Thanks @rpgLord69 , it works perfectly without the notetags!
The official VisuStella notetag help thread
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Hello, i use map damage effect and i just want to deal 10% of actors max Hp when stepping on region(tile) dealing damages.
I dont understand this:
<Floor Damage Formula Region x>
code
code
damage = code
</Floor Damage Formula Region x>
- Used for: Map Notetags
- Determines the amount of damage to deal to each actor when this Map Damage
Effect triggers. Also changes any tile marked by region 'x' into a damage
tile regardless of its setting in the database's tileset.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
mark the floor damage tiles with this Map Damage Effect.
- The 'damage' variable is returned to determine how much damage the actor
will receive as floor damage (before being affected by the actor's FDR).
- Replace 'code' with JavaScript code used to calculate the 'damage'.
- The 'a' variable represents the actor receiving the damage.
- The 'user' variable represents the actor receiving the damage.
There's not a single exemple.
This is not working:
<Floor Damage Formula Region 4>
damage = 25
</Floor Damage Formula Region 4>
and this is not working either:
<Floor Damage Formula Region 4>
damage = Math.floor(user.mhp * 0.10);
</Floor Damage Formula Region 4>
<Floor Damage Formula Region 4>
damage = Math.floor(a.mhp * 0.10);
</Floor Damage Formula Region 4>
Anyone know how to make damage formula please? For 25 damage or for 10%? that would be enough for me to understand how it work :)
Thanks you! -
yo this is yourself from the future.Hello, i use map damage effect and i just want to deal 10% of actors max Hp when stepping on region(tile) dealing damages.
I dont understand this:
<Floor Damage Formula Region x>
code
code
damage = code
</Floor Damage Formula Region x>
- Used for: Map Notetags
- Determines the amount of damage to deal to each actor when this Map Damage
Effect triggers. Also changes any tile marked by region 'x' into a damage
tile regardless of its setting in the database's tileset.
- Replace 'x' with a number (0 to 255) representing the Region ID used to
mark the floor damage tiles with this Map Damage Effect.
- The 'damage' variable is returned to determine how much damage the actor
will receive as floor damage (before being affected by the actor's FDR).
- Replace 'code' with JavaScript code used to calculate the 'damage'.
- The 'a' variable represents the actor receiving the damage.
- The 'user' variable represents the actor receiving the damage.
There's not a single exemple.
This is not working:
<Floor Damage Formula Region 4>
damage = 25
</Floor Damage Formula Region 4>
and this is not working either:
<Floor Damage Formula Region 4>
damage = Math.floor(user.mhp * 0.10);
</Floor Damage Formula Region 4>
<Floor Damage Formula Region 4>
damage = Math.floor(a.mhp * 0.10);
</Floor Damage Formula Region 4>
Anyone know how to make damage formula please? For 25 damage or for 10%? that would be enough for me to understand how it work :)
Thanks you!
Installing the plugin fixed the problem.
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Gg, i go to bed... I need it. -
Anyone know how to display specific sideview motion in a skill?
It seems that battle core's custom action sequence can make this.But I am not sure how to write.
All I need is just to display victory sideview motion when using an attack skill for 1s. -
You'll need to make an action sequence. In a common event use a Battle Core plug in command. Scroll down to the section the says Motion: and there should be one for victory in there. You'll then need to put the <Custom Action Sequence> note tag in the skill. And assign the common event under the effects. I can probably write it out for you if you describe what you need.Anyone know how to display specific sideview motion in a skill?
It seems that battle core's custom action sequence can make this.But I am not sure how to write.
All I need is just to display victory sideview motion when using an attack skill for 1s. -
I noticed that when others use custom action sequences, they usually have the following text arrangement.But I think what I wrote is wrong. It seems that it will only cause all the original motions of the skill to disappear.You'll need to make an action sequence. In a common event use a Battle Core plug in command. Scroll down to the section the says Motion: and there should be one for victory in there. You'll then need to put the <Custom Action Sequence> note tag in the skill. And assign the common event under the effects. I can probably write it out for you if you describe what you need.
<Custom Action Sequence>
Motion: victory
</Custom Action Sequence>
I want to change the motion of this skill to a sideview victory motion. Similar to when using the attack party command, the actor shows a guard motion.
Besides, may I ask by the way how to make the status icon display on the top of my side view actor SV image? This seems to be related to battlecore as well.:LZSsmile: -
Are you using MV or MZ?I noticed that when others use custom action sequences, they usually have the following text arrangement.But I think what I wrote is wrong. It seems that it will only cause all the original motions of the skill to disappear.
<Custom Action Sequence>
Motion: victory
</Custom Action Sequence>
I want to change the motion of this skill to a sideview victory motion. Similar to when using the attack party command, the actor shows a guard motion.
Besides, may I ask by the way how to make the status icon display on the top of my side view actor SV image? This seems to be related to battlecore as well.:LZSsmile: -
I use MZ.Are you using MV or MZ?
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Okay should be easy enough I'll pop it in here when I get to my PC. You will just have to swap out the skill animation for the correct one on your end. Just make this a Common Event.
That's pretty much it, just switch out the "Skill ID 99" for the Correct Skill in your game. This will then go in the Notetags and effects of your skill:
Edit: If you want the whole victory animation to go off before the skill animation happens just a "Wait: 90" after the Motion: Victory. -
Thank you.Now I know the rules to make a complete action sequence.:LZSsmile:You help me a lot!Okay should be easy enough I'll pop it in here when I get to my PC. You will just have to swap out the skill animation for the correct one on your end. Just make this a Common Event.
