Thank you very much! This helped a lot. I started to read some js tutorials and it's starting to make more sense now. :)
The official VisuStella notetag help thread
● ARCHIVED · READ-ONLY
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Is there anyway to exclude an event from
<Overlay: Night>
From VisuMZ_2_LightingEffects?
I want to make some eyes glow but it is very hard to do while the event is included. -
Is there a way i can delete the Params on Skills menu? I don´t find these on RMMZ_windows...
Thanks :LZYsmile: -
This is a MV skill I am trying to convert to Visustella MZ. I'm still not exactly sure of the nuances of converting MV Yanfly to MZ Visustella. The skill is not that complicated and should be useful for others as a reference.
The skill harms one target and heals party 5% of that damage. In the MV skill, I also had the party members cheer (victory pose) when they were getting healed (hahaha).
The following is the MV skill:
MV Code<Boost Damage>
<Multiple Elements: 12, 15>
<damage formula>
var healing = (a.atk * 8 - b.def)/2;
value = a.atk * 4 - b.def;
$gameVariables.setValue(281, healing);
</damage formula>
<setup action>
display action
immortal: targets, true
hide battle hud
</setup action>
<target action>
if user.attackMotion() !== 'missile'
jump user: 250, 25
move user: targets, front, 25
else
perform start
end
zoom: 110%, 25
common event: 120
camera screen: target, front center, 25
camera focus: target, front center, 25
wait for movement
motion attack: user
action animation: target
wait for animation
action effect
animation 292: actors
wait for animation
hp +variable 281: actors, show
motion thrust: user
enemy effect: target, whiten
wait for effect
motion victory: actors not user
motion evade: user
wait for popups
show battle hud
</Target Action>
If MV Yanfly can do this, I don't see why MZ Visustella cannot. But does it all go back and forth with common events and the skill box or something else? I'm probably overthinking it. -
So, I was trying to create a custom Skill Cost type of "AMMO" for guns. I copied the "POTION" one and replaced all the instances of "POTION" with "AMMO" and it worked. Then, suddenly, it didn't. I only changed the battle layout and then it had deleted my new "AMMO" tag and now my gun apparently decided to main Ana and only use healing potions as ammunition. I even deleted the original "POTION" and have even tried a completely different project and the problem persists. No matter what I do or change it to, it still only wants to use potions as a skill cost. I cannot figure out what is going wrong.
*Edit* This is in MZ, btw.
*Follow up* Spent several hours trying to get this to work and nada, so I switched to Eli's and got it working in about 10 minutes. -
@Gallas I think you need to just look at the documentation for the various VisuStella plugins and figure out which ones (if any) support what you want to do.
For example, there appears to be nothing that allows you to just replace the damage formula in a notetag. The Battle Core has damage styles, but my understanding is that's not useful on a specific-skill basis.
Fortunately, nothing in your code is terrible to just put into the actual damage formula, but you don't appear to have posted the entire thing.
There is an Elements and Status Menu plugin that should be able to reproduce the multiple elements notetag.
@Aurico Your question doesn't appear to be (only) related to a specific notetag. I'd suggest you double-check your plugin parameters and notetags, then make a new thread if your issue persists. As a rule, RPG Maker can't just undo things you've implemented.
If you do need to make a thread about it, please include screenshots of the skill(s) in question along with any pertinent sections from your plugin parameters. -
Hello
I am using the Lighting Effects VisuStella MZ (V 1.04)
I want to use Radial Lights on enemys in battle.
For example I put this into the notebox of the enemy
<Radial Light Color: Green>
<Radial Light Radius: 100>
<Radial Light Intensity: 25%>
<Radial Light Opacity: 50%>
But it seems that it does nothing at all, the enemy still has the standard radial light from the plugin options.
If I disable radial lights in the plugin options, the enemy wont have any radial light at all (No surprise)
So my question is, do I miss something that I have to put into the notebox of the enemy?
All other lights from this plugin work just fine.
And yes I do have the battle core plugin.
Thank you.
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I'm not in the immediate position to be able to mess around with the lighting plugin to answer your query, but just letting you know I've seen it and will get to it when I can.Hello
I am using the Lighting Effects VisuStella MZ (V 1.04)
I want to use Radial Lights on enemys in battle.
For example I put this into the notebox of the enemy
<Radial Light Color: Green>
<Radial Light Radius: 100>
<Radial Light Intensity: 25%>
<Radial Light Opacity: 50%>
But it seems that it does nothing at all, the enemy still has the standard radial light from the plugin options.
If I disable radial lights in the plugin options, the enemy wont have any radial light at all (No surprise)
So my question is, do I miss something that I have to put into the notebox of the enemy?
All other lights from this plugin work just fine.
And yes I do have the battle core plugin.
Thank you.
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So, I have two questions, one related to the new selection control opportunities and the other one isn't.
First one: which NT should I use for VZ to make enemies stay put for long-distance non-magical attacks? like shooting a gun? right now every phys attack makes the enemy run to the PC.
I had a second but, but... I forgot it. -
Unless I misunderstand, that doesn't sound like anything to do with a notetag. That would be controlled through the common event that's your Action Sequence.First one: which NT should I use for VZ to make enemies stay put for long-distance non-magical attacks? like shooting a gun? right now every phys attack makes the enemy run to the PC.
If you're using SV battlers that have weapons and such, you'd put the move command inside a conditional branch that checks the equipped weapon type.
If you're using regular battler sprites and they're just visually using guns in their artwork, it's easiest to make a second Attack command you assign to those enemies which just doesn't have the move command as a part of its action sequence. -
So, the system that exists right now does not require noterags, to an extent its made through the default plugin settings and it can be "somewhat" controlled with some note tags, no action sequences involved.Unless I misunderstand, that doesn't sound like anything to do with a notetag. That would be controlled through the common event that's your Action Sequence.
If you're using SV battlers that have weapons and such, you'd put the move command inside a conditional branch that checks the equipped weapon type.
If you're using regular battler sprites and they're just visually using guns in their artwork, it's easiest to make a second Attack command you assign to those enemies which just doesn't have the move command as a part of its action sequence. -
Then I think you should post screenshots of your existing setup, I don't know how you're making actors move in VisuStella using notetags and not action sequences.So, the system that exists right now does not require noterags, to an extent its made through the default plugin settings and it can be "somewhat" controlled with some note tags, no action sequences involved.
Please note that the default Battle Core plugin parameters contains an Action Sequence. -
OK so, you were right, the "move effect" I'm referring to is the automatic AS that VS allows for "melee attacks". Learn something new every day!Then I think you should post screenshots of your existing setup, I don't know how you're making actors move in VisuStella using notetags and not action sequences.
Please note that the default Battle Core plugin parameters contains an Action Sequence.
I'm looking for something similar to what this notetag does, but to attach to skills which count as "physical attack". since anything that counts as a physical attack per accuracy formula makes the battler jump forward, I wonder if there is something that can prevent it. -
So to return to my original reply, I think the simple thing would be to simply give your "ranged attacks" an action sequence that doesn't have the move commands in it.OK so, you were right, the "move effect" I'm referring to is the automatic AS that VS allows for "melee attacks"...I wonder if there is something that can prevent it.
You can just copy what's in the plugin parameters and remove those two lines. Then you make any applicable skills reference that sequence. -
You can also check whether the acting battler's equipped weapon has the "missile" motion, which is generally used for ranged.
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This did the trick, in the sense that any physical skill is now distanced, so thank you. I suppose there is no way to make this approach a hybrid approach (give an enemy both melee and long-range physical attacks).You can also check whether the acting battler's equipped weapon has the "missile" motion, which is generally used for ranged.
This is probably the more elegant solution, so if you can guide me a little about it, I think it's still worthwhile to learn.So to return to my original reply, I think the simple thing would be to simply give your "ranged attacks" an action sequence that doesn't have the move commands in it.
You can just copy what's in the plugin parameters and remove those two lines. Then you make any applicable skills reference that sequence. -
Note, that this only works (and perhaps Trihan knows this about your project from other threads) if you're using SV battlers. If you're using regular static enemies, they don't have a weapon motion to reference.This did the trick, in the sense that any physical skill is now distanced, so thank you.
I'm not sure what you need guidance on. I think the process to create Action Sequences is pretty thorough in the Battle Core documentation about what each plugin command does, and as you enter those commands in MZ the fields you need to select about targets and such are all right there.This is probably the more elegant solution, so if you can guide me a little about it, I think it's still worthwhile to learn.
And, of course, there are tons of YouTube videos about it if spending an hour listening to someone yammer is your thing :guffaw: -
Pretty much everything when it comes to something as exotic as action sequences.I'm not sure what you need guidance on.
Hey, if Driftwood Gaming has one, I'll watch it. I've tried looking at the VS stock ones but they are a bit confusing to an inexperienced eye.And, of course, there are tons of YouTube videos about it if spending an hour listening to someone yammer is your thing :guffaw: -
I'm just wondering if there's any way to change the text displayed for the type (physical/magical/certain hit) of skills in the VS skill menu. I want to be able to make laser/electric/etc. skills which are technological in nature but mechanically count as magic attacks.
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Hi.I want to make a thief enemy.When this enemy attacks you,it steals a fixed amount of gold.The amount of stolen gold is also displayed as state.But when we kill the thief, we also get the stolen gold back and it is indicated on the screen.How can we do this?