Good afternoon, sorry to bother, but I have "problems" with elementStatusCore. In my game I use eleven elements, but I don't know how to order them, does someone know how to do it so that they are all visible and not only half of them appear in the elements tab?
The official VisuStella notetag help thread
● ARCHIVED · READ-ONLY
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Will there be an extension of the core script for enemy levels? I feel like it was half done.
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Hi, @Trihan !, it's me again. I'm still using the messagecore plugin and it works just fine. I just got the issue that I don't like the face image being on the center of the dialog text then get's bigger (I'm using it about 8 lines tall). There's a way that you can put the face image into the bottom?
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@Kes The functionality you're asking for will be in the upcoming Visual State Effects plugin.
@Uzuki
For a state that deals 5% damage to a random enemy when removed:
Code:<JS On Erase State> const targetId = Math.randomInt($gameTroop.aliveMembers().length); const target = $gameTroop.aliveMembers()[targetId]; const damage = Math.floor(target.mhp * 0.05); target.gainHp(-damage); </JS On Erase State>
For your expire:
Code:<JS On Expire State> target.addState(ID of new state); </JS On Expire State>
@KotCR I don't think there are specific notetags for it, but you can manipulate an actor's equipment using scripts anyway. The _equips property contains an array of Game_Item instances corresponding to the equipment they have on, and can be freely replaced with others (using $dataWeapons[id] or $dataArmors[id])
@Kupotepo Sorry, I'm not sure what you're actually asking for here.
@Cyberhawk Let's say you want a state to deal 10% + 10 damage to the sufferer per turn:
Code:<JS HP Slip Damage> damage = Math.floor(target.mhp * 0.1) + 10; </JS HP Slip Damage>
Does that help?
@Vesperzero Can you show me a screenshot of what it currently looks like and give me a bit more info on what you want to change?
@mastercof What kind of extension are you looking for?
@Myrmecodromo I don't think this is possible with the current Message Core, but feel free to suggest it as a feature in the appropriate forum! -
Yes it does thank you.
This isn't as streamlined as it was in MV and taking a flat percentage does a a lot of damage. to bosses.
Didn't know i needed to do math.floor first -
That was just an example, you don't have to use flat percentages! XD The Math.floor there is just to avoid having decimals in the damage value.
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Hello, I am not sure if this is the right place to ask this, I would like to add quit game option to the title screen and I have tried to look in the core engine but I have no idea what to write in the title_scene command window list, if anyone could help it would be great thanks :)
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Thanks for the info. I can easily wait as I have to finish my Ace project.
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Hello, I am not sure if this is the right place to ask this, I would like to add quit game option to the title screen and I have tried to look in the core engine but I have no idea what to write in the title_scene command window list, if anyone could help it would be great thanks :)
In the plugin parameters for Core Engine, go to "Menu Layout Settings" -> "Scene_Title" -> "Command Window List" -> add a new entry with symbol "quit", STR:Text "Quit Game" (or whatever you want the option text to be), and JS: Run Code of "SceneManager._scene.popScene();" then in the JS under command window list, change const rows = 3; to const rows = 4; -
Thank you very much :)
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@Vesperzero Can you show me a screenshot of what it currently looks like and give me a bit more info on what you want to change?
Is there a way to change from one column to two columns in the elemental resistance section?
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Is there a way to change from one column to two columns in the elemental resistance section?
View attachment 157345
Yes, you would edit that into the JS: Draw Data parameter of the "elements" entry in Status Menu Categories. Give me a bit and I'll see what you would need to write. -
Sorry, I've got nothing but noob questions.
How do I get rid of this thing? I don't want it on my maps, and as I shall never be deploying to mobile, I don't think I really need it.
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@Kes In the Core Engine under the Parameter UI Settings there's a Show Menu Button option set to true. Just set it false, and it's gone.
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@Trihan, thank you. I get it now. It is the item name and description. I thought of something else like the customize manu.
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Is there a way to change from one column to two columns in the elemental resistance section?
View attachment 157345
So you want something more like this?
@Kupotepo Like say you wanted to add the "warning" from the sample screenshot:
<Custom Status Info>
Warning: Keep away from Reid!
</Custom Status Info> -
Thank you @Trihan for showing an example. I do not know I think. Thinking of two different things that is why you are confusing, sorry for not formulating my thoughts clearly.
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That tag is for displaying custom lines in the description of an item in the menu.
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Hello, thanks for the support!
With VisuStella's Skills and State Core is it possible to enable and disable a skill usage on something like Max HP %, Max MP % and also the number of certain items in the Inventory?
For example,
1) A skill that is only enabled when HP is 70% of that actor's Max HP and disabled otherwise. Without any HP Costs involved if that makes sense?
2) 5 Potions in the Inventory needed for a skill to be enabled, and it's disabled if that number drops. Without any x5 Potion costs attached to the skill.
I saw this section
Skills and States Core VisuStella MZ - Yanfly.moe Wiki Does
<JS Skill Enable>
code
code
enabled = code;
</JS Skill Enable>
do this? If not that's the answer to my question, if it does could I know the javascript code? No rush. If 2) is too complex don't worry. -
You'd want
Code:<JS Skill Enable> enabled = user.hpRate() <= 0.7; </JS Skill Enable>
and
Code:<JS Skill Enable> enabled = $gameParty.numItems($dataItems[id of potion]) >= 5; </JS Skill Enable>