View attachment 344706
That's pretty much it, just switch out the "Skill ID 99" for the Correct Skill in your game. This will then go in the Notetags and effects of your skill:
View attachment 344707
Edit: If you want the whole victory animation to go off before the skill animation happens just a "Wait: 90" after the Motion: Victory.
By the way,I also notice that the "Motion: Victory"should be put after the action effect or it won't display. -
It will if you put a wait after it, but I'm glad to be of help.Thank you.Now I know the rules to make a complete action sequence.:LZSsmile:You help me a lot!
By the way,I also notice that the "Motion: Victory"should be put after the action effect or it won't display. -
So I have this code which makes the holder of the state take the damage for an ally.
But I also have this actor sometimes be an enemy and if they use this skill it still blocks the damage for the players team not his own. Any idea how to better write this so it effects only the allies on its own team?
Code:Its from the "Aura of Sacrifice" Yanlfy Tips and tricks.<JS Pre-Damage As Target> if (this.isHpEffect() && value > 0 && origin.isAlive()) { const reduction = Math.ceil(0.50 * value); value = 0; origin.gainHp(-reduction); $gameTemp.requestAnimation([origin], 2); origin.startDamagePopup(); origin.clearResult(); } </JS Pre-Damage As Target>
This is the Origin State.
Code:<JS On Add State> $gameParty.members().filter(member => member !== target).forEach(member => member.addState(51)); </JS On Add State> <JS On Erase State> $gameParty.members().filter(member => member !== target).forEach(member => member.removeState(51)); </JS On Erase State> -
I was about to say that couldnt be the only thing going on with the state, but you added the relevant bit
Try and replace the $gameParty in both with target.friendsUnit()This is the Origin State -
Worked like a charm! Thanks again.I was about to say that couldnt be the only thing going on with the state, but you added the relevant bit
Try and replace the $gameParty in both with target.friendsUnit() -
Hello, I am using the free VisuStella plugins tier 0 and 1. I'm starting to understand some of the notetags and how to use them, however I'm less familiar with the actual JS call references and was hoping someone could give some advice on two different effects I'd like to have. This is for RPGMaker MZ.
First one:
Some skills will hit a target, and then check if that target has a certain state after a successful hit (evaded hits will not proc this). After which if the target does have that state it will give a State or Buff to the entire attacker party. What would be a good way to accomplish this?
I've already got a decent idea where I can use the <JS Post-Damage> notetag to check if the skill successfully dealt damage and then the script reference
Code:to check the state for the target, however I don't know what script reference to use to apply a state to the entire party or enemy troop. Ideally I'd like the skill to be used by both the enemies and party members, but I'm okay with making them separate skills if necessary.if (target.isStateAffected(stateid))
Second one:
Is there a way to make it so healing damages certain enemies, and that some enemies can absorb and heal from certain elements, like fire elementals healing from fire damage? I looked up in the forums ways to do this using events, however I figured VisuStella notetags might have a simpler way to accomplish this than events, though I could be mistaken. -
I don't know what script reference to use to apply a state to the entire party or enemy troop. Ideally I'd like the skill to be used by both the enemies and party members, but I'm okay with making them separate skills if necessary.Code:
if (target.isStateAffected(x)) target.friendsUnit().aliveMembers().forEach(m => m.addState(y))
VS Elements and status menu core has an element absorb notetag you can use that is the most direct way to go about it.and that some enemies can absorb and heal from certain elements,
give them a state with this in the notebox and it should invert healing takenIs there a way to make it so healing damages certain enemies
Code:<JS Pre-Damage As Target> if (this.isHpRecover()) value = -value </JS Pre-Damage As Target> -
Thank you, I'll give this a shot. Though I have to ask about the last snippet of code:
I'm assuming this reverses all forms of healing. Is there a way to allow some forms of healing to be applicable to the enemy (like a ghoul being able to lifesteal from the player battlers) while still being damaged by player healing?give them a state with this in the notebox and it should invert healing taken
Code:<JS Pre-Damage As Target> if (this.isHpRecover()) value = -value </JS Pre-Damage As Target> -
not quite. itd reverse all healing done as a direct result of a skill or an item set to "HP Recover" executed on the battler. Basically, if its not a heal delivered through a healing skill/item with a formula, it shouldnt have an effectI'm assuming this reverses all forms of healing
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I see, I can work with that. Again, thank you very much, appreciate this.not quite. itd reverse all healing done as a direct result of a skill or an item set to "HP Recover" executed on the battler. Basically, if its not a heal delivered through a healing skill/item with a formula, it shouldnt have an effect
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Hello again, I've another question that may or may not be possible with VisuStella plugins (at least only using the Tier 0 and 1 plugins).
The base game's Luck parameter affects the chance for both resisting a State being applied to yourself and the chance to apply a State on another. I was wondering if there was some way to only have Luck affect the chance to resist a State, not to apply a State.
The Core Engine plugin does offer the ability to remove parameters on the character sheet and add your own custom parameters that uses JS to calculate what it can do, however using that is beyond my skills and I was hoping someone could help me with this, or at least let me know if what I want isn't possible with that plugin and settings.
EDIT: A second question as well, figured I'd tag onto this post since no one replied yet.
Is it possible to have a skill and/or item apply a "buff" that forces a state onto an enemy when you attack next?
For example: a consumable item that makes the user's next attack add the "Poisoned" state, or a skill that makes the user's next attack add the "Confused" state. This would be any attack, not just the normal one or a single specific skill.