So I'm using the TP Mode plugin. I have a suggestion:
There should be a way to make specific skills (Like actual limit breaks for example) to gain no TP from regardless of the conditions met from the skill.
VisuStella Sample Project & MZ Core Plugins
● ARCHIVED · READ-ONLY
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I have a suggestion for Proximity Compass.
That you can turn the number of steps to the target on and off. -
Wonder if anybody knows the basis to setting up a custom parameter.
In my case I don’t need them to grow as much as I need them tied to just equipment. -
It seems just going by the JS parameter setting, you can only reference an existing stat and call it in a formula as far as I can tell by typing it down. I wish there was more you can do with that like notetag support as with the usual parameters.Wonder if anybody knows the basis to setting up a custom parameter.
In my case I don’t need them to grow as much as I need them tied to just equipment.
I just use this for new params: https://forums.rpgmakerweb.com/index.php?threads/icf-soft-params-core.127201/ -
I'm thinking about using the Enhanced TP System instead of trying to raise MP via JS notetags when certain conditions are met. Is there a way to hide the MP gauge, though? I can't find it.
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I'm thinking about using the Enhanced TP System instead of trying to raise MP via JS notetags when certain conditions are met. Is there a way to hide the MP gauge, though? I can't find it.
You can place the following notetag on the class you want to have a hidden MP gauge:
<Replace MP Gauge: none> -
Thank you! :) I totally missed that.
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Hey everyone. I'm using the Aggro Control System plugin, along with Battle AI, and I was wondering if there was a different way to have my enemies target others, despite the tank character having aggro? This enemy is a boss, and I want her to always stun the DPS character instead of the tank. I am using the Bypass Highest Aggro notetag on both the move and the Boss herself, but it doesn't appear to do anything.
I've tried giving the DPS a state for the fight only identifying her as the DPS, so the Boss should theoretically use the move on her since she is the only one with the state -
<All AI Conditions>
Target Has State DPS
</All AI Conditions>
This doesn't work, and the Boss attacks anyone she pleases. I then tried having the invisible state assigned to the DPS tagged as "Certain Taunt," and this did the trick. She attacks the DPS character every time.
Do I have to apply these states and use Taunting every time, or is there another way to force actions to target certain characters through the AI coding only? -
Anyone know how to make an effect occur when a state expires? I'm trying to create a state which gives a flat MP gain when it expires. The idea is to create an MP-generating attack which grants the user MP when it is used, though I'm trying to do this via a state so that multi-hit attacks won't grant multiple instances of MP gain.
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Anyone know how to make an effect occur when a state expires?
@darthmarth Use this notetag in your State notes:
Code:Further information/help is in the notes of the SkillsAndStates Plugin.<JS On Expire State> code code </JS On Expire State>
As far as the actual code, I wouldn't know. Try using:
Code:var amount = [whatever amount of MP you what the actor to gain]; user.Mpgain(amount); -
Hey guys, i want to ask about battle animation. When we use yanfly plugin in MV, we can simply write target.startAnimation(animation_id); in the script. But, in MZ apparently we can't do that. Anyone know how to make actor do animation via script like target.startAnimation(animation_id); ?
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Since there's a lot of posts going on, I do want to make reminders of the following:
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If you feel like something is a bug, send a bug report! For Reporting Bugs:
Take a look at the Troubleshooting page on the wiki, follow the steps listed and if it still doesn't work, please report your problem through the link in Step 2.8 with as much detail as possible. Please follow this as we might miss any bug reports in this topic.
This thread isn't meant to be a bug report drop off area.
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If you have questions on how to use something or do something that isn't JavaScript-related, please check the documentation and wiki. If it's not there, then there's a high likelihood that it isn't possible with the plugin.
If they're JavaScript related, please visit the VisuStella notetag thread as there are lots of JavaScript questions asked and answered there.
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Regarding feature suggestions/requests/etc., I have relayed them over to our plugin development team. If I don't respond to them directly, please don't take it like I've ignored it.
However, keep in mind that we're a small team and that we have to juggle the creation of new plugins for the upcoming waves, fixing bugs that are sent through the bug report function, documentation, and maintaining the code. New features are created if there's enough time provided to do so.
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Thank you! -
if you do slippery_tiles in the future, you can then to build in quicksand?
that one slips or sinks on the region. that would be a good thing.
there was already a quicksand plugin from MrTS_Quicksand (MV) in this forum.
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@darthmarth Use this notetag in your State notes:
Code:Further information/help is in the notes of the SkillsAndStates Plugin.<JS On Expire State> code code </JS On Expire State>
As far as the actual code, I wouldn't know. Try using:
Code:var amount = [whatever amount of MP you what the actor to gain]; user.Mpgain(amount);
Maybe I'm missing something, but I can't get this to work. Thanks for the lead--I'll keep working on it!
EDIT: Still haven't gotten the JS to work, but I was able to get the effect I want by using Visustella's auto-trigger skills plugin and a custom action sequence skill which gives the MP effect. Just starting to realize how powerful custom action sequences are going to be in MZ. -
Picture Common Events VisuStella MZ
can you also select the pictures without the mouse? -
Hey Sir, how to use this notetag? i write that "code" but nothing happen.
<JS param Flat: code>
Thank in advance. -
Hey Sir, how to use this notetag? i write that "code" but nothing happen.
<JS param Flat: code>
Thank in advance.
You need to tell it what param you're influencing as well. How exactly does your note tag look like>? -
You need to tell it what param you're influencing as well. How exactly does your note tag look like>?
My note tag is:
<JS ATK Flat: user.atk + 100> -
I need help on shrinking the box width of battle logs.
I want it to scale off the characters of the skills. So the box length will be as long as the skill name.
Any ideas on how? -
For questions regarding how to use the JS parameters, please refer the VisuStella notetag support thread.
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I need help on shrinking the box width of battle logs.
View attachment 166372
I want it to scale off the characters of the skills. So the box length will be as long as the skill name.
Any ideas on how?
Unfortunately, that parameter is used to determine the initial sizing of the battle log window and only runs once. There aren't any features currently that autosize the battle log at the moment, but it's something we can definitely look into for future updates.
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And with this, we're done with Wave 4!
We hope all of you found a few plugins you've liked to use for your games in this wave! The conversion team will be taking a two week break this time to rest up and catch up for the upcoming holiday season.
After that, it's time for Wave 5! In case you're wondering what's coming for Wave 5, here are the few plugins that have been planned!
- Battle System - STB
- Weapon Animation
- Database Inheritance
- Steal Items
- Encounter Effects
There's also a massive upgrade to one of these conversions from the YEP. Let's just say, you'll never see it coming!