Hi all, why the option button appear almost centered in battle scene. (Visustella Tier0 and Tier1). Thankyou.
The official VisuStella notetag help thread
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This thread is for help with setting up VisuStella plugin notetags, it's not intended for tech support.Hi all, why the option button appear almost centered in battle scene. (Visustella Tier0 and Tier1). Thankyou.
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Hi Trihan,
I am trying to make a piece of armour that restores HP when using a skill. The amount of HP restored should be equal to the TP cost of the skill, taking into account any increase or decrease currently in effect.
Could you help me with this? :) -
TryHi Trihan,
I am trying to make a piece of armour that restores HP when using a skill. The amount of HP restored should be equal to the TP cost of the skill, taking into account any increase or decrease currently in effect.
Could you help me with this? :)
JavaScript:<JS Pre-Damage As User> user.gainHp(this.item().tpCost); </JS Pre-Damage As User> -
It does restore HP, but the amount seems to be the default value taken from the database entry of the skill. I'm using another piece of equipment that doubles TP costs, but that isn't taken into account. Any idea how to solve it? :)
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JavaScript:
<JS Pre-Damage As User> user.gainHp(user.skillTpCost(this.item())); </JS Pre-Damage As User> -
Perfect! :) Thank you very much!
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They changed how animations work entirely in MZ, it's nowMV is "user" or "target".startAnimation(id); ,But I can’t find a way to play animation in MZ
$gameTemp.requestAnimation([targets], animation id);
Targets is an array of objects to play the animation on. So if you want to just play it on the user, it'd be
$gameTemp.requestAnimation([user], id) -
Using the ability to have multiple slots of the same Armor type is the "Item and Equips Core" plugin, is it possible to detect if an equipment is the first listed armor equipped in it's selected type? (IE Detect if an Accessory is in Assessor Slot A rather than Accessory Slot B ), and have it give an additional bonus if it is?
And tied to the same idea, is there a way to add skills through Armor through the notetags? -
Hello,
States with <JS Pre-Regenerate> do not end battles when enemy dies due to damage from that note tag. I tested with the leech seed tips and tricks and other states and battle doesnt stop immediately when enemy is dead. I tried to add
Code:if (target.isDead()) { target.performCollapse(); }
But it doesn't solve the problem. Is there a way to make states with this note tag end battles?
Thanks -
It's supposed to. Do me a favour: try it with Skills and States Core turned off and see if that solves the issue.Hello,
States with <JS Pre-Regenerate> do not end battles when enemy dies due to damage from that note tag. I tested with the leech seed tips and tricks and other states and battle doesnt stop immediately when enemy is dead. I tried to add
Code:if (target.isDead()) { target.performCollapse(); }
But it doesn't solve the problem. Is there a way to make states with this note tag end battles?
Thanks -
When I turn off skill and state core, the state doesnt remove HP anymore it stops working.
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That shouldn't be the case; the JS Pre-Regenerate tag is part of Battle Core. It should work whether Skills and States Core is on or not.When I turn off skill and state core, the state doesnt remove HP anymore it stops working.
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I turned off all plugins but still, death by state doesn't end battle when all the enemies are dead (I need to select a skill for the battle to end).
Also, Leech Seed is truly not working when Skill and State core is off and I have all other plugins deactivated, (Except battle core and core engine). -
Wait, do you have the "death by slip damage" option checked in the system tab? Because if you don't, that's how it's supposed to work.I turned off all plugins but still, death by state doesn't end battle when all the enemies are dead (I need to select a skill for the battle to end).
Also, Leech Seed is truly not working when Skill and State core is off and I have all other plugins deactivated, (Except battle core and core engine). -
I tested with Slip Damage checked and unchecked but battle doesn't end in both cases. I think it has to do with RPG Maker itself since the problem persists when all plugins are off.Wait, do you have the "death by slip damage" option checked in the system tab? Because if you don't, that's how it's supposed to work.
Edit: There was a problem with my main scripts so I updated them and now problem is fixed! -
You shouldn't need a notetag, you can just add a Trait to the armor and select Add Skill. Do you mean something else?And tied to the same idea, is there a way to add skills through Armor through the notetags?
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I'm having difficulty getting this skill's javascript to work in MZ. I suspect that I'm probably using the wrong notetags, as this was originally made for MV, but I've tried others and I get the same result.
This skill is supposed to work where under normal circumstances it will deal a normal dmg formula, but if the user is inflicted by a negative state, the attack will be stronger. (In the javascript I copy-pasted below, the with-state dmg is temporarily set to a flat 100 for visible testing purposes.)
It works as intended in MV, but in MZ I keep consistently getting 0 dmg whether or not the actor has a state.
Code:<JS Post-Apply> value = a.atk * 4 - b.def * 2; if (a.isStateAffected(14)) { value *= 100; } else { if (a.isStateAffected(15)) { value *= 100; } else { value *= 0; }} </JS Post-Apply>
Of course if there's other ways of achieving this, I'm all ears. Thanks. -
Post-Apply runs after damage, so at that point value is meaningless. Do JS Pre-Damage instead.