits (those exist), because by default the traits are static and read only so any change will be lost on saving and loading
  3. Andar said:
    no, that requires a full plugin for dynamic traits (those exist), because by default the traits are static and read only so any change will be lost on saving and loading
    ah. thanks for the info!
  4. Is there script call for "seal skill"? The only thing I found was adding/forgetting skills, but not sealing them.
  5. Jobhob said:
    Is there script call for "seal skill"?
    Sealing skills is done via the Seal Skill trait. You can add/remove that trait mid-playthrough by adding/removing an object with that trait, e.g. a state or equippable item.

    By default states are all automatically removed on death. If you want something more permanent without resorting to workarounds like an extra equip slot, then you'll need a plugin, e.g. something for "persistent states", "passive states", or "dynamic traits".
  6. caethyril said:
    Sealing skills is done via the Seal Skill trait. You can add/remove that trait mid-playthrough by adding/removing an object with that trait, e.g. a state or equippable item.

    By default states are all automatically removed on death. If you want something more permanent without resorting to workarounds like an extra equip slot, then you'll need a plugin, e.g. something for "persistent states", "passive states", or "dynamic traits".
    I want to have skill, that is usable only after certain state is applied. So you can see this skill during battle, but use only after certain state is applied. I wanted to make it through sealing skill via troop commands, and then unsealing it with SkillStates On Apply notetag with "Seal Skill off" or something. Seems like I can't tho
  7. Jobhob said:
    So you can see this skill during battle, but use only after certain state is applied
    Youre already using visustella skills aren't you? Use the skill enable note tag and have the conditional be having the state
  8. Robro33 said:
    Youre already using visustella skills aren't you? Use the skill enable note tag and have the conditional be having the state
    How do I put conditionals in notetags? Maybe a silly question, but it will be handy for me later.
  9. Jobhob said:
    How do I put conditionals in notetags? Maybe a silly question, but it will be handy for me later.
    that completely depends on the notetag itself, which means you have to check the instructions of the plugin the notetag is for.
  10. Ok nvm I did what I wanted. (I wanted to enable/disable skill, so doing

    <Enable Switch: X> was a right way to do it)
  11. Jobhob said:
    Ok nvm I did what I wanted. (I wanted to enable/disable skill, so doing

    <Enable Switch: X> was a right way to do it)
    You said you wanted the state to enable it before. You changed it to a switch?
  12. Robro33 said:
    You said you wanted the state to enable it before. You changed it to a switch?
    Yeah, but then they told me about "skill enable" notetags, so I took a look at SkillStates page, and found that enable switch notetag.
  13. It's been 9 years, but this is so helpful. I was just coming to the forum to ask about how variables are called, but now I have a list with everything I needed. You're a saint OP
  14. How do I get the value of the skill hit type drop down?
  15. @AquaEcho - if you have an Item/Skill database record, e.g. const item = $dataSkills[123], then it's item.hitType. This will be 0 (Certain), 1 (Physical), or 2 (Magical).

    Alternatively, if you have a reference to an action, you can check its hit type using:
    • action.isCertainHit()
    • action.isPhysical()
    • action.isMagical()
  16. Thanks, it's for a ChronoEngine feature to do different things based on physical or magic skill type so I'll have to experiment to see how it's using that value.
  17. I found a typo:
    https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=1836221293&range=B29

    There is an extra ;

    Should be:


    Code:
    // Save
    $gameVariables.setValue(id,
      $gameParty.members().map(function(actor) {
        return actor.actorId();
      })
    );
    
    // Restore
    $gameVariables.value(id).forEach(function(actorId) {
      $gameParty.addActor(actorId);
    });

    Edit: I put the link in code to prevent it automatically embedding.
  18. @Tapwater42 - thanks, corrected!

    Note that those sheets are actually just leftover rough drafts from the revamp of the main sheet ("Script Calls") back in 2021. The main sheet should include everything from the individual ones. :kaohi:
  19. How did I never cross this magnificent work :o
    This will be veeeery helpfull for sure! :kaoluv:
  20. This is very helpful, thank you so much for sharing! :LZSproud: