Okay. I got that to work, thanks.
And that part I'm aware of with the changing Base, X, and S-params.
This is more like pitting the user up against the target (checking both user and target), even altering how Certain Hit works and all of this. It's a Quality of Life setting in MZ_CoreEngine, but I can only choose whether or not to use the accuracy formula. I'd like to customize them like I could with YEP_HitAccuracy.
The official VisuStella notetag help thread
● ARCHIVED · READ-ONLY
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You can add logic to the JS: Formula parameter of Parameter Settings in CoreEngine based on what the xParamId is.
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How would I go about doing that inside the javascript one?
Like this here following an Accuracy - Evade formula.
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Accuracy: 1
Evade: 1 - (skillHitRate * (userHitRate - targetEvadeRate))
User Physical Hit / User Magic Hit: [condition]
Target Physical Evade / Target Magic Evade: [condition] -
Instead of value = Math.abs(value), try value = -value
I have tried that with:
Code:and<JS On Add State> if (target.isHpRecover()) { value = -value; } </JS On Add State>
Code:It still doesn't work.<JS sparam Flat: REC> if (target.isHpRecover()) { value = -value; } </JS sparam Flat: REC> -
I was wondering if there was a way to do what YEP's Equip Requirements did and make it so that a piece of equipment can only be used by a specific actor. I was looking through the VS Equip Core help file and didn't see anything but thought I'd ask anyway.
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Does anyone know of a way to make active states which expire by methods other than turns stack? I know passives can stack, but they won't work for what I have in mind. I've been told it could be done with state display in the on add notetag, but I haven't been able to get it to work. Any help would be much appreciated!
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Hi!
Using SkillsStatesCore plugin I was able to set a new Skill Cost Type up (fairly easily). I named it Arrows and I anticipate on having multiple types of arrows in game so will a new type be needed per arrow variant?
Also, the note tag <Arrow Cost: 1> works in game however what can I do as far as these adjustments;
- use the cost amount per enemy hit when using a skill with multiple enemies scope is active (example; one enemy hit then arrows will decrease by 1 but if 2 enemies are hit then arrows would decrease by 2 and so on). Also, if possible only use available arrows. So, if there are 3 enemies and player has 1 arrow but uses skill with All Enemies scope active will still perform the skill just hitting 1 enemy.
- I need to change the default attack skill for this hunter class so it uses a skill that requires/uses arrows beyond that if no available arrows are in inventory it will default to another skill (something weaker like fists or whatever)
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Is there a way to change the default attack skill based on the weapon an actor has equipped. Eg: The actor is equipped with a melee weapon their default attack becomes Melee Attack. If they are equipped with a ranged weapon, their default attack becomes Ranged Attack with a different formulae from Melee Attack. My googlefu showed that there was a plugin for it in MV, but is there something similar for MZ?
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Hey. I have an issue with the Elements & States Core.
I want to use a state that increases the damage of an element by a flat value.
I used the <Dealt Element id Plus: +x.x> notetag. Here's how it ends up with my game :
<Dealt Element 4 Plus: +3>
However it doesn't work, I apply the state on a battler, but the damage remains unchanged.
Damage formula is set to type: Fire (id 4) and the actual damage formula goes like this :
if(a.isStateAffected(134)) { a.gainTp(20) }; 10 + Math.max(a.mat - 15, 0)
My battler's MAT is 10, so the formula returns 10, and should return 13 with the state applied. But no matter if the state is on or not, it returns 10.
EDIT: Figured out that notetag actually is a rate notetag and not a flat value. Worked it out another way. -
Just curious is there a way to set a rate of how each parameter increases for actors on level up? Can this be done with enemies as well? Like in the YEP_Base/Class Parameters or Enemy Levels? Or are these future plugins?
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Sweet. Not sure if this is the kind of support you're giving; hoping this is in keeping with the thread:
When using the Message Core 1.02 and using any of the targeting events (<Auto Player> <Auto Event: x> etc) the remaining standard text boxes shift over to the side of the screen. It appears to be aligning to the last pop up text box. Not sure if this is just a tag error or not. -
Maybe this is too complicated for a notetag thread but I'm banging my head against this setting and could use some help. With the default resolution and the max reccomended resolution of 1280x768 the actor battler placements work as they should. But in my resolution of 1104x 624 (default height with 3 extra tiles worth of space to either side of the screen) when the start the battle dead they lie at the edge of the screen and "snap" back when revived. (There also seems to be a motion refresh bug in the battle core when the character changes states but that's for a bug report.)
Any idea how I can avoid having dead actors surf across the screen when revived at least? Does the Home Position matter at all to this or should I just relocate the actors using the Kadokawa plugin? -
Hey Trihan. Thank you again for taking time for us. It is really appreciated.
I had two things I wanted to do with States, but really don't know how.
1- When play A uses a skill on player B it inflicts player B witha state that whenever player B gets healed, Player A is healed 25% of this.
Solved That one!
2- The user of a skill inflicts a state on himself for 5 turns. at the end of the state, so probably on expire, he is healed for 25% of all the healing he received during the turns he had that state.
This one would probably be close to this Zed's deathmark Yanfly did in MV before. But I dont know where I can find the notetags to use and if even React effect is present right now in the skill states core.
<Custom Apply Effect>
target._deathMarkDmg = 0;
</Custom Apply Effect>
<Custom React Effect>
if (value > 0 && attacker === origin && this.isHpEffect()) {
target._deathMarkDmg += value;
}
</Custom React Effect>
<Custom Leave Effect>
target.startAnimation(101);
var dmg = Math.round(-0.50 * target._deathMarkDmg);
target.gainHp(dmg);
target._deathMarkDmg = 0;
target.startDamagePopup();
target.clearResult();
</Custom Leave Effect> -
Hi. I'm not sure if this is the right place to talk about this but I'm having an issue with the Visutella Visual State Effects plugin.
I created a petrify state that both persists after battle and makes use of the <State Motion Lock> notetag. Everything works perfect up until I enter a new battle with petrified members. My screen ends up filled the entire sv battler spritesheet of the member who was petrified. Any ideas how I can fix this? Thanks. -
In the Visual State Effects video by VisuStella, around the first 10 seconds, Kasey speaks a spell incantation before the spell animation plays. How is that possible? It would be cool if this could be utilized for incantations before spells, but I don't see any explanation anywhere on where to do it. Any help would be greatly appreciated.
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On the topic of the Skills and States Core's Slip Damage/Healing, is there a way to assign an element to it?
On an unrelated topic, I *really* wish the documentation came with actual examples for how to use notetags like this:
<JS type Slip Damage>
code
code
damage = code;
</JS type Slip Damage>
- Used for: State Notetags
- Code used to determine how much slip damage is dealt to the affected unit
during each regeneration phase.
- Replace 'type' with 'HP', 'MP', or 'TP'.
- Replace 'code' with the calculations on what to determine slip damage.
- The 'user' variable refers to the origin of the state.
- The 'target' variable refers to the affected unit receiving the damage.
- The 'state' variable refers to the current state being affected.
- The 'damage' variable is the finalized slip damage to be dealt.
I understand most of what's lined out here, but just telling me to replace "code" with what I want just isn't helpful. I only managed to figure it out after browsing this thread.
I'm sure people with knowledge of MV's base code aren't having any issues, but if anyone else is like me, they're sitting there scratching their heads at this. Visu's plugin features are above and beyond what I expected, but Yanfly's documentation was much better in this regard. -
Hey all, I should be getting around to the next batch of requests sometime tomorrow so watch this space. <3
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So, I have a question for anyone that can help me.
I am trying to create a state that when applied to a character, force de-equips all of their armor and accessories, and will then lock them from re-equiping anything while the state persists. Also, I need the state to adjust their face, battle and out of battle sprites while the state persists to a different set of sprites.
Could anyone help me with this? I am a total noob when it comes to javascript, so any help would be most appriciated.
Thank you for your time. -
I somewhat agree, but it's also entirely impossible for them to list everything you can do with "code" in there. I think the perfect solution for this is some sort of separate library / documentation that we can refer to? like, I know from some examples I've seen that you can do stuff like target.elementRate(elementid) which is kinda obvious, same with param. now what I didn't know is that you could do target.name!!! I'm not sure that's the actual command. But yeah, you can check the specific name of a given target with JS. So having a library of all the info we could access with "target", "user", etc. would be super awesome.I understand most of what's lined out here, but just telling me to replace "code" with what I want just isn't helpful. I only managed to figure it out after browsing this thread.
edit: also, a library of objects we can access (like "target", "user", etc.) and an easy to know way of whether these are accessible inside a specific plugin / JS notetag. I think if they aren't by default you can just point to the other part of the code they're stored (like, idk, saying "hey system we're in battle id 24 now, gimme the ATK of enemy number 3") but the latter is way more complicated lol.
but yeah that may be actually way more complicated than what i'm thinking -
I somewhat agree, but it's also entirely impossible for them to list everything you can do with "code" in there.
Oh, absolutely. I wouldn't expect Visu to list out every possible example for every Notetag. Just a single example or two to see exactly how the 'code' in any given notetag should be structured would be enough.
This is what I'm talking about, though. Here is part of the documentation for Yanfly's MV Extended DoT plugin:
<DoT Formula: x>
- This will make the affected battler take x HP damage each turn. You can
use either a formula or a numeric value in place of 'x'.
Examples:
<DoT Formula: 100> // Damage 100 HP exactly each turn
<DoT Formula: a.mat * 2> // Damage HP equal to the origin's MAT
---
<Regen Element: x>
<DoT Element: x>
- This will make the healing/damage done by this state to be element 'x'.
This will take into consideration the target's elemental rates towards
that element. If this is left blank, there will be no element modifiers.
Examples:
<Regen Element: 4> // Healing done will be affected by element 4.
<DoT Element: 5> // Damage done will be affected by element 5.
As you can see, these notetags simple and easy to understand, and they have examples listed for people who aren't good with code. You can still do advanced stuff with Lunatic formulas, but that's 100% optional.
If Trihan's example were included in Visu's plugin documentation:
<JS HP Slip Damage>
damage = Math.floor(target.mhp * 0.1) + 10;
</JS HP Slip Damage>
Then it would've been much easier to understand. Until this came up, I had no idea I'd need to use the "Math.floor" command (or do I? I don't know, that's the thing). And, of course, I still don't know how to assign an element to the damage (whereas in Yanfly's plugin, that was accomplished with another very simple notetag).
Like I said before, Visu's plugins are awesome, and I'll probably be buying every plugin pass from them. My only complaint about their plugin library is that some of it (notetags like this one specifically) aren't nearly as user-friendly as Yanfly's plugins were